Operator reported the bot wandered the same 50×50 patch for 2 hours
without making any progress toward food. Diagnosis showed three root
causes; this commit addresses all five open improvement_requests
the LLM (postmortem + tuner) flagged automatically.
Research basis (`Voyager`, `Plan4MC`, `GITM`, `Mindcraft`):
- Coverage / commit-to-cardinal exploration when local scan fails
- Biome-aware strategy switching using a static affordance table
- Wedge detector above the skill layer that triggers RELOCATE not
RETRY (per-skill stuck checks reset on re-entry — useless)
- Time-in-region bbox heuristic + need-duration AND skill-cycle gate
Concrete changes:
1. `runtime/goal/storyline.js`
- orient_self.completed: added timeout fallback (HP=full + session
>120s → done) so barren biomes don't block the bot on step 1.
Closes improvement #2 'Нет навыка оценки когда сменить район'.
- first_food.suggestSkill: now picks survive.scout-food (new) when
no passive mob is nearby; falls back to survive.acquire-food only
when something is in immediate range.
2. `runtime/biome-affordances.js` (new)
- Static table: 40+ biomes → {has_passive_mobs, has_trees,
has_water, has_crops, livable}.
- Unknown biomes return optimistic defaults to avoid regressions.
- Closes improvement #1 'Нет навыка целевого поиска еды по биому'.
3. `runtime/skills/scout-food.js` (new — survive.scout-food)
- Tiered strategy: biome check → scan 32 → scan 64 → commit a
cardinal for 200 blocks rescanning every 16. On cardinal
exhaustion, returns code:"exhausted" so the curriculum can
escalate to village.relocate.
- In barren biomes (desert/ocean/snowy_plains) the scan is
SKIPPED — bot walks straight toward the nearest neighbour
biome that affords passive mobs (8-direction biome probe at
radius 64).
4. `runtime/awareness/wedge-detector.js` (new)
- Rolling 10-min position bbox tracker. observe() called every
tick; isWedged() returns true when bbox<50 AND active need
unmet >5min AND skill cycles ≥3.
- markRelocationStarted() suppresses further wedge firings
until the bot has displaced ≥200b — prevents stack overflow
of relocate calls.
- Lives ABOVE the skill layer (in runtime/reflex.js), because
any per-skill stuck check resets on re-entry.
5. `runtime/skills/relocate.js` (new — village.relocate)
- 300-block walk in least-recently-used cardinal (per-incident
memory in ctx.recentRelocations).
- Re-paths every 32 blocks, soft-tolerates pathfinder failures
(3 consecutive throws → exit with code:"stuck_in_place").
- Closes improvement #2 + #4 ('low success rate trigger').
6. `runtime/skills/escape-pit-safe.js` (new — recovery.escape-pit-safe)
- Surveys 4 cardinals AND ceiling height before committing.
Picks the direction with most open blocks (≥3, no lava).
Falls through to pillar-up only if ceiling clear ≥4b. Returns
code:"no_strategy" if both blocked so curriculum can escalate
to relocate.
- Closes improvement #3 'Нет навыка для безопасного выхода'.
7. `runtime/reflex.js`
- Wedge detector wired before manifesto/storyline. If wedge.wedged
is true, dispatches village.relocate directly and returns —
bypasses every other branch.
- ctx.disableWedge flag for tests.
8. `runtime/coach/advisor-trigger.js`
- LLM provider outage backoff: 3 consecutive http_400 / timeout /
network_error → suppress advisor for 10 min. Today's TimeWeb
gpt-5.4-mini was 400'ing for an hour straight; we were spending
trigger budget on dead calls. Closes improvement implicit gap
in #5.
9. `runtime/bot.js`
- Tracks botSpawnedAt; snapshot._sessionMs exposed for storyline
orient_self timeout fallback.
Tests: 396 green (was 378, +18):
- runtime/biome-affordances.test.js — 8 tests
- runtime/awareness/wedge-detector.test.js — 9 tests
- runtime/goal/storyline.test.js — 1 new test (orient_self timeout)
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
340 lines
12 KiB
JavaScript
340 lines
12 KiB
JavaScript
// Storyline — canonical Minecraft survival quest the bot lives inside.
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//
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// Why this exists (rationale, 2026-05-27 evening):
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//
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// After v0.3.0 went live the bot got stuck in a loop:
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// acquire-food (fail: no nearby food) → explore.far → pillar-up (fail) → repeat
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//
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// Manifesto + LLM advisor both correctly say "you need food" but
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// neither expresses *what concretely to do next*: scout 64 blocks N
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// for cows; chop oak nearby; place a crafting table. The bot has no
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// narrative arc, just a priority ranking of unsatisfied needs.
