Files
pepa-pi-bot/runtime/skills/index.js
T
ae7b4d89cb feat(runtime): early-game survival curriculum + stone/craft skills (Phase 3) (#15)
Phase 3 of plans/autonomous-survival-bot-prd.md. Gives the bot a
deterministic path from empty inventory through stone-tier tools and
basic storage, without an LLM call per tick.

New:
- runtime/curriculum.js: ordered milestone chooser
  (wood.16 → wood.planks-and-sticks → wood.tools → stone.32 →
   stone.tools → food.basic → storage.chest → shelter.torch). Each
  milestone exposes isDone(inventory, snapshot) and suggest() returning
  a { skillId } plan the scheduler can dispatch via runSkill. isDone
  uses "stage reached" escapes so progress is monotonic — crafting
  planks doesn't bounce the chooser back to "gather 16 logs".
- runtime/skills/gather-stone.js: gather.stone with pickaxe-required
  precondition, blacklist on failed paths, registry-aware matching
  (stone / cobblestone / deepslate / cobbled_deepslate / andesite /
  diorite / granite).
- runtime/skills/craft.js: factory + concrete skills for craft.planks,
  craft.sticks, craft.wooden-axe/-pickaxe/-sword, craft.stone-axe/
  -pickaxe/-sword, craft.furnace, craft.chest, craft.torch (torch
  requires coal or charcoal preflight).

Tests:
- runtime/curriculum.test.js: 14 tests covering chooser ordering,
  per-milestone skill suggestion, inventoryFull threshold, monotonic
  advancement across stage transitions.
- npm test now runs the full suite: 28/28 passing.

Wiring:
- runtime/bot.js: lastSnapshot.curriculum carries the next milestone
  + suggested skill on every tick; lastSnapshot.currentMilestone
  prefers the curriculum title over the planner.md line.
- tui/tui.tsx: milestone line shows the curriculum's suggested skill
  and an [inventory full] flag when isInventoryFull fires.

Reflex.js still calls actions.js directly; wiring the scheduler to
runSkill(plan.skillId, …) lands in Phase 4.

Co-authored-by: Yuriy Mayatnikov <mayatnikov@me.com>
Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 22:23:33 +03:00

