Files
pepa-pi-bot/runtime/reflex.test.js
T
mayatnikovandClaude Opus 4.7 7f545723b5 feat(v0.3.1): storyline — canonical Minecraft survival quest
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>
2026-05-27 20:36:17 +03:00

491 lines
13 KiB
JavaScript

// Tests for the new curriculum-driven scheduler in runtime/reflex.js.
// We exercise runTick with synthetic snapshots + a recording ctx so we can
// assert which reflex fires and what gets dispatched.
import { test } from "node:test";
import assert from "node:assert/strict";
import { runTick } from "./reflex.js";
function vec(x, y, z) {
return {
x,
y,
z,
distanceTo(other) {
return Math.hypot(this.x - other.x, this.y - other.y, this.z - other.z);
},
offset(dx, dy, dz) {
return vec(this.x + dx, this.y + dy, this.z + dz);
},
};
}
function makeCombatBot({ removeOnAttack = false } = {}) {
return {
attacks: 0,
entity: { position: vec(0, 64, 0) },
entities: {
zombie1: { name: "zombie", height: 1.8, position: vec(3, 64, 0) },
},
inventory: { items: () => [] },
lookAt: async () => {},
attack() {
this.attacks++;
if (removeOnAttack) delete this.entities.zombie1;
},
};
}
function makeCtx({
snapshot,
busy = false,
bot = { entities: {}, entity: { position: { x: 0, y: 64, z: 0 } } },
skillBackoff,
lastEatAt = 0,
lastSleepAttemptAt = 0,
lastCurriculumAt = 0,
metrics,
disableManifesto = true, // curriculum branch tests don't construct
// full snapshots; manifesto is exercised by
// runtime/manifesto/state.test.js separately.
disableAdvisor = true, // advisor-trigger fires real async LLM calls,
// tested directly in advisor-trigger.test.js.
disableStoryline = true, // storyline tested in goal/storyline.test.js
} = {}) {
const dispatches = [];
const ctx = {
bot,
snapshot,
busy,
currentActionLabel: null,
lastEatAt,
lastSleepAttemptAt,
lastCurriculumAt,
skillBackoff,
metrics,
disableManifesto,
disableAdvisor,
disableStoryline,
dispatch(fn, label, opts = {}) {
dispatches.push({ fn, label, opts });
},
};
return { ctx, dispatches };
}
test("busy ctx returns skipped without dispatching", () => {
const { ctx, dispatches } = makeCtx({
snapshot: { connected: true, curriculum: { plan: { skillId: "gather.logs" } } },
busy: true,
currentActionLabel: "chopping",
});
const out = runTick(ctx);
assert.equal(out.reflex, "busy");
assert.equal(out.action, "skipped");
assert.equal(dispatches.length, 0);
});
test("disconnected snapshot → no dispatch", () => {
const { ctx, dispatches } = makeCtx({ snapshot: { connected: false } });
const out = runTick(ctx);
assert.equal(out, null);
assert.equal(dispatches.length, 0);
});
test("mode hit dispatches the returned skill immediately", () => {
const { ctx, dispatches } = makeCtx({
snapshot: {
connected: true,
health: 4,
food: 10,
hasFood: true,
inventory: { bread: 1 },
curriculum: { plan: { skillId: "gather.logs" } },
},
});
const out = runTick(ctx);
assert.equal(out.reflex, "mode:self_preservation");
assert.equal(out.action, "dispatched");
assert.equal(dispatches[0].label, "survive.eat");
});
test("defend wins over curriculum when hostile in melee", () => {
const { ctx, dispatches } = makeCtx({
snapshot: {
connected: true,
health: 20,
closestHostile: { name: "zombie", distance: 3 },
curriculum: { plan: { skillId: "gather.logs" } },
},
});
const out = runTick(ctx);
assert.equal(out.reflex, "defend");
assert.match(dispatches[0].label, /attack zombie/);
});
test("defend attack does not report success while hostile remains nearby", async () => {
const bot = makeCombatBot();
const { ctx, dispatches } = makeCtx({
bot,
snapshot: {
connected: true,
health: 20,
closestHostile: { name: "zombie", distance: 3 },
curriculum: { plan: { skillId: "gather.logs" } },
},
});
ctx.defendAttackMaxSwings = 2;
ctx.defendAttackSettleMs = 0;
const out = runTick(ctx);
assert.equal(out.reflex, "defend");
const res = await dispatches[0].fn();
assert.equal(res.ok, false);
assert.equal(res.code, "hostile_still_near");
assert.equal(bot.attacks, 2);
});
test("defend flees after a verified attack leaves hostile in reach", () => {
const bot = makeCombatBot();
const { ctx, dispatches } = makeCtx({
bot,
snapshot: {
connected: true,
health: 20,
closestHostile: { name: "zombie", distance: 3 },
curriculum: { plan: { skillId: "gather.logs" } },
},
});
const first = runTick(ctx);
assert.equal(first.reflex, "defend");
dispatches[0].opts.onComplete({ ok: false, code: "hostile_still_near" });
const second = runTick(ctx);
assert.equal(second.reflex, "defend");
assert.equal(second.kind, "defend-flee");
assert.equal(dispatches[1].label, "flee from zombie");
});
test("defend flees after repeated attack successes still leave hostile in reach", () => {
const bot = makeCombatBot();
const { ctx, dispatches } = makeCtx({
bot,
snapshot: {
connected: true,
health: 20,
closestHostile: { name: "zombie", distance: 3 },
curriculum: { plan: { skillId: "gather.logs" } },
},
});
const first = runTick(ctx);
assert.equal(first.kind, "defend-attack");
dispatches[0].opts.onComplete({ ok: true, code: "done" });
const second = runTick(ctx);
assert.equal(second.kind, "defend-attack");
dispatches[1].opts.onComplete({ ok: true, code: "done" });
const third = runTick(ctx);
assert.equal(third.reflex, "defend");
assert.equal(third.kind, "defend-flee");
assert.equal(dispatches[2].label, "flee from zombie");
});
test("eat wins over curriculum when food low and bot has food in inventory", () => {
const { ctx, dispatches } = makeCtx({
snapshot: {
connected: true,
health: 20,
food: 10,
// 2026-05-26: eat reflex now requires actual food in inventory
// to avoid the eat-spam loop that fired every tick on empty
// inventory.
