Closes the "bot stands on a tree doing nothing" problem reported live when the operator launched the TUI after PR #6 landed. The reactive chain (operator > defend > eat > sleep > idle) was passive by design: day-time, full HP and food, no hostile within 4 m ⇒ every reflex returned noop. The bot perched in dark-oak canopy and never moved. Changes runtime/actions.js: - chopNearestTree: find any *_log within 32 blocks, equip best axe (falls back to fists), path to the block, dig. Per-bot 5-min blacklist of unreachable log positions so we don't grind on the same impossible target. - wander: pick a random offset 6-16 blocks away and path there. - setMovementsForGather / setMovementsForTravel: every action that uses pathfinder now sets its own Movements profile (canDig=true) instead of inheriting whatever the previous caller left. The old behaviour caused chop to inherit flee's canDig=false and get stuck in the canopy. - fleeFrom now uses canDig=true too — the user observed the bot permanently stuck on a leaf block because escape required digging. runtime/reflex.js: - new autonomousReflex between sleep and idle. Cooldown 10s. Picks chop when log count < 16, else wander. When chop reports "no reachable log within 32 blocks" we switch to wander for 60s so we don't re-fire chop against the same impossible position. - defendReflex tightened: only flee when closest is ≤8m (or ≤12m on low HP). Avoids the "82 distant hostiles ⇒ constant flee loop" pathology observed at this spawn. - flee cooldown: same mob name within 60s ⇒ noop, so we yield to other reflexes if flee keeps timing out. - sleepReflex retry cooldown raised 30s → 5min. Sleeping fails permanently if no bed is around; the short retry blocked autonomous behaviour every tick. - ctx.lastReflex now records {name, label, ts} after each dispatched/completed reflex so the TUI can show what the bot just decided. runtime/bot.js: - per-tick snapshot adds lastReflex and busy fields for the TUI. - maybeReplyToPlayer: light canned greetings (yo/hey/hi/привет) to non-operators when they address the bot. 30s cooldown so we don't spam. tui/tui.tsx: - status bar shows either "▸ busy: <label>" while an action is in flight, or "last reflex: <name> (<label>) Ns ago" when idle. Gives an at-a-glance answer to "what is the bot doing right now?" Smoke-tested live (play.xmatic.team, 2026-05-25T13:30-13:39): - bot did dispatch chop tree (oak_log at 617,82,95) - real bug surfaced and 3-fail rule filed a proposal automatically - after the runtime fix, chop returns "no reachable log" gracefully - bot switched to wander on the next tick - position moved from (623.31, 85, 95.12) to (623.41, 86.02, 96.7) — the first observable movement in this dark-oak spawn Co-authored-by: Yuriy Mayatnikov <mayatnikov@me.com> Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
239 lines
8.7 KiB
JavaScript
239 lines
8.7 KiB
JavaScript
// Reflex layer: priority-ordered list of pure-script behaviors. Each reflex
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// inspects the latest snapshot and either returns a no-op, dispatches an
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// async action via ctx.dispatch, or completes synchronously.
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//
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// LLM is NOT called here. If every reflex declines, the tick yields and we
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// try again next interval. The bot.js layer tracks consecutive noops and
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// escalates to Pi after a threshold (see ESCALATE_AFTER_NOOPS).
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import { info, warn } from "./log.js";
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import { attackNearest, fleeFrom, eatBestFood, sleepInBed, goTo, chopNearestTree, wander } from "./actions.js";
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const REFLEX_LOG = "reflex";
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// A reflex returns one of:
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// { action: "noop" } — nothing to do
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// { action: "dispatched", kind, label } — dispatched an async action
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// { action: "completed", kind, detail } — fully sync, already done
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// Reflexes must NEVER throw — they log and return noop on failure.
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// ---- operator goal reflex --------------------------------------------------
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// Highest priority: if the operator gave a "come here" / "follow me" command,
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// satisfy that before anything else (except defending if HP is critical).