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//
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// Storyline fixes this by laying down the classic vanilla Minecraft
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// survival path as an ordered list of *concrete* steps. Each step
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// owns:
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// - id, title, narration_ru (chat-friendly Russian one-liner)
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// - completed(snapshot) → bool — detects if this step's goal has
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// been achieved purely from snapshot
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// - suggestSkill(snapshot) → { skillId, args? } | null — the
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// concrete next dispatch for the step's pursuit
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// - emergencyPause(snapshot) → bool — true if a higher-priority
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// condition (low HP near hostile, lava under foot, etc.) means we
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// should drop story progression for a tick
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//
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// The runtime/goal/state.js picker walks the list and returns the
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// first non-completed step, with its suggestSkill. That feeds into:
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// - reflex.js dispatch picking (storyline overrides curriculum, but
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// manifesto L0 alive emergencies still win)
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// - persona/chatter.js — narrates step start in MC chat
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// - coach/fast-advisor.js — user prompt includes current step so
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// the LLM advice is anchored in the actual narrative
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// - postmortem / reflect — the LLM can flag missing skills using
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// the current step as concrete context
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//
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// Storyline order mirrors manifesto levels but is more *operational*:
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// where manifesto says "L2 tools_wood satisfied if you have a wood
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// pickaxe", storyline says "step first_tools: place crafting table,
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// craft wooden pickaxe + axe + sword, with these specific subgoals."
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const PICKAXE_WOOD = new Set(["wooden_pickaxe", "stone_pickaxe", "iron_pickaxe", "diamond_pickaxe", "netherite_pickaxe"]);
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const AXE_WOOD = new Set(["wooden_axe", "stone_axe", "iron_axe", "diamond_axe", "netherite_axe"]);
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const SWORD_WOOD = new Set(["wooden_sword", "stone_sword", "iron_sword", "diamond_sword", "netherite_sword"]);
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const PICKAXE_STONE = new Set(["stone_pickaxe", "iron_pickaxe", "diamond_pickaxe", "netherite_pickaxe"]);
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const BED_ITEMS = [
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"white_bed", "orange_bed", "magenta_bed", "light_blue_bed", "yellow_bed",
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"lime_bed", "pink_bed", "gray_bed", "light_gray_bed", "cyan_bed",
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"purple_bed", "blue_bed", "brown_bed", "green_bed", "red_bed", "black_bed",
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];
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const FOOD_ITEMS = [
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"bread", "cooked_beef", "cooked_porkchop", "cooked_chicken", "cooked_mutton",
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"cooked_rabbit", "cooked_cod", "cooked_salmon", "baked_potato",
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"apple", "carrot", "potato", "beetroot", "melon_slice", "sweet_berries",
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"golden_apple", "golden_carrot",
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];
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function hasSetItem(inv, set) {
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if (!inv) return false;
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for (const name of Object.keys(inv)) {
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if (set.has(name) && inv[name] > 0) return true;
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}
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return false;
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}
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function hasAny(inv, names) {
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if (!inv) return false;
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for (const n of names) if ((inv[n] ?? 0) > 0) return true;
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return false;
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}
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function countAny(inv, names) {
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if (!inv) return 0;
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let total = 0;
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for (const n of names) total += inv[n] ?? 0;
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return total;
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}
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function countLogs(inv) {
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if (!inv) return 0;
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let total = 0;
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for (const [name, count] of Object.entries(inv)) {
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if (name.endsWith("_log")) total += count;
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}
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return total;
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}
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function countPlanks(inv) {
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if (!inv) return 0;
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let total = 0;
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for (const [name, count] of Object.entries(inv)) {
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if (name.endsWith("_planks")) total += count;
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}
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return total;
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}
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function emergencyPause(snap) {
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if (!snap?.connected) return false;
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const hp = snap.health ?? 20;
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const food = snap.food ?? 20;
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const hostile = snap.closestHostile;
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if (hp <= 5) return true;
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if (food <= 0) return true;
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if (hostile && (hostile.distance ?? Infinity) <= 5 && hp <= 12) return true;
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if (snap.hazards?.footBlock === "lava") return true;
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return false;
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}
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// ---------------------------------------------------------------------------
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export const STORYLINE = Object.freeze([
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{
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id: "orient_self",
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title: "Понять где я",
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narration_ru: "Где я? Осмотрюсь и оценю место.",
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completed(snap) {
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if (!snap?.connected) return false;
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const hp = snap.health ?? 20;
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// Two completion paths: (a) classic — full HP + saw tangible
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// blocks within 16 blocks. (b) timeout — HP=full + session
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// >120s. Path (b) exists because in desert/ocean biomes the
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// scan radius might never see logs/stone/crops/beds, and we
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// were getting stuck on step 1 for hours.
