Recovers the bot from the live-server symptoms reported 2026-05-26: 1) constant supervisor reconnects, 2) chop "clicks once and stops", 3) sleep does nothing without a bed and so blocks night-skipping for other players, 4) curriculum reflex always fell through to wander. Supervisor (#38): - runtime/watch-filter.js: pure predicate excluding *.test.js + the supervisor itself; recursive:true so skills/ + social/ edits also restart. Burned a working main once when test files counted toward the rollback threshold. - runtime/supervisor.js: watch-triggered restarts no longer count toward the crash-loop rollback path. Watcher is now recursive. Chop / mine (#39): - runtime/actions.js + runtime/skills/gather-stone.js: replaced raw pathfinder.goto + bot.dig with mineflayer-collectblock's bot.collectBlock.collect — handles approach, repositioning, LoS, dig and pickup as one primitive. Old version "swung once" because GoalGetToBlock often parked the bot in leaves above the log. Sleep + bed (#40): - runtime/actions.js: sleepInBed now ALSO places a carried bed on solid ground next to the bot and sleeps on it. Critical so the bot stops blocking player night-skipping the moment it owns a bed. Bed pipeline (#41): - runtime/skills/gather-wool.js: gather.wool skill — mines wool block if any nearby, otherwise shears or attacks the nearest sheep. - runtime/skills/craft.js: craftBedSkill (any colour the bot has ≥3 wool of, plus 3 planks, plus a table). - runtime/curriculum.js: new milestone survive.bed sits between wood.tools and stone.32 so the bot gets a bed BEFORE everything else. Test fixture updated to include a red_bed in post-survive.bed stages. Village / shelter / wheat (#42, #43): - runtime/skills/build-shelter.js: village.build-shelter — real 3×3×3 resumable hut blueprint around the recorded base, places one block per loop, idempotent so an interrupted build resumes correctly, marks each placed block in the owned-blocks ledger. - runtime/skills/deposit-surplus.js: village.deposit-surplus opens the nearest chest and transfers surplus stacks while keeping a reserve of tools/food/bed. - runtime/skills/farm-wheat.js: farm.wheat does one step per call (till adjacent-to-water grass, plant seeds, or harvest ripe wheat). - runtime/curriculum.js: village.shelter milestone after base-site. Scheduler glitch (root of "always wander"): - runtime/bot.js: curriculum + locations are now computed BEFORE runTick. Previously they were stamped AFTER, so reflex.js saw snapshot.curriculum=undefined every tick and fell through to the wander fallback. Verified live: scheduler now dispatches gather.logs/gather.stone/craft.* by id via runSkill. Eat-spam: - runtime/reflex.js: eatReflex now checks inventory for actual food and updates lastEatAt on EVERY dispatch (not only successes), so a failed eat respects the 5 s cooldown instead of firing every tick. npm test 123/123. Validated live on play.xmatic.team (curriculum dispatched gather.logs via runSkill, recover hint switched to wander when no log in range). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
334 lines
11 KiB
JavaScript
334 lines
11 KiB
JavaScript
// craft.* — thin skill wrappers around the existing actions.js crafting
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// primitives. Each one is generated by makeCraftSkill so adding a new
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// craftable is one entry in this file rather than a new module.
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//
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// All wood/stone crafts that need a workbench reuse actions.placeCraftingTable
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// internally: the skill's preconditions guarantee the raw materials, then
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// execute() defers to the actions.js implementation that handles
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// table-placement, recipe lookup and bot.craft().
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import {
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craftPlanks,
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craftSticks,
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craftWoodenAxe,
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craftWoodenPickaxe,
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craftWoodenSword,
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placeCraftingTable,
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inv as invHelpers,
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} from "../actions.js";
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function totalPlanks(bot) {
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return invHelpers.getAnyPlanksCount(bot);
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}
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function totalSticks(bot) {
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return invHelpers.getItemCount(bot, "stick");
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}
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function totalLogs(bot) {
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return invHelpers.getAnyLogCount(bot);
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}
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function count(bot, name) {
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return invHelpers.getItemCount(bot, name);
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}
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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 asResult(res, doneCode = "done") {
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if (res?.ok) {
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return { ok: true, code: doneCode, detail: res.detail, worldDelta: { crafted: res.detail?.item ?? doneCode } };
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}
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const msg = String(res?.detail ?? "");
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const code = msg.includes("no recipe")
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? "no_recipe"
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: msg.includes("timed out")
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? "timeout"
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: "failed";
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return { ok: false, code, detail: res?.detail, worldDelta: null };
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}
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// --- direct wrappers around existing actions ---------------------------------
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export const craftPlanksSkill = Object.freeze({
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id: "craft.planks",
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title: "Craft planks from logs",
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timeoutMs: 20_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 (totalLogs(ctx.bot) < 1) return { ok: false, code: "missing_material", detail: "no log in inventory" };
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return { ok: true };
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},
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async execute(ctx, args = {}) {
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return asResult(await craftPlanks(ctx.bot, args.count ?? 4));
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},
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});
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export const craftSticksSkill = Object.freeze({
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id: "craft.sticks",
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title: "Craft sticks from planks",
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timeoutMs: 20_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 (totalPlanks(ctx.bot) < 2) return { ok: false, code: "missing_material", detail: "need 2 planks" };
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return { ok: true };
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},
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async execute(ctx, args = {}) {
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return asResult(await craftSticks(ctx.bot, args.count ?? 4));
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},
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});
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export const craftWoodenAxeSkill = Object.freeze({
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id: "craft.wooden-axe",
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title: "Craft wooden axe",
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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 (totalPlanks(ctx.bot) < 3) return { ok: false, code: "missing_material", detail: "need 3 planks" };
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if (totalSticks(ctx.bot) < 2) return { ok: false, code: "missing_material", detail: "need 2 sticks" };
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return { ok: true };
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},
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async execute(ctx) {
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return asResult(await craftWoodenAxe(ctx.bot));
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},
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});
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export const craftWoodenPickaxeSkill = Object.freeze({
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id: "craft.wooden-pickaxe",
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title: "Craft wooden pickaxe",