inventory: { bread: 1 },
curriculum: { plan: { skillId: "gather.logs" } },
},
});
const out = runTick(ctx);
assert.equal(out.reflex, "eat");
assert.equal(dispatches[0].label, "eat");
});
test("eat reflex does NOT dispatch when no food in inventory (no spam)", () => {
const { ctx, dispatches } = makeCtx({
snapshot: {
connected: true,
health: 20,
food: 10,
inventory: { dirt: 1 },
curriculum: { plan: { skillId: "gather.logs" } },
},
});
const out = runTick(ctx);
// Falls through to curriculum.
assert.equal(out.reflex, "curriculum");
});
test("curriculum dispatches suggested skill by id", () => {
const { ctx, dispatches } = makeCtx({
snapshot: {
connected: true,
health: 20,
food: 20,
isDay: true,
curriculum: { plan: { skillId: "gather.logs" } },
},
});
const out = runTick(ctx);
assert.equal(out.reflex, "curriculum");
assert.equal(dispatches[0].label, "gather.logs");
assert.ok(typeof dispatches[0].opts.onComplete === "function");
});
test("manifesto: hungry bot with no food drives survive.acquire-food (overrides curriculum plan)", () => {
const { ctx, dispatches } = makeCtx({
disableManifesto: false,
snapshot: {
connected: true,
health: 20,
food: 12,
hasFood: false,
inventory: {}, // no food, no tools
equipment: {},
nearbyBlocks: {},
hazards: { footBlock: "grass_block", belowBlock: "dirt", headBlock: "air" },
isDay: true,
curriculum: { plan: { skillId: "gather.logs" } },
},
});
const out = runTick(ctx);
assert.equal(out.reflex, "curriculum");
assert.equal(dispatches[0].label, "survive.acquire-food", "manifesto L1 food took over");
assert.equal(ctx.activeNeed?.need?.id, "food");
});
test("manifesto: well-fed bot with all wood tools defers to curriculum plan", () => {
const { ctx, dispatches } = makeCtx({
disableManifesto: false,
snapshot: {
connected: true,
health: 20,
food: 20,
hasFood: true,
inventory: {
bread: 8,
wooden_pickaxe: 1, wooden_axe: 1, wooden_sword: 1,
white_bed: 1,
},
equipment: {},
nearbyBlocks: { beds: 1 },
hazards: { footBlock: "grass_block", belowBlock: "dirt", headBlock: "air" },
isDay: true,
curriculum: { plan: { skillId: "gather.logs" } },
},
});
const out = runTick(ctx);
assert.equal(out.reflex, "curriculum");
// L4 tools_stone unmet → gather.stone takes precedence even if curriculum says logs
assert.equal(dispatches[0].label, "gather.stone");
assert.equal(ctx.activeNeed?.need?.id, "tools_stone");
});
test("curriculum falls back to wander when no plan", () => {
const { ctx, dispatches } = makeCtx({
snapshot: {
connected: true,
health: 20,
food: 20,
isDay: true,
curriculum: null,
},
});
const out = runTick(ctx);
assert.equal(out.reflex, "curriculum");
assert.equal(dispatches[0].label, "wander");
});
test("curriculum falls back to wander when skill id is unknown", () => {
const { ctx, dispatches } = makeCtx({
snapshot: {
connected: true,
health: 20,
food: 20,
isDay: true,
curriculum: { plan: { skillId: "shelter.assemble" } }, // not registered yet
},
});
const out = runTick(ctx);
assert.equal(out.reflex, "curriculum");
assert.match(dispatches[0].label, /^wander/);
});
test("curriculum honours per-skill backoff", () => {
const future = Date.now() + 30_000;
const { ctx, dispatches } = makeCtx({
snapshot: {
connected: true,
health: 20,
food: 20,
isDay: true,
curriculum: { plan: { skillId: "gather.stone" } },
},
skillBackoff: { "gather.stone": future },
});
const out = runTick(ctx);
// Backoff blocks the curriculum reflex; idle still won't fire on this
// tick (idleCounter not at the 20-tick mark) so runTick yields.