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function operatorGoalReflex(ctx) {
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const goal = ctx.operatorGoal;
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if (!goal) return { action: "noop" };
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if (goal.kind === "come") {
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ctx.dispatch(
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() => goTo(ctx.bot, goal.x, goal.y, goal.z, 2),
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`operator-come(${goal.from})`,
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{
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onComplete: (res) => {
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if (res.ok) {
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ctx.bot.chat(`${goal.from}: arrived.`);
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} else {
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ctx.bot.chat(`${goal.from}: couldn't reach you (${res.detail}).`);
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}
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ctx.clearOperatorGoal();
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},
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},
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);
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return { action: "dispatched", kind: "operator-come", label: `come ${goal.x},${goal.y},${goal.z}` };
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}
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return { action: "noop" };
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}
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// ---- defend ----------------------------------------------------------------
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function defendReflex(ctx) {
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const s = ctx.snapshot;
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if (!s.connected) return { action: "noop" };
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if (!s.closestHostile) return { action: "noop" };
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const dist = s.closestHostile.distance;
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const lowHp = (s.health ?? 20) <= 8;
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// Three regimes — tightened to avoid the "82 distant hostiles → constant
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// flee" pathology observed at this spawn:
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// - within 4m: melee attack
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// - within 8m (and visibly hostile to us): flee
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// - low-HP fallback: flee anything within 12m
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// Anything beyond 8m with full HP is ignored regardless of how many
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// hostiles the perceive snapshot enumerates.
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if (dist <= 4) {
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ctx.dispatch(
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() => attackNearest(ctx.bot, s.closestHostile.name),
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`attack ${s.closestHostile.name}`,
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);
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return { action: "dispatched", kind: "defend-attack", label: s.closestHostile.name };
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}
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const shouldFlee = (dist <= 8) || (lowHp && dist <= 12);
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if (!shouldFlee) return { action: "noop" };
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// Cooldown — if we just fled from this same mob type and it didn't work
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// (timed out), don't immediately re-fire. Let other reflexes run.
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const lastFlee = ctx.lastFleeAttempt;
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if (lastFlee && lastFlee.name === s.closestHostile.name && Date.now() - lastFlee.ts < 60_000) {
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return { action: "noop" };
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}
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ctx.lastFleeAttempt = { name: s.closestHostile.name, ts: Date.now() };
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const fromEntity = Object.values(ctx.bot.entities).find(
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(e) =>
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e.name === s.closestHostile.name &&
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e.position &&
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Math.abs(e.position.distanceTo(ctx.bot.entity.position) - dist) < 1.5,
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);
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ctx.dispatch(
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() => fleeFrom(ctx.bot, fromEntity, 16),
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`flee from ${s.closestHostile.name}`,
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);
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return { action: "dispatched", kind: "defend-flee", label: s.closestHostile.name };
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}
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// ---- eat -------------------------------------------------------------------
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function eatReflex(ctx) {
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const s = ctx.snapshot;
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if (!s.connected) return { action: "noop" };
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if (s.food === undefined || s.food >= 16) return { action: "noop" };
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// Don't eat if we just ate (the food bar refresh on the server has a
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// small lag — re-firing within 5s would just fail bot.consume).
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const since = Date.now() - (ctx.lastEatAt ?? 0);
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if (since < 5000) return { action: "noop" };
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ctx.dispatch(
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() => eatBestFood(ctx.bot),
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"eat",
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{
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onComplete: (res) => {
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if (res.ok) ctx.lastEatAt = Date.now();
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},
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},
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);
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return { action: "dispatched", kind: "eat", label: `food=${s.food}` };
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}
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// ---- sleep -----------------------------------------------------------------
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function sleepReflex(ctx) {
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const s = ctx.snapshot;
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if (!s.connected) return { action: "noop" };
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if (s.isDay) return { action: "noop" };
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if (s.closestHostile && s.closestHostile.distance < 8) return { action: "noop" }; // not safe
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// Longer cooldown after a failure — if there's no bed nearby, retrying
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// every 30s blocks autonomous behaviour without ever succeeding.
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const since = Date.now() - (ctx.lastSleepAttemptAt ?? 0);
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if (since < 5 * 60_000) return { action: "noop" };
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ctx.lastSleepAttemptAt = Date.now();
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ctx.dispatch(
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() => sleepInBed(ctx.bot),
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"sleep",
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{
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onComplete: (res) => {
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if (res.ok) info(REFLEX_LOG, `sleep: success (${JSON.stringify(res.detail)})`);
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else info(REFLEX_LOG, `sleep: declined (${res.detail})`);
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},
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},
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);
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return { action: "dispatched", kind: "sleep", label: "night" };
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}
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// ---- autonomous "live your best life" --------------------------------------
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// Triggered when no reactive reflex (operator/defend/eat/sleep) wants to act.
