Files
pepa-pi-bot/runtime/reflex.js
T
3310cb320f feat(runtime): survival-bot pivot — MC chat is dialog-only (Phase 0) (#12)
Phase 0 of plans/autonomous-survival-bot-prd.md: change the product
direction from operator-driven remote control to autonomous survival
resident. MC chat is dialog-only for everyone, including
OPERATOR_USERNAMES — commands like come/follow/build/pause/stop are
recorded in the diary but not dispatched. TUI remains the only local
control plane.

Runtime changes:
- Remove operatorGoalReflex from reflex.js (the come-here chat command).
- Replace handleOperatorChat in bot.js with a dialog-only handleChat
  that answers greetings/status questions and records command-like
  verbs (en+ru) without dispatching them.
- Default MC_VERSION to "auto" in runtime/config.js; mineflayer
  receives `false` to trigger version auto-detection.
- Update auto-escalation prompt's reflex chain summary.

Docs:
- AGENTS.md: product pivot notice up top; chat-driven scope-trust is
  flagged as legacy/Pi-only.
- README.md / docs/runtime.md: replace operator-chat command list with
  dialog-only description; update reflex chain summary.
- docs/roadmap.md: Phase 2/3 marked superseded by the PRD where they
  assumed chat-driven control.

Co-authored-by: Yuriy Mayatnikov <mayatnikov@me.com>
Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 22:01:26 +03:00

