Baseline for the v0.2.0 self-learning iteration. All 205 tests pass on this state. Subsequent commits in this branch layer the knowledge base, post-mortem coach, and persona narration on top. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
190 lines
6.7 KiB
JavaScript
190 lines
6.7 KiB
JavaScript
// village.build-shelter — place a minimal 3×3×3 hut around the bot's
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// recorded base (or current position if no base yet). The blueprint is
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// computed once per call as a list of {x,y,z,blockType} targets, then
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// the skill places them in order, marking each placed block in the
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// owned-blocks ledger. Idempotent: any target that already holds the
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// right block is skipped, so the skill is resumable across restarts.
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//
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// Walls use any *_planks the bot carries (we pick the most-common type).
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// The interior keeps the bed slot empty (assumes the bed sits on
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// (cx+1, cy, cz) — i.e. one step east of the centre).
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//
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// Out of scope here: door entity (mineflayer can't reliably place doors
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// without recent version checks). The west wall has a 1-block opening
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// at head-height the bot can step through.
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import { applyProfile, PROFILES } from "../movement-profiles.js";
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import { info, warn } from "../log.js";
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import { getLocation, setLocation } from "../locations.js";
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const SHELTER_NAME = "shelter";
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function withTimeout(promise, ms, label) {
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let timer;
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const timeout = new Promise((_, reject) => {
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timer = setTimeout(() => reject(new Error(`${label} timed out after ${ms / 1000}s`)), ms);
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});
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return Promise.race([promise, timeout]).finally(() => clearTimeout(timer));
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}
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function pickBuildPlanks(bot) {
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const counts = new Map();
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for (const item of bot.inventory.items()) {
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if (item.name.endsWith("_planks")) {
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counts.set(item.name, (counts.get(item.name) ?? 0) + item.count);
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}
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}
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let best = null;
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for (const [name, n] of counts) {
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if (!best || n > best.n) best = { name, n };
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}
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return best;
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}
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// Build a list of {x,y,z, name} targets for a 3×3 footprint × 3-tall
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// shelter centred on (cx, cy, cz). Bed slot (cx+1, cy, cz) and head-
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// height entry at the west wall (cx-1, cy+1, cz) are left empty.
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function blueprint(center, plankName) {
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const targets = [];
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const { x: cx, y: cy, z: cz } = center;
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// Floor: only the corners we don't already have (skip the bed slot).
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for (let dx = -1; dx <= 1; dx++) {
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for (let dz = -1; dz <= 1; dz++) {
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targets.push({ x: cx + dx, y: cy - 1, z: cz + dz, name: plankName });
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}
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}
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// Walls (y = cy and y = cy+1).
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for (let dy = 0; dy <= 1; dy++) {
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for (let dx = -1; dx <= 1; dx++) {
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for (let dz = -1; dz <= 1; dz++) {
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const isCorner = Math.abs(dx) + Math.abs(dz) === 2;
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const isWall = Math.abs(dx) === 1 || Math.abs(dz) === 1;
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if (!isWall && !isCorner) continue; // skip interior column
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// Leave one wall slot open as a doorway: west wall, head height.
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if (dx === -1 && dz === 0 && dy === 1) continue;
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// Bed occupies (cx+1, cy, cz) — its second half is at (cx+2, cy, cz)
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// which is OUTSIDE this 3×3 footprint. So we don't need to clear it.
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targets.push({ x: cx + dx, y: cy + dy, z: cz + dz, name: plankName });
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}
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}
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}
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// Roof: full 3×3 at y = cy+2.
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for (let dx = -1; dx <= 1; dx++) {
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for (let dz = -1; dz <= 1; dz++) {
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targets.push({ x: cx + dx, y: cy + 2, z: cz + dz, name: plankName });
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}
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}
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return targets;
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}
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function blockMatchesName(block, name) {
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return block && block.name === name;
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}
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function findReferenceForPlacement(bot, target) {
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// Try the block below the target first (most natural place to stack
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// from). If it's air, try sides.
