* feat(v0.4.0): vNext — closed-loop world model + settlement contract
Implements the vNext architecture from the research doc: demote the noisy
multi-rail planner in favour of a closed loop (world truth → invariant check)
plus a single utility-driven goal authority.
L1 services (fix no_drop / silent pathfinder hang first):
- InventoryLedger: diff-based "did I actually get it" verifier; acquire-food
now confirms via ledger.gainedSince instead of the unreliable count/event.
- MotionService.gotoSafe: wall-clock timeout + progress watchdog +
path_update(noPath/timeout) → structured {reached|stuck|timeout|nopath}.
L3 plan — unify the three competing rails (curriculum/manifesto/storyline):
- Settlement Contract: ordered M0–M9 milestones, each invariant-checked
against an authoritative world view (early steps delegate to the proven
curriculum; late game adds farming).
- InvariantChecker + predicate library; GoalManager selects the lowest unmet
milestone via utility argmax (food-urgency preempts, DEPS-style).
- Wired into the scheduler: bot.js precomputes snapshot.contract; reflex.js
consumes it in place of the storyline rail. Manifesto L0 still preempts.
Eval + robustness:
- Village Score (single 0..1 metric) on the snapshot + TUI "build" line.
- survive.dig-in skill + dusk_dig_in mode (exposed at night, no bed → cover).
- approach_block helper (GoalNear + lookAt, avoids GoalLookAtBlock #341).
+28 new tests (450 total green). LLM remains entirely off the tick path.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
* feat(v0.4.0): finish vNext plan — anti-loop, skill-graph, worldDelta diff, flee→motion
Completes the remaining v0.4.0 plan items and one fix motivated by a live
in-game observation (flee hanging 30s against a persistent zombie).
- flee → MotionService.gotoSafe: structured {stuck|timeout|nopath} in ~4s with
a blind-retreat fallback, instead of the observed 30s pathfinder hang + 3
watchdog replans. Movements setup guarded so it is unit-testable.
- QW5 anti-loop (runtime/anti-loop.js): same skill failing >=3x in 5min →
30min blacklist (reflex shouldSkip) + one-shot improvement_request
(bot.js drainFired -> writeProposal).
- 4.1 closed-loop worldDelta: runSkill snapshots inventory before execute and
attaches the real delta (_invObserved) to every successful result; opt-in
skill.expectGain asserts the claimed gain or returns world_unchanged.
- 3.6 skill-graph (Plan4MC): declarative requires/produces for ~20 skills;
prerequisitesMet/canRun/runnableFrontier; GoalManager annotates suggestions
with blockedBy when prereqs are unmet.
+22 tests (472 total green). Live smoke confirmed dig-in works and no new
errors; flee loop is what this commit's flee migration addresses.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
---------
Co-authored-by: Yuriy Mayatnikov <mayatnikov@me.com>
Co-authored-by: Claude Opus 4.7 <noreply@anthropic.com>
132 lines
4.5 KiB
JavaScript
132 lines
4.5 KiB
JavaScript
// survive.dig-in — emergency night shelter when displaced with no bed/base
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// (research QW8, §3 "If displaced at night"). The classic survival move: dig
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// straight down a couple of blocks for cover, cap the hole with a placed
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// block, and wait out the night. Mobs can't path into a sealed 1-wide hole.
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//
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// This is intentionally conservative and safety-gated: it refuses to dig into
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// lava/water/void and never digs deeper than 3. The cap is best-effort —
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// placement timing is finicky and we never want to FAIL the skill (and bounce
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// the bot back to wandering at night) just because the roof block didn't seat;
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// being two blocks underground is already far safer than standing in the open.