304 lines
11 KiB
JavaScript

// Reflex layer: priority-ordered list of pure-script behaviors. Each reflex
// inspects the latest snapshot and either returns a no-op, dispatches an
// async action via ctx.dispatch, or completes synchronously.
//
// LLM is NOT called here. If every reflex declines, the tick yields and we
// try again next interval. The bot.js layer tracks consecutive noops and
// escalates to Pi after a threshold (see ESCALATE_AFTER_NOOPS).
import { info, warn } from "./log.js";
import {
attackNearest,
fleeFrom,
eatBestFood,
sleepInBed,
chopNearestTree,
wander,
craftPlanks,
craftSticks,
placeCraftingTable,
craftWoodenAxe,
craftWoodenPickaxe,
craftWoodenSword,
inv,
} from "./actions.js";
const REFLEX_LOG = "reflex";
// A reflex returns one of:
// { action: "noop" } — nothing to do
// { action: "dispatched", kind, label } — dispatched an async action
// { action: "completed", kind, detail } — fully sync, already done
// Reflexes must NEVER throw — they log and return noop on failure.
// ---- defend ----------------------------------------------------------------
//
// Note: MC chat is dialog-only as of Phase 0 of the survival-bot PRD. There is
// no operator-goal reflex anymore — operator/player chat cannot create a
// movement/build/mining task. TUI is the only local control plane.
function defendReflex(ctx) {
const s = ctx.snapshot;
if (!s.connected) return { action: "noop" };
if (!s.closestHostile) return { action: "noop" };
const dist = s.closestHostile.distance;
const lowHp = (s.health ?? 20) <= 8;
// Three regimes — tightened to avoid the "82 distant hostiles → constant
// flee" pathology observed at this spawn:
// - within 4m: melee attack
// - within 8m (and visibly hostile to us): flee
// - low-HP fallback: flee anything within 12m
// Anything beyond 8m with full HP is ignored regardless of how many
// hostiles the perceive snapshot enumerates.
if (dist <= 4) {
ctx.dispatch(
() => attackNearest(ctx.bot, s.closestHostile.name),
`attack ${s.closestHostile.name}`,
);
return { action: "dispatched", kind: "defend-attack", label: s.closestHostile.name };
}
const shouldFlee = (dist <= 8) || (lowHp && dist <= 12);
if (!shouldFlee) return { action: "noop" };
// Cooldown — if we just fled from this same mob type and it didn't work
// (timed out), don't immediately re-fire. Let other reflexes run.
const lastFlee = ctx.lastFleeAttempt;
if (lastFlee && lastFlee.name === s.closestHostile.name && Date.now() - lastFlee.ts < 60_000) {
return { action: "noop" };
}
ctx.lastFleeAttempt = { name: s.closestHostile.name, ts: Date.now() };
const fromEntity = Object.values(ctx.bot.entities).find(
(e) =>
e.name === s.closestHostile.name &&
e.position &&
Math.abs(e.position.distanceTo(ctx.bot.entity.position) - dist) < 1.5,
);
ctx.dispatch(
() => fleeFrom(ctx.bot, fromEntity, 16),
`flee from ${s.closestHostile.name}`,
);
return { action: "dispatched", kind: "defend-flee", label: s.closestHostile.name };
}
// ---- eat -------------------------------------------------------------------
function eatReflex(ctx) {
const s = ctx.snapshot;
if (!s.connected) return { action: "noop" };
if (s.food === undefined || s.food >= 16) return { action: "noop" };
// Don't eat if we just ate (the food bar refresh on the server has a
// small lag — re-firing within 5s would just fail bot.consume).
const since = Date.now() - (ctx.lastEatAt ?? 0);
if (since < 5000) return { action: "noop" };
ctx.dispatch(
() => eatBestFood(ctx.bot),
"eat",
{
onComplete: (res) => {
if (res.ok) ctx.lastEatAt = Date.now();
},
},
);
return { action: "dispatched", kind: "eat", label: `food=${s.food}` };
}
// ---- sleep -----------------------------------------------------------------
function sleepReflex(ctx) {
const s = ctx.snapshot;
if (!s.connected) return { action: "noop" };
if (s.isDay) return { action: "noop" };
if (s.closestHostile && s.closestHostile.distance < 8) return { action: "noop" }; // not safe
// Longer cooldown after a failure — if there's no bed nearby, retrying
// every 30s blocks autonomous behaviour without ever succeeding.
const since = Date.now() - (ctx.lastSleepAttemptAt ?? 0);
if (since < 5 * 60_000) return { action: "noop" };
ctx.lastSleepAttemptAt = Date.now();
ctx.dispatch(
() => sleepInBed(ctx.bot),
"sleep",
{
onComplete: (res) => {
if (res.ok) info(REFLEX_LOG, `sleep: success (${JSON.stringify(res.detail)})`);
else info(REFLEX_LOG, `sleep: declined (${res.detail})`);
},
},
);
return { action: "dispatched", kind: "sleep", label: "night" };
}
// ---- autonomous "live your best life" --------------------------------------
// Triggered when no reactive reflex (operator/defend/eat/sleep) wants to act.
// Picks ONE small proactive action and runs it. Cooldown so we don't fire on
// every 3s tick — actions take 15-45s themselves and we want some breathing
// room between them.
const AUTONOMOUS_COOLDOWN_MS = 10_000;
function autonomousReflex(ctx) {
const s = ctx.snapshot;
if (!s.connected) return { action: "noop" };
// Only suppress autonomous work at night when a hostile is in actual reach
// (within 16m). Distant mobs the perception layer happens to enumerate
// don't count — at this spawn there can be 80+ mobs visible but irrelevant
// to local action.
const nightClose = !s.isDay && s.closestHostile && s.closestHostile.distance <= 16;
if (nightClose) return { action: "noop" };
const since = Date.now() - (ctx.lastAutonomousAt ?? 0);
