The bot has been stuck in a loop for two days:
acquire-food (fail: no nearby food) → explore.far → pillar-up (fail) → repeat
Diagnosis: manifesto + LLM advisor both correctly identify "you need
food" but neither expresses *what concretely to do next*. Manifesto is
a priority ladder (need-detection), not a narrative arc.
This commit adds the missing narrative layer — an ordered list of
operational steps that mirror the vanilla Minecraft survival path:
1. orient_self — Понять где я
2. first_wood — Собрать 8 поленьев
3. crafting_basics — Сделать верстак и палки
4. first_tools — Деревянные орудия
5. first_food — Найти первую еду
6. shelter_minimal — Простой шелтер с кроватью
7. stone_tier — Каменные орудия
8. food_security — Запас еды на 16+
9. iron_age — Железо и печь
10. settle_base — Постоянная база
11. village_grow — Развивать деревню (ongoing)
Each step has:
- completed(snapshot) → bool — detects achievement from snapshot
- suggestSkill(snapshot) → { skillId, args? } — concrete next dispatch
- emergencyPause(snapshot) → bool — defers to manifesto L0 alive
emergencies (low HP near hostile, lava under foot, food = 0)
- narration_ru — chat-friendly Russian one-liner spoken on entry
Components:
- runtime/goal/storyline.js — 11-step canonical quest catalogue
- runtime/goal/state.js — pickCurrentStep(snapshot) walks the list,
returns first non-completed step + its suggestion. 3s cache.
Validates suggestSkill's skillId against the live registry.
- runtime/reflex.js — curriculumReflex dispatch priority is now:
1. manifesto (L0 alive emergencies always win)
2. storyline (concrete operational subgoal)
3. curriculum plan (legacy fallback)
Tests pass ctx.disableStoryline=true for isolation.
- runtime/bot.js — snapshot.storyStep populated each tick so
chatter/advisor/reflect observers see the same view.
- runtime/coach/fast-advisor.js — buildUserPrompt now embeds the
current step + its suggested skill, so LLM advice is anchored
("step 5 first_food, storyline wants survive.acquire-food, but
recent dispatches show it's failing — try explore.far + scout").
- runtime/coach/advisor-trigger.js — forwards ctx.storyStep into
advise() and logs step id at trigger time.
- runtime/coach/reflect.js — reflection prompt includes storyline
progress so 30-min self-assessment is anchored.
- runtime/persona/chatter.js — narrates step.narration_ru on
transition. Rate-limited via existing maybeNarrateRaw().
New operator CLI:
- scripts/show-story.js — fetches the live snapshot via IPC sock and
prints step progress with ✓/→/ markers, current skill, inventory.
Falls back to --plain catalogue view when bot offline.
Token cost impact: ~+30 input tokens per advise() call (one extra
line in user prompt). Trivial vs the value of grounding LLM advice
in a concrete narrative.
Operator usage:
node scripts/show-story.js # live progress + which step + why
node scripts/show-story.js --plain # static catalogue of all 11 steps
Tests: 376 green (was 360, +16 storyline tests).
Also in this branch (already committed): dev/v0.3.1/PRD.md —
LLM prompt cost optimization design doc.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
166 lines
5.7 KiB
JavaScript
166 lines
5.7 KiB
JavaScript
import { test } from "node:test";
|
|
import assert from "node:assert/strict";
|
|
|
|
import { STORYLINE, getStep, __testing } from "./storyline.js";
|
|
import { pickCurrentStep, progressSummary, _resetForTest } from "./state.js";
|
|
|
|
function snap(overrides = {}) {
|
|
return {
|
|
connected: true,
|
|
health: 20,
|
|
food: 20,
|
|
hasFood: false,
|
|
inventory: {},
|
|
equipment: { hand: null, head: null, torso: null, legs: null, feet: null },
|
|
nearbyBlocks: {},
|
|
hazards: { footBlock: "grass_block", belowBlock: "dirt", headBlock: "air" },
|
|
isDay: true,
|
|
hostileCount: 0,
|
|
closestHostile: null,
|
|
_sessionMs: 60_000,
|
|
...overrides,
|
|
};
|
|
}
|
|
|
|
test("STORYLINE: 11 steps, all have id/title/narration/completed/suggestSkill", () => {
|
|
assert.equal(STORYLINE.length, 11);
|
|
for (const s of STORYLINE) {
|
|
assert.ok(s.id, `step missing id`);
|
|
assert.ok(s.title);
|
|
assert.ok(s.narration_ru);
|
|
assert.equal(typeof s.completed, "function");
|
|
assert.equal(typeof s.suggestSkill, "function");
|
|
}
|
|
// Ids unique
|
|
const ids = STORYLINE.map((s) => s.id);
|
|
assert.equal(new Set(ids).size, ids.length);
|
|
});
|
|
|
|
test("getStep: lookup by id", () => {
|
|
assert.equal(getStep("first_wood").title, "Собрать 8 поленьев");
|
|
assert.equal(getStep("does-not-exist"), null);
|
|
});
|
|
|
|
test("emergencyPause: low hp + close hostile → true", () => {
|
|
const { emergencyPause } = __testing;
|
|
assert.equal(emergencyPause(snap({ health: 4, closestHostile: { name: "zombie", distance: 3 } })), true);
|
|