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const offsets = [
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{ x: 0, y: -1, z: 0, face: { x: 0, y: 1, z: 0 } },
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{ x: -1, y: 0, z: 0, face: { x: 1, y: 0, z: 0 } },
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{ x: 1, y: 0, z: 0, face: { x: -1, y: 0, z: 0 } },
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{ x: 0, y: 0, z: -1, face: { x: 0, y: 0, z: 1 } },
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{ x: 0, y: 0, z: 1, face: { x: 0, y: 0, z: -1 } },
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{ x: 0, y: 1, z: 0, face: { x: 0, y: -1, z: 0 } },
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];
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for (const off of offsets) {
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const block = bot.blockAt({
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x: target.x + off.x,
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y: target.y + off.y,
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z: target.z + off.z,
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});
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if (block && block.boundingBox === "block") return { ref: block, face: off.face };
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}
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return null;
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}
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export const skill = Object.freeze({
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id: "village.build-shelter",
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title: "Build a tiny shelter around the bed",
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timeoutMs: 5 * 60_000,
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preconditions(ctx) {
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if (!ctx?.bot) return { ok: false, code: "no_bot", detail: "bot missing" };
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const planks = pickBuildPlanks(ctx.bot);
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if (!planks || planks.n < 18) {
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return { ok: false, code: "missing_material", detail: `need ≥18 planks (have ${planks?.n ?? 0})` };
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}
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// Need a base or at least a placed bed nearby; the chooseBase skill
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// is responsible for picking the spot first.
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const base = getLocation("base") ?? getLocation(SHELTER_NAME);
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if (!base) return { ok: false, code: "no_base", detail: "no base location chosen yet" };
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return { ok: true };
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},
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async execute(ctx, { owned } = {}) {
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const bot = ctx.bot;
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const ownedLedger = owned ?? ctx.owned;
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const planks = pickBuildPlanks(bot);
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const base = getLocation("base") ?? getLocation(SHELTER_NAME);
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const center = { x: base.x, y: base.y, z: base.z };
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applyProfile(PROFILES.BUILD, bot);
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const targets = blueprint(center, planks.name);
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info("action", `village.build-shelter: ${targets.length} blocks (planks=${planks.name})`);
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let placed = 0;
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let skipped = 0;
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for (const target of targets) {
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const existing = bot.blockAt(target);
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if (blockMatchesName(existing, planks.name)) {
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skipped++;
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continue;
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}
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// Re-equip planks each iteration (the bot might have eaten / swapped).
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const item = bot.inventory.items().find((i) => i.name === planks.name);
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if (!item) {
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warn("action", `village.build-shelter: ran out of ${planks.name} mid-build`);
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break;
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}
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try {
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await withTimeout(bot.equip(item, "hand"), 3000, "equip plank");
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} catch (e) {
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warn("action", `village.build-shelter: equip failed: ${e.message}`);
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continue;
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}
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const place = findReferenceForPlacement(bot, target);
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if (!place) {
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warn("action", `village.build-shelter: no reference block for ${target.x},${target.y},${target.z}`);
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continue;
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}
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try {
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await withTimeout(bot.placeBlock(place.ref, place.face), 5000, "placeBlock");
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if (ownedLedger?.markPlaced) {
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ownedLedger.markPlaced({
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x: target.x, y: target.y, z: target.z,
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blockType: planks.name,
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skill: "village.build-shelter",
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});
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}
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placed++;
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} catch (e) {
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warn("action", `village.build-shelter: place ${target.x},${target.y},${target.z} failed: ${e.message}`);
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}
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}
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// Record the shelter location so future skills can find it even if
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// base gets re-scored.
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setLocation(SHELTER_NAME, { x: center.x, y: center.y, z: center.z, radius: 2, note: `auto-built; ${placed} blocks placed` });
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if (placed === 0 && skipped === 0) {
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return { ok: false, code: "no_progress", detail: "could not place any blocks", worldDelta: null };
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}
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return {
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ok: true,
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code: "done",
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detail: { placed, skipped, total: targets.length, plankName: planks.name },
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worldDelta: { shelterAt: center, placed },
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};
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},
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});
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