assert.equal(out, null);
assert.equal(dispatches.length, 0);
});
test("wander-hint backoff swaps skill for wander on the next tick", () => {
const { ctx, dispatches } = makeCtx({
snapshot: {
connected: true,
health: 20,
food: 20,
isDay: true,
curriculum: { plan: { skillId: "gather.logs" } },
},
skillBackoff: { __wander_hint__: Date.now() + 30_000 },
});
const out = runTick(ctx);
assert.equal(out.reflex, "curriculum");
assert.equal(dispatches[0].label, "wander");
});
test("recent repeated skill timeouts trigger metric recovery", () => {
const now = Date.now();
const { ctx, dispatches } = makeCtx({
snapshot: {
connected: true,
health: 20,
food: 20,
isDay: true,
curriculum: { plan: { skillId: "gather.logs" } },
},
metrics: {
snapshot: () => ({
"gather.logs": { ok: 0, fail: 3, lastTs: now, lastCode: "timeout" },
}),
},
});
const out = runTick(ctx);
assert.equal(out.reflex, "curriculum");
assert.equal(out.kind, "curriculum-metric-recovery");
assert.equal(dispatches[0].label, "explore.far");
assert.ok((ctx.skillBackoff?.["gather.logs"] ?? 0) > Date.now());
});
test("recent movement timeouts trigger tunnel recovery", () => {
const now = Date.now();
const { ctx, dispatches } = makeCtx({
snapshot: {
connected: true,
health: 20,
food: 20,
isDay: true,
curriculum: { plan: { skillId: "gather.logs" } },
},
metrics: {
snapshot: () => ({
"explore.far": { ok: 0, fail: 1, lastTs: now, lastCode: "timeout" },
}),
},
});
const out = runTick(ctx);
assert.equal(out.reflex, "curriculum");
assert.equal(out.kind, "curriculum-metric-recovery");
assert.equal(dispatches[0].label, "recovery.tunnel-out");
});
test("successful tunnel recovery clears movement-timeout trigger", () => {
const now = Date.now();
const { ctx, dispatches } = makeCtx({
snapshot: {
connected: true,
health: 20,
food: 20,
isDay: true,
curriculum: { plan: { skillId: "gather.logs" } },
},
metrics: {
snapshot: () => ({
"explore.far": { ok: 0, fail: 1, lastTs: now - 5_000, lastCode: "timeout" },
"recovery.tunnel-out": { ok: 1, fail: 0, lastTs: now, lastCode: "done" },
}),
},
});
const out = runTick(ctx);
assert.equal(out.reflex, "curriculum");
assert.equal(out.kind, "curriculum-skill");
assert.equal(dispatches[0].label, "gather.logs");
});
test("onComplete sets wander hint when skill recovery says so", () => {
const { ctx, dispatches } = makeCtx({
snapshot: {
connected: true,
health: 20,
food: 20,
isDay: true,
curriculum: { plan: { skillId: "gather.logs" } },
},
});
runTick(ctx);
const cb = dispatches[0].opts.onComplete;
cb({ ok: false, code: "no_target", recovery: { hint: "wander" } });
assert.ok((ctx.skillBackoff?.__wander_hint__ ?? 0) > Date.now());
});
test("onComplete clears wander hint on success", () => {
const { ctx, dispatches } = makeCtx({
snapshot: {
connected: true,
health: 20,
food: 20,
isDay: true,
curriculum: { plan: { skillId: "gather.logs" } },
},
skillBackoff: { __wander_hint__: Date.now() + 30_000 },
});
// With wander hint active, first tick will choose wander, not gather.logs.
runTick(ctx);
// Simulate the wander completing and clearing the hint manually since
// wander is dispatched via actions.js directly (no recover hint).
ctx.skillBackoff.__wander_hint__ = 0;
// Next tick — past the curriculum cooldown.
ctx.lastCurriculumAt = 0;
const { ctx: ctx2, dispatches: dispatches2 } = makeCtx({
snapshot: {
connected: true,
health: 20,
food: 20,
isDay: true,
curriculum: { plan: { skillId: "gather.logs" } },
},
});
runTick(ctx2);
dispatches2[0].opts.onComplete({ ok: true, code: "done" });
assert.equal(ctx2.skillBackoff.__wander_hint__, 0);
});
test("onComplete sets per-skill backoff on cooldown-class failures", () => {
const { ctx, dispatches } = makeCtx({
snapshot: {
connected: true,
health: 20,
food: 20,
isDay: true,
curriculum: { plan: { skillId: "gather.stone" } },
},
});
runTick(ctx);
const cb = dispatches[0].opts.onComplete;
cb({ ok: false, code: "missing_tool", detail: "no pickaxe" });
assert.ok((ctx.skillBackoff?.["gather.stone"] ?? 0) > Date.now());
});