206 lines
6.2 KiB
JavaScript

// Skill substrate. A skill is a small, self-contained, composable unit of
// survival behaviour that the scheduler (today: reflex.js) can call with a
// uniform contract. The contract — required by every skill in this folder:
//
// {
// id: "namespace.action", // stable, machine-readable, e.g. "gather.logs"
// title: "Human label",
// timeoutMs: 45_000, // hard ceiling on execute()
// preconditions(ctx) -> { ok, code?, detail? }
// async execute(ctx, args) -> { ok, code, detail, worldDelta }
// validate?(ctx, result) -> boolean // optional gate after execute
// recover?(ctx, result) -> any | null // optional follow-up hint
// }
//
// The runSkill() wrapper enforces the timeout, normalises the result shape
// (so any caller can rely on the five required fields), runs validate(), and
// calls recover() on failure for the scheduler to consume.
//
// Skills are pure with respect to the runtime — they never read or write
// state-store directly; their `worldDelta` is the only way they communicate
// observed changes back to the scheduler, which then decides what to log.
import { info, warn } from "../log.js";
import { skill as chopLogs } from "./chop-logs.js";
import { skill as eat } from "./eat.js";
import { skill as wander } from "./wander.js";
import { skill as gatherStone } from "./gather-stone.js";
import {
craftPlanksSkill,
craftSticksSkill,
craftWoodenAxeSkill,
craftWoodenPickaxeSkill,
craftWoodenSwordSkill,
craftStoneAxeSkill,
craftStonePickaxeSkill,
craftStoneSwordSkill,
craftFurnaceSkill,
craftChestSkill,
craftTorchSkill,
} from "./craft.js";
const SKILLS = new Map();
function register(skill) {
if (!skill || typeof skill !== "object") throw new Error("skill: not an object");
if (!skill.id || typeof skill.id !== "string") throw new Error("skill: missing id");
if (typeof skill.execute !== "function") throw new Error(`skill ${skill.id}: missing execute`);
if (typeof skill.preconditions !== "function") throw new Error(`skill ${skill.id}: missing preconditions`);
if (SKILLS.has(skill.id)) throw new Error(`skill ${skill.id}: already registered`);
SKILLS.set(skill.id, skill);
}
register(chopLogs);
register(eat);
register(wander);
register(gatherStone);
register(craftPlanksSkill);
register(craftSticksSkill);
register(craftWoodenAxeSkill);
register(craftWoodenPickaxeSkill);
register(craftWoodenSwordSkill);
register(craftStoneAxeSkill);
register(craftStonePickaxeSkill);
register(craftStoneSwordSkill);
register(craftFurnaceSkill);
register(craftChestSkill);
register(craftTorchSkill);
export function listSkills() {
return Array.from(SKILLS.values()).map((s) => ({
id: s.id,
title: s.title ?? s.id,
timeoutMs: s.timeoutMs ?? 30_000,
}));
}
export function getSkill(id) {
return SKILLS.get(id) ?? null;
}
// Stable failure codes the wrapper itself can emit. Skills may emit any
// additional codes — but these are the ones runSkill produces.
export const RUNNER_CODES = Object.freeze({
UNKNOWN_SKILL: "unknown_skill",
PRECONDITION_FAILED: "precondition_failed",
TIMEOUT: "timeout",
THREW: "threw",
VALIDATION_FAILED: "validation_failed",
DONE: "done",
});
function normaliseResult(res, fallbackCode) {
const ok = !!res?.ok;
return {
ok,
code: res?.code ?? (ok ? RUNNER_CODES.DONE : fallbackCode ?? "failed"),
detail: res?.detail ?? null,
worldDelta: res?.worldDelta ?? null,
};
}
function withTimeout(promise, ms, label) {
let timer;
const timeout = new Promise((_, reject) => {
timer = setTimeout(() => reject(new Error(`${label} timed out after ${ms}ms`)), ms);
});
return Promise.race([promise, timeout]).finally(() => clearTimeout(timer));
}
// Drive one skill through its full lifecycle. The caller (typically reflex.js
// or, eventually, a higher-level scheduler) decides when to invoke; runSkill
// only owns the contract enforcement.
export async function runSkill(id, ctx, args = {}) {
const skill = SKILLS.get(id);
if (!skill) {
warn("skill", `unknown skill ${id}`);
return { ok: false, code: RUNNER_CODES.UNKNOWN_SKILL, detail: id, worldDelta: null };
}
let pre;
try {
pre = skill.preconditions(ctx, args) ?? { ok: true };
} catch (e) {
return {
ok: false,
code: RUNNER_CODES.PRECONDITION_FAILED,
detail: `preconditions threw: ${e.message}`,
worldDelta: null,
};
}
if (!pre.ok) {
return {
ok: false,
code: pre.code ?? RUNNER_CODES.PRECONDITION_FAILED,
detail: pre.detail ?? "preconditions failed",
worldDelta: null,
};
}
const timeoutMs = skill.timeoutMs ?? 30_000;
let raw;
try {
raw = await withTimeout(skill.execute(ctx, args), timeoutMs, `skill(${id})`);
} catch (e) {
const isTimeout = /timed out after/.test(e.message);
const result = {
ok: false,
code: isTimeout ? RUNNER_CODES.TIMEOUT : RUNNER_CODES.THREW,
detail: e.message,
worldDelta: null,
};
if (typeof skill.recover === "function") {
try {
result.recovery = skill.recover(ctx, result) ?? null;
} catch (recoverErr) {
warn("skill", `${id}.recover threw: ${recoverErr.message}`);
}
}
return result;
}
const result = normaliseResult(raw);
if (result.ok && typeof skill.validate === "function") {
let valid;
try {
valid = skill.validate(ctx, result);
} catch (e) {
warn("skill", `${id}.validate threw: ${e.message}`);
valid = false;
}
if (!valid) {
const failed = {
ok: false,
code: RUNNER_CODES.VALIDATION_FAILED,
detail: result.detail,
worldDelta: result.worldDelta,
};
if (typeof skill.recover === "function") {
try {
failed.recovery = skill.recover(ctx, failed) ?? null;
} catch (e) {
warn("skill", `${id}.recover threw: ${e.message}`);
}
}
return failed;
}
}
if (!result.ok && typeof skill.recover === "function") {
try {
result.recovery = skill.recover(ctx, result) ?? null;
} catch (e) {
warn("skill", `${id}.recover threw: ${e.message}`);
}
}
info("skill", `${id}${result.code}${result.detail ? ` (${JSON.stringify(result.detail).slice(0, 80)})` : ""}`);
return result;
}
// For tests: lets a unit test register a synthetic skill without touching
// the production registry. Returns a teardown function.
export function _registerForTest(skill) {
register(skill);
return () => SKILLS.delete(skill.id);
}