if (since < AUTONOMOUS_COOLDOWN_MS) return { action: "noop" };
ctx.lastAutonomousAt = Date.now();
// What to do: gather wood until we have a small stockpile, then wander a
// bit to find new chunks. If a recent chop attempt reported "no reachable
// log", switch to wander for the next 60s — chopping the same not-found
// position over and over is what the user observed live.
const inv = s.inventory ?? {};
const logCount = Object.entries(inv)
.filter(([name]) => name.endsWith("_log"))
.reduce((sum, [, n]) => sum + n, 0);
const noTreesRecently = ctx.noTreesUntil && Date.now() < ctx.noTreesUntil;
const wantChop = logCount < 16 && !noTreesRecently;
if (wantChop) {
ctx.dispatch(() => chopNearestTree(ctx.bot), "chop tree", {
onComplete: (res) => {
if (res.ok) {
info(REFLEX_LOG, `chopped ${res.detail?.logType ?? "log"}`);
ctx.noTreesUntil = 0; // success ⇒ trees exist around us
} else if (typeof res.detail === "string" && res.detail.includes("no reachable")) {
// No log within 32 blocks of the current position. Don't try
// again for 60s — wander first to find a new biome / chunk.
ctx.noTreesUntil = Date.now() + 60_000;
}
},
});
return { action: "dispatched", kind: "autonomous-chop", label: "chop tree" };
}
ctx.dispatch(() => wander(ctx.bot, 16), "wander", {});
return { action: "dispatched", kind: "autonomous-wander", label: "wander" };
}
// ---- tech-tree progression -------------------------------------------------
//
// Scripted progression toward the long-term goal (small farm + village). Runs
// between the autonomous wood-gathering reflex and idle. Order:
// 1. have ≥4 logs but 0 planks → craft planks
// 2. have ≥2 planks but 0 sticks → craft sticks
// 3. have planks+sticks but no axe → craft wooden_axe (places a table)
// 4. have axe but no pickaxe → craft wooden_pickaxe
// 5. have pickaxe but no sword → craft wooden_sword
// 6. tools done — fall through to autonomous (chop more, then mine stone)
//
// Each step is cheap and idempotent: if it can't act it returns noop.
const TECH_TREE_COOLDOWN_MS = 5_000;
function techTreeReflex(ctx) {
const s = ctx.snapshot;
if (!s.connected) return { action: "noop" };
if (!ctx.bot) return { action: "noop" };
const since = Date.now() - (ctx.lastTechTreeAt ?? 0);
if (since < TECH_TREE_COOLDOWN_MS) return { action: "noop" };
const logs = inv.getAnyLogCount(ctx.bot);
const planks = inv.getAnyPlanksCount(ctx.bot);
const sticks = inv.getItemCount(ctx.bot, "stick");
const hasAxe = ["wooden_axe", "stone_axe", "iron_axe", "diamond_axe", "netherite_axe"].some(
(n) => inv.getItemCount(ctx.bot, n) > 0,
);
const hasPickaxe = [
"wooden_pickaxe",
"stone_pickaxe",
"iron_pickaxe",
"diamond_pickaxe",
"netherite_pickaxe",
].some((n) => inv.getItemCount(ctx.bot, n) > 0);
const hasSword = ["wooden_sword", "stone_sword", "iron_sword", "diamond_sword", "netherite_sword"].some(
(n) => inv.getItemCount(ctx.bot, n) > 0,
);
// Step 1: planks
if (logs >= 1 && planks < 4) {
ctx.lastTechTreeAt = Date.now();
ctx.dispatch(() => craftPlanks(ctx.bot, 4), "craft planks");
return { action: "dispatched", kind: "tech-planks", label: `planks (have ${planks}/4)` };
}
// Step 2: sticks
if (planks >= 2 && sticks < 4) {
ctx.lastTechTreeAt = Date.now();
ctx.dispatch(() => craftSticks(ctx.bot, 4), "craft sticks");
return { action: "dispatched", kind: "tech-sticks", label: `sticks (have ${sticks}/4)` };
}
// Step 3: axe
if (planks >= 3 && sticks >= 2 && !hasAxe) {
ctx.lastTechTreeAt = Date.now();
ctx.dispatch(() => craftWoodenAxe(ctx.bot), "craft wooden_axe");
return { action: "dispatched", kind: "tech-axe", label: "wooden_axe" };
}
// Step 4: pickaxe
if (planks >= 3 && sticks >= 2 && hasAxe && !hasPickaxe) {
ctx.lastTechTreeAt = Date.now();
ctx.dispatch(() => craftWoodenPickaxe(ctx.bot), "craft wooden_pickaxe");
return { action: "dispatched", kind: "tech-pickaxe", label: "wooden_pickaxe" };
}
// Step 5: sword
if (planks >= 2 && sticks >= 1 && hasAxe && hasPickaxe && !hasSword) {
ctx.lastTechTreeAt = Date.now();
ctx.dispatch(() => craftWoodenSword(ctx.bot), "craft wooden_sword");
return { action: "dispatched", kind: "tech-sword", label: "wooden_sword" };
}
return { action: "noop" };
}
// ---- idle ------------------------------------------------------------------
function idleReflex(ctx) {
const s = ctx.snapshot;
if (!s.connected) return { action: "noop" };
ctx.idleCounter = (ctx.idleCounter ?? 0) + 1;
if (ctx.idleCounter % 20 !== 0) return { action: "noop" };
info(
REFLEX_LOG,
`idle: hp=${s.health} food=${s.food} pos=${s.position?.x},${s.position?.y},${s.position?.z} time=${s.time}`,
);
return { action: "completed", kind: "idle-heartbeat" };
}
const REFLEXES = [
{ name: "defend", fn: defendReflex },
{ name: "eat", fn: eatReflex },
{ name: "sleep", fn: sleepReflex },
{ name: "tech-tree", fn: techTreeReflex },
{ name: "autonomous", fn: autonomousReflex },
{ name: "idle", fn: idleReflex },
];
export function runTick(ctx) {
// Bot is in the middle of an async action — don't dispatch another.
if (ctx.busy) {
return { reflex: "busy", action: "skipped", label: ctx.currentActionLabel ?? "(?)" };
}
for (const reflex of REFLEXES) {
let outcome;
try {
outcome = reflex.fn(ctx);
} catch (e) {
warn(REFLEX_LOG, `reflex ${reflex.name} threw: ${e?.message ?? e}`);
continue;
}
if (!outcome || outcome.action === "noop") continue;
ctx.lastReflex = { name: reflex.name, label: outcome.label ?? outcome.kind, ts: Date.now() };
return { reflex: reflex.name, ...outcome };
}
return null;
}