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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 (totalPlanks(ctx.bot) < 3) return { ok: false, code: "missing_material", detail: "need 3 planks" };
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if (totalSticks(ctx.bot) < 2) return { ok: false, code: "missing_material", detail: "need 2 sticks" };
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return { ok: true };
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},
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async execute(ctx) {
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return asResult(await craftWoodenPickaxe(ctx.bot));
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},
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});
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export const craftWoodenSwordSkill = Object.freeze({
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id: "craft.wooden-sword",
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title: "Craft wooden sword",
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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 (totalPlanks(ctx.bot) < 2) return { ok: false, code: "missing_material", detail: "need 2 planks" };
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if (totalSticks(ctx.bot) < 1) return { ok: false, code: "missing_material", detail: "need 1 stick" };
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return { ok: true };
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},
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async execute(ctx) {
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return asResult(await craftWoodenSword(ctx.bot));
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},
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});
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// --- generic crafting (stone tools, furnace, chest, torch) -------------------
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// Stone-tier and storage crafts share the same lookup-recipe-then-call-bot.craft
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// shape as the wooden tools, but with different precondition counts and item
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// names. We define a tiny factory.
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//
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// `requires` is a map from item name to required count. `needsTable: true`
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// means we place / reuse a crafting table first (via actions.placeCraftingTable).
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function makeRecipeSkill({ id, title, item, requires, needsTable, doneCode = "done" }) {
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return Object.freeze({
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id,
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title,
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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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for (const [name, n] of Object.entries(requires)) {
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const have = name === "planks"
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? totalPlanks(ctx.bot)
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: count(ctx.bot, name);
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if (have < n) {
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return { ok: false, code: "missing_material", detail: `need ${n} ${name} (have ${have})` };
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}
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}
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return { ok: true };
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},
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async execute(ctx) {
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const bot = ctx.bot;
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let tableBlock = null;
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if (needsTable) {
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const tableRes = await placeCraftingTable(bot);
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if (!tableRes.ok) {
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const msg = String(tableRes.detail ?? "");
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const code = msg.includes("timed out") ? "timeout" : "missing_table";
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return { ok: false, code, detail: tableRes.detail, worldDelta: null };
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}
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tableBlock = tableRes.block;
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}
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const reg = bot?.registry;
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const itemId = reg?.itemsByName?.[item]?.id;
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if (itemId == null) {
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return { ok: false, code: "unsupported_version", detail: `unknown item ${item}`, worldDelta: null };
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}
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const recipes = bot.recipesFor(itemId, null, 1, tableBlock);
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const recipe = recipes[0];
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if (!recipe) {
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return { ok: false, code: "no_recipe", detail: `no recipe for ${item}`, worldDelta: null };
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}
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try {
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await withTimeout(bot.craft(recipe, 1, tableBlock), 15_000, `craft(${item})`);
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return { ok: true, code: doneCode, detail: { item }, worldDelta: { crafted: item } };
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} catch (e) {
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const msg = String(e?.message ?? "");
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const code = msg.includes("timed out") ? "timeout" : "failed";
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return { ok: false, code, detail: e.message, worldDelta: null };
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}
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},
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validate(ctx, result) {
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return result.ok && !!result.worldDelta?.crafted;
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},
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});
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}
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export const craftStoneAxeSkill = makeRecipeSkill({
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id: "craft.stone-axe",
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title: "Craft stone axe",
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item: "stone_axe",
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requires: { cobblestone: 3, stick: 2 },
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needsTable: true,
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});
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export const craftStonePickaxeSkill = makeRecipeSkill({
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id: "craft.stone-pickaxe",
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title: "Craft stone pickaxe",
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item: "stone_pickaxe",
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requires: { cobblestone: 3, stick: 2 },
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needsTable: true,
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});
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export const craftStoneSwordSkill = makeRecipeSkill({
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id: "craft.stone-sword",
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title: "Craft stone sword",
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item: "stone_sword",
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requires: { cobblestone: 2, stick: 1 },
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needsTable: true,
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});
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export const craftFurnaceSkill = makeRecipeSkill({
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id: "craft.furnace",
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title: "Craft furnace",
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item: "furnace",
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requires: { cobblestone: 8 },
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needsTable: true,
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});
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export const craftChestSkill = makeRecipeSkill({
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id: "craft.chest",
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title: "Craft chest",
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item: "chest",
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requires: { planks: 8 },
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needsTable: true,
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});
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// Bed: 3 wool of one colour + 3 planks → 1 bed of that colour. We look
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// for any colour we have ≥3 of, ditto planks, and craft that pairing.
