Phase 7 of plans/autonomous-survival-bot-prd.md. Five small modules
that close the recurring "shared state" and "version-pinned list"
failure modes the PRD flags in §7 and §5.4.
New:
- runtime/movement-profiles.js: named profiles (GATHER, TRAVEL, FLEE,
BUILD, RETURN_TO_BASE) as pure descriptors via PROFILE_DEFAULTS,
plus applyProfile(profile, bot) that hands a fresh Movements to
pathfinder. Avoids the "flee left canDig=false on the shared
Movements, next chop got stuck in canopy" regression.
- runtime/owned-blocks.js: JSONL ledger of blocks this bot placed/
removed (state/<host>/owned-blocks.jsonl); isOwned({x,y,z}) for
O(1) lookups; ensureDir() makes the parent dir lazily.
- runtime/claim-avoidance.js: classifyArea({blocks, isOwned}) returns
player_build / natural_or_owned / insufficient_data based on
man-made block density vs ownership ratio; shouldAvoid(area) helper.
Designed for gather/place skills to call before touching contested
area.
- runtime/skills/compat.test.js: runs runtime/skills/groups.js against
real minecraft-data registries for 1.18.2, 1.20.4, 1.21.5; spot-
checks that pale_oak_log only appears on 1.21+ etc.
- runtime/compat.test.js: 10 tests covering movement descriptors,
isManMadeBlockName, classifyArea, owned-blocks markPlaced/dedup/
isOwned/markRemoved.
npm test now 79/79.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
55 lines
2.1 KiB
JavaScript
55 lines
2.1 KiB
JavaScript
// Movement safety profiles. mineflayer-pathfinder's Movements object
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// is shared per-bot — if one skill sets canDig=false and another
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// inherits that, you get the live regression from earlier: flee with
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// canDig=false leaves the bot stuck in a tree canopy forever.
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//
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// Each named profile is a flat descriptor (pure JS object) that the
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// caller can either inspect directly (tests do this) or apply to a
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// pathfinder Movements via applyProfile(profile, bot).
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import pathfinderPkg from "mineflayer-pathfinder";
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const { Movements } = pathfinderPkg;
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export const PROFILES = Object.freeze({
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GATHER: "gather",
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TRAVEL: "travel",
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FLEE: "flee",
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BUILD: "build",
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RETURN_TO_BASE: "return_to_base",
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});
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// Pure descriptors — safe to import without a live bot.
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export const PROFILE_DEFAULTS = Object.freeze({
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[PROFILES.GATHER]: { canDig: true, canPlace: false, allow1by1towers: false },
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[PROFILES.TRAVEL]: { canDig: true, canPlace: false, allow1by1towers: false },
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// canDig:true on flee is deliberate — observed live: flee with canDig=false
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// in dense canopy leaves the bot perched in leaves indefinitely.
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[PROFILES.FLEE]: { canDig: true, canPlace: false, allow1by1towers: false, maxDropDown: 8 },
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// Build: don't accidentally mine the structure we're placing; allow
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// 1x1 step-ups so shelter blueprints can layer.
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[PROFILES.BUILD]: { canDig: false, canPlace: true, allow1by1towers: true },
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// Return: don't carve tunnels home or place stepping blocks; just walk.
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[PROFILES.RETURN_TO_BASE]: { canDig: false, canPlace: false, allow1by1towers: false },
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});
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export function describeProfile(profile) {
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const desc = PROFILE_DEFAULTS[profile];
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if (!desc) throw new Error(`unknown movement profile: ${profile}`);
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return desc;
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}
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// Build a fresh Movements applying the descriptor; does NOT call setMovements.
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export function buildProfile(profile, bot) {
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const desc = describeProfile(profile);
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const m = new Movements(bot);
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for (const [k, v] of Object.entries(desc)) m[k] = v;
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return m;
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}
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// Convenience: build + apply.
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export function applyProfile(profile, bot) {
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const m = buildProfile(profile, bot);
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bot.pathfinder.setMovements(m);
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return m;
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}
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