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// Picks ONE small proactive action and runs it. Cooldown so we don't fire on
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// every 3s tick — actions take 15-45s themselves and we want some breathing
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// room between them.
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const AUTONOMOUS_COOLDOWN_MS = 10_000;
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function autonomousReflex(ctx) {
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const s = ctx.snapshot;
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if (!s.connected) return { action: "noop" };
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// Only suppress autonomous work at night when a hostile is in actual reach
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// (within 16m). Distant mobs the perception layer happens to enumerate
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// don't count — at this spawn there can be 80+ mobs visible but irrelevant
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// to local action.
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const nightClose = !s.isDay && s.closestHostile && s.closestHostile.distance <= 16;
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if (nightClose) return { action: "noop" };
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const since = Date.now() - (ctx.lastAutonomousAt ?? 0);
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if (since < AUTONOMOUS_COOLDOWN_MS) return { action: "noop" };
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ctx.lastAutonomousAt = Date.now();
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// What to do: gather wood until we have a small stockpile, then wander a
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// bit to find new chunks. If a recent chop attempt reported "no reachable
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// log", switch to wander for the next 60s — chopping the same not-found
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// position over and over is what the user observed live.
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const inv = s.inventory ?? {};
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const logCount = Object.entries(inv)
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.filter(([name]) => name.endsWith("_log"))
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.reduce((sum, [, n]) => sum + n, 0);
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const noTreesRecently = ctx.noTreesUntil && Date.now() < ctx.noTreesUntil;
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const wantChop = logCount < 16 && !noTreesRecently;
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if (wantChop) {
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ctx.dispatch(() => chopNearestTree(ctx.bot), "chop tree", {
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onComplete: (res) => {
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if (res.ok) {
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info(REFLEX_LOG, `chopped ${res.detail?.logType ?? "log"}`);
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ctx.noTreesUntil = 0; // success ⇒ trees exist around us
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} else if (typeof res.detail === "string" && res.detail.includes("no reachable")) {
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// No log within 32 blocks of the current position. Don't try
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// again for 60s — wander first to find a new biome / chunk.
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ctx.noTreesUntil = Date.now() + 60_000;
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}
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},
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});
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return { action: "dispatched", kind: "autonomous-chop", label: "chop tree" };
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}
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ctx.dispatch(() => wander(ctx.bot, 16), "wander", {});
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return { action: "dispatched", kind: "autonomous-wander", label: "wander" };
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}
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// ---- idle ------------------------------------------------------------------
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function idleReflex(ctx) {
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const s = ctx.snapshot;
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if (!s.connected) return { action: "noop" };
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ctx.idleCounter = (ctx.idleCounter ?? 0) + 1;
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if (ctx.idleCounter % 20 !== 0) return { action: "noop" };
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info(
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REFLEX_LOG,
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`idle: hp=${s.health} food=${s.food} pos=${s.position?.x},${s.position?.y},${s.position?.z} time=${s.time}`,
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);
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return { action: "completed", kind: "idle-heartbeat" };
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}
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const REFLEXES = [
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{ name: "operator-goal", fn: operatorGoalReflex },
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{ name: "defend", fn: defendReflex },
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{ name: "eat", fn: eatReflex },
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{ name: "sleep", fn: sleepReflex },
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{ name: "autonomous", fn: autonomousReflex },
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{ name: "idle", fn: idleReflex },
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];
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export function runTick(ctx) {
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// Bot is in the middle of an async action — don't dispatch another.
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if (ctx.busy) {
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return { reflex: "busy", action: "skipped", label: ctx.currentActionLabel ?? "(?)" };
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}
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for (const reflex of REFLEXES) {
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let outcome;
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try {
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outcome = reflex.fn(ctx);
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} catch (e) {
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warn(REFLEX_LOG, `reflex ${reflex.name} threw: ${e?.message ?? e}`);
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continue;
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}
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if (!outcome || outcome.action === "noop") continue;
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ctx.lastReflex = { name: reflex.name, label: outcome.label ?? outcome.kind, ts: Date.now() };
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return { reflex: reflex.name, ...outcome };
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}
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return null;
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}
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