assert.equal(emergencyPause(snap()), false);
|
|
assert.equal(emergencyPause(snap({ hazards: { footBlock: "lava" } })), true);
|
|
assert.equal(emergencyPause(snap({ food: 0 })), true);
|
|
});
|
|
|
|
test("step first_wood: completed when ≥8 logs", () => {
|
|
const s = getStep("first_wood");
|
|
assert.equal(s.completed(snap()), false);
|
|
assert.equal(s.completed(snap({ inventory: { oak_log: 8 } })), true);
|
|
assert.equal(s.completed(snap({ inventory: { oak_log: 4, birch_log: 4 } })), true);
|
|
});
|
|
|
|
test("step first_wood: suggest gather.logs if trees nearby, explore.far otherwise", () => {
|
|
const s = getStep("first_wood");
|
|
assert.equal(s.suggestSkill(snap({ nearbyBlocks: { logs: 5 } })).skillId, "gather.logs");
|
|
assert.equal(s.suggestSkill(snap()).skillId, "explore.far");
|
|
});
|
|
|
|
test("step first_tools: requires all three wood tools", () => {
|
|
const s = getStep("first_tools");
|
|
assert.equal(s.completed(snap({ inventory: { wooden_pickaxe: 1 } })), false);
|
|
assert.equal(s.completed(snap({ inventory: { wooden_pickaxe: 1, wooden_axe: 1 } })), false);
|
|
assert.equal(s.completed(snap({ inventory: { wooden_pickaxe: 1, wooden_axe: 1, wooden_sword: 1 } })), true);
|
|
// Higher tier also counts
|
|
assert.equal(s.completed(snap({ inventory: { stone_pickaxe: 1, stone_axe: 1, stone_sword: 1 } })), true);
|
|
});
|
|
|
|
test("step first_food: completed at ≥2 food items", () => {
|
|
const s = getStep("first_food");
|
|
assert.equal(s.completed(snap()), false);
|
|
assert.equal(s.completed(snap({ inventory: { bread: 2 } })), true);
|
|
});
|
|
|
|
test("step shelter_minimal: completed when bed placed nearby", () => {
|
|
const s = getStep("shelter_minimal");
|
|
assert.equal(s.completed(snap()), false);
|
|
assert.equal(s.completed(snap({ nearbyBlocks: { beds: 1 } })), true);
|
|
});
|
|
|
|
test("step stone_tier: needs cobblestone first", () => {
|
|
const s = getStep("stone_tier");
|
|
assert.equal(s.completed(snap()), false);
|
|
assert.equal(s.suggestSkill(snap()).skillId, "gather.stone");
|
|
assert.equal(s.suggestSkill(snap({ inventory: { cobblestone: 6, stick: 4 } })).skillId, "craft.stone-pickaxe");
|
|
});
|
|
|
|
test("village_grow: never auto-completes (ongoing)", () => {
|
|
const s = getStep("village_grow");
|
|
assert.equal(s.completed(snap({ inventory: { iron_pickaxe: 1, diamond_pickaxe: 1 } })), false);
|
|
});
|
|
|
|
test("pickCurrentStep: disconnected → null", () => {
|
|
_resetForTest();
|
|
assert.equal(pickCurrentStep({ connected: false }), null);
|
|
});
|
|
|
|
test("pickCurrentStep: fresh spawn → first non-completed step", () => {
|
|
_resetForTest();
|
|
const s = snap({ _sessionMs: 5_000, nearbyBlocks: {} });
|
|
const r = pickCurrentStep(s);
|
|
assert.ok(r);
|
|
// orient_self is the first; with no nearby blocks and short session,
|
|
// completed() returns false → picked.
|
|
assert.equal(r.step.id, "orient_self");
|
|
assert.equal(r.index, 0);
|
|
});
|
|
|
|
test("pickCurrentStep: bot with 8+ logs → first_wood done, picks crafting_basics", () => {
|
|
_resetForTest();
|
|
const r = pickCurrentStep(snap({
|
|
_sessionMs: 60_000,
|
|
nearbyBlocks: { logs: 3 },
|
|
inventory: { oak_log: 10 },
|
|
}));
|
|
assert.ok(r);
|
|
assert.equal(r.step.id, "crafting_basics");
|
|
assert.equal(r.completedSteps, 2, "orient_self + first_wood done");
|
|
});
|
|
|
|
test("pickCurrentStep: emergency pauses suggestion", () => {
|
|
_resetForTest();
|
|
const r = pickCurrentStep(snap({
|
|
health: 4,
|
|
closestHostile: { name: "zombie", distance: 3 },
|
|
nearbyBlocks: { logs: 2 },
|
|
}));
|
|
assert.ok(r);
|
|
assert.equal(r.emergency, true);
|
|
assert.equal(r.suggestion, null, "no concrete suggestion while emergency holds");
|
|
});
|
|
|
|
test("pickCurrentStep: rejects unknown skill ids from suggestSkill", () => {
|
|
_resetForTest();
|
|
// Inject a synthetic step with bogus skill — but STORYLINE is frozen,
|
|
// so we just verify that real ids are valid (sanity check).
|
|
const r = pickCurrentStep(snap({
|
|
_sessionMs: 60_000,
|
|
nearbyBlocks: { logs: 2 },
|
|
}));
|
|
if (r?.suggestion?.skillId) {
|
|
// All real STORYLINE skill ids should be registered.
|
|
// (skill-registry imports a frozen list of skills/index.js.)
|
|
assert.ok(r.suggestion.skillId.includes("."), "skill id is namespaced");
|
|
}
|
|
});
|
|
|
|
test("progressSummary: formats step n/N + skill + emergency tag", () => {
|
|
_resetForTest();
|
|
const s1 = progressSummary(snap({ _sessionMs: 5_000 }));
|
|
assert.match(s1, /step 1\/11/);
|
|
assert.match(s1, /orient_self/);
|
|
|
|
_resetForTest();
|
|
const s2 = progressSummary(snap({
|
|
health: 3,
|
|
closestHostile: { name: "creeper", distance: 2 },
|
|
}));
|
|
assert.match(s2, /EMERGENCY/);
|
|
});
|