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// All bed recipes require a crafting table.
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const BED_COLORS = [
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"white", "orange", "magenta", "light_blue", "yellow", "lime", "pink",
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"gray", "light_gray", "cyan", "purple", "blue", "brown", "green",
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"red", "black",
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];
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function countByName(bot, name) {
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return bot.inventory.items().reduce((s, i) => (i.name === name ? s + i.count : s), 0);
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}
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function bedColorWeCanCraft(bot) {
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// Need 3 wool of a single colour. (Mixed-colour wool can't combine.)
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for (const c of BED_COLORS) {
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if (countByName(bot, `${c}_wool`) >= 3) return c;
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}
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return null;
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}
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export const craftBedSkill = Object.freeze({
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id: "craft.bed",
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title: "Craft a bed",
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timeoutMs: 30_000,
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preconditions(ctx) {
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if (!ctx?.bot) return { ok: false, code: "no_bot", detail: "bot missing" };
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const color = bedColorWeCanCraft(ctx.bot);
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if (!color) return { ok: false, code: "missing_material", detail: "need 3 wool of one colour" };
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if (totalPlanks(ctx.bot) < 3) return { ok: false, code: "missing_material", detail: "need 3 planks" };
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return { ok: true };
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},
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async execute(ctx) {
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const bot = ctx.bot;
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const color = bedColorWeCanCraft(bot);
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const item = `${color}_bed`;
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const tableRes = await placeCraftingTable(bot);
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if (!tableRes.ok) {
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const msg = String(tableRes.detail ?? "");
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const code = msg.includes("timed out") ? "timeout" : "missing_table";
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return { ok: false, code, detail: tableRes.detail, worldDelta: null };
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}
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const reg = bot?.registry;
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const itemId = reg?.itemsByName?.[item]?.id;
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if (itemId == null) {
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return { ok: false, code: "unsupported_version", detail: `no ${item} in registry`, worldDelta: null };
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}
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const recipes = bot.recipesFor(itemId, null, 1, tableRes.block);
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const recipe = recipes[0];
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if (!recipe) {
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return { ok: false, code: "no_recipe", detail: `no recipe for ${item}`, worldDelta: null };
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}
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try {
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await withTimeout(bot.craft(recipe, 1, tableRes.block), 15_000, `craft(${item})`);
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return { ok: true, code: "done", detail: { item }, worldDelta: { crafted: item } };
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} catch (e) {
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const msg = String(e?.message ?? "");
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const code = msg.includes("timed out") ? "timeout" : "failed";
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return { ok: false, code, detail: e.message, worldDelta: null };
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}
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},
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validate(ctx, result) {
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return result.ok && !!result.worldDelta?.crafted;
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},
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});
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// Torch: 1 stick + 1 coal (or charcoal) → 4 torches. We accept either
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// fuel via precondition shortcut: if no coal AND no charcoal, fail with
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// missing_material so the curriculum surfaces the blocker rather than
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// silently fail at recipe lookup.
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export const craftTorchSkill = Object.freeze({
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id: "craft.torch",
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title: "Craft torches",
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timeoutMs: 20_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 (totalSticks(ctx.bot) < 1) return { ok: false, code: "missing_material", detail: "need 1 stick" };
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if (count(ctx.bot, "coal") < 1 && count(ctx.bot, "charcoal") < 1) {
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return { ok: false, code: "missing_material", detail: "need 1 coal or charcoal" };
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}
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return { ok: true };
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},
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async execute(ctx) {
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const bot = ctx.bot;
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const reg = bot?.registry;
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const itemId = reg?.itemsByName?.["torch"]?.id;
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if (itemId == null) {
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return { ok: false, code: "unsupported_version", detail: "no torch in registry", worldDelta: null };
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}
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const recipes = bot.recipesFor(itemId, null, 1, null);
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const recipe = recipes[0];
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if (!recipe) {
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return { ok: false, code: "no_recipe", detail: "no recipe for torch (need coal+stick)", worldDelta: null };
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}
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try {
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await withTimeout(bot.craft(recipe, 1, null), 15_000, "craft(torch)");
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return { ok: true, code: "done", detail: { item: "torch" }, worldDelta: { crafted: "torch" } };
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} catch (e) {
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return { ok: false, code: "failed", detail: e.message, worldDelta: null };
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}
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},
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});
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