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import { info, warn } from "../log.js";
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const CAP_PREFERENCE = [
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"dirt", "cobblestone", "stone", "andesite", "diorite", "granite",
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"cobbled_deepslate", "deepslate", "sand", "gravel", "netherrack",
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"oak_planks", "spruce_planks", "birch_planks", "dark_oak_planks",
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"jungle_planks", "acacia_planks", "mangrove_planks", "cherry_planks",
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];
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const UNSAFE_BELOW = new Set([
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"lava", "flowing_lava", "water", "flowing_water", "bedrock",
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"air", "cave_air", "void_air",
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]);
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export function pickCapBlock(bot) {
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const items = bot.inventory?.items?.() ?? [];
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for (const name of CAP_PREFERENCE) {
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const found = items.find((i) => i.name === name && i.count > 0);
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if (found) return found;
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}
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return items.find((i) => /(_planks|_log|_wool|cobble|stone|dirt|sand|gravel|netherrack)$/i.test(i.name)) ?? null;
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}
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// Safe to dig the block directly below: it must be a solid, non-hazard block
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// (don't open a hole into lava/water, don't waste a dig on air/bedrock).
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export function safeToDigBelow(bot) {
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const pos = bot.entity?.position;
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if (!pos) return { ok: false, reason: "no position" };
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const below = bot.blockAt?.(pos.offset(0, -1, 0));
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if (!below) return { ok: false, reason: "no block below" };
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if (UNSAFE_BELOW.has(below.name)) return { ok: false, reason: `unsafe below: ${below.name}` };
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return { ok: true, block: below };
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}
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function sleep(ms) {
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return new Promise((resolve) => setTimeout(resolve, ms));
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}
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async function attemptCap(bot) {
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const pos = bot.entity?.position;
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if (!pos) return false;
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// Reference any solid block adjacent at the bot's head level; place onto
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// its top face to seal the column above the bot.
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const head = pos.offset(0, 1, 0);
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for (const [dx, dz] of [[1, 0], [-1, 0], [0, 1], [0, -1]]) {
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const ref = bot.blockAt?.(head.offset(dx, 0, dz));
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if (ref && !UNSAFE_BELOW.has(ref.name) && ref.name !== "air") {
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try {
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await bot.placeBlock(ref, { x: 0, y: 1, z: 0 });
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return true;
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} catch {
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// try next reference
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}
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}
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}
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return false;
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}
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export const skill = Object.freeze({
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id: "survive.dig-in",
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title: "Dig in for the night",
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timeoutMs: 30_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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if (!pickCapBlock(ctx.bot)) {
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return { ok: false, code: "missing_material", detail: "no placeable cap block (dirt/cobble/planks)" };
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}
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const safe = safeToDigBelow(ctx.bot);
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if (!safe.ok) return { ok: false, code: "unsafe_dig", detail: safe.reason };
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return { ok: true };
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},
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async execute(ctx, args = {}) {
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const bot = ctx.bot;
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try { bot.pathfinder?.setGoal?.(null); } catch {}
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const depth = Math.max(1, Math.min(args?.depth ?? 2, 3));
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let dug = 0;
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let lastReason = null;
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for (let i = 0; i < depth; i++) {
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const safe = safeToDigBelow(bot);
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if (!safe.ok) { lastReason = safe.reason; break; }
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try {
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await bot.dig(safe.block);
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dug++;
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await sleep(300); // let the bot drop into the new hole
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} catch (e) {
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lastReason = e?.message ?? String(e);
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break;
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}
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}
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if (dug === 0) {
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return { ok: false, code: "no_progress", detail: lastReason ?? "could not dig down", worldDelta: null };
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}
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let capped = false;
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const cap = pickCapBlock(bot);
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if (cap) {
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try { await bot.equip(cap, "hand"); } catch {}
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try { await bot.look(bot.entity.yaw, Math.PI / 2, true); } catch {}
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capped = await attemptCap(bot);
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}
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info("action", `dig-in: dug ${dug} down, capped=${capped}`);
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return {
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ok: true,
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code: "done",
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detail: { dug, capped, reason: lastReason },
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worldDelta: { dugDown: dug, capped, mode: "dig-in" },
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};
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},
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recover(ctx, result) {
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if (result.code === "missing_material") {
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return { hint: "wander", reason: "no cap block — gather dirt/cobble before nightfall" };
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}
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return null;
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},
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});
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export const __testing = { pickCapBlock, safeToDigBelow, attemptCap, CAP_PREFERENCE, UNSAFE_BELOW };
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