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if (hp < 18) return false;
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const sawBlocks = (snap.nearbyBlocks?.logs ?? 0)
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+ (snap.nearbyBlocks?.stone ?? 0)
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+ (snap.nearbyBlocks?.crops ?? 0)
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+ (snap.nearbyBlocks?.beds ?? 0)
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> 0;
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if (sawBlocks) return true;
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// Fallback: settled for long enough → call orient done and let
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// later steps drive forward into the biome.
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const sessionMs = snap._sessionMs ?? 0;
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return sessionMs > 120_000;
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},
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suggestSkill(snap) {
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// Look around — wander a bit to get a snapshot of what's nearby.
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return { skillId: "explore.wander", args: { radius: 12 } };
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},
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emergencyPause,
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},
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{
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id: "first_wood",
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title: "Собрать 8 поленьев",
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narration_ru: "Цель: 8 поленьев. Иду рубить ближайшие деревья.",
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completed(snap) {
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return countLogs(snap?.inventory) >= 8;
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},
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suggestSkill(snap) {
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const trees = snap?.nearbyBlocks?.logs ?? 0;
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if (trees > 0) return { skillId: "gather.logs" };
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// No tree in sight — scout further. In a biome with no trees
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// (desert, ocean) the bot must commit to a long heading; the
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// curriculum's wedge detector (v0.3.1+) elevates this to
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// village.relocate after a few cycles.
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return { skillId: "explore.far", args: { searchFor: "logs" } };
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},
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emergencyPause,
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},
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{
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id: "crafting_basics",
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title: "Сделать верстак и палки",
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narration_ru: "Делаю верстак и палки — без них ничего не скрафтить.",
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completed(snap) {
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const inv = snap?.inventory ?? {};
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return (inv.crafting_table ?? 0) > 0
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&& (inv.stick ?? 0) >= 2
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&& countPlanks(inv) >= 4;
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},
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suggestSkill(snap) {
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const inv = snap?.inventory ?? {};
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if (countPlanks(inv) < 4) return { skillId: "craft.planks" };
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if ((inv.stick ?? 0) < 2) return { skillId: "craft.sticks" };
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// We have raw materials, need to *place* a crafting table for tools.
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// (No place-table skill yet — flagged as improvement_request elsewhere.)
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return { skillId: "craft.sticks" };
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},
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emergencyPause,
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},
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{
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id: "first_tools",
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title: "Деревянные орудия",
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narration_ru: "Крафчу деревянный пикакс, топор и меч.",
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completed(snap) {
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const inv = snap?.inventory ?? {};
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return hasSetItem(inv, PICKAXE_WOOD)
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&& hasSetItem(inv, AXE_WOOD)
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&& hasSetItem(inv, SWORD_WOOD);
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},
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suggestSkill(snap) {
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const inv = snap?.inventory ?? {};
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if (!hasSetItem(inv, PICKAXE_WOOD)) return { skillId: "craft.wooden-pickaxe" };
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if (!hasSetItem(inv, AXE_WOOD)) return { skillId: "craft.wooden-axe" };
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if (!hasSetItem(inv, SWORD_WOOD)) return { skillId: "craft.wooden-sword" };
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return null;
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},
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emergencyPause,
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},
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{
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id: "first_food",
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title: "Найти первую еду",
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narration_ru: "Нужна еда — ищу корову, курицу или ягоды.",
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completed(snap) {
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return countAny(snap?.inventory, FOOD_ITEMS) >= 2;
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},
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suggestSkill(snap) {
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// Two-tier strategy:
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// - If a passive food mob is visible nearby (≤24 blocks in
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// snapshot), kill it locally with acquire-food.
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// - Otherwise scout-food does long-range biome-aware search.
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// It commits to a cardinal for ~200 blocks, rescans, and
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// on biome boundary detection heads toward food-capable
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// terrain.
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const hasPassiveNearby = (snap?.nearbyEntities?.passives?.length ?? 0) > 0;
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if (hasPassiveNearby) return { skillId: "survive.acquire-food" };
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return { skillId: "survive.scout-food" };
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},
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emergencyPause,
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},
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{
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id: "shelter_minimal",
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title: "Простой шелтер с кроватью",
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narration_ru: "Поставлю кровать и стены — пережить ночь.",
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completed(snap) {
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return (snap?.nearbyBlocks?.beds ?? 0) > 0;
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},
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suggestSkill(snap) {
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const inv = snap?.inventory ?? {};
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if (!hasAny(inv, BED_ITEMS)) {
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const wool = countAny(inv, [
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"white_wool", "orange_wool", "magenta_wool", "light_blue_wool",
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"yellow_wool", "lime_wool", "pink_wool", "gray_wool",
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"light_gray_wool", "cyan_wool", "purple_wool", "blue_wool",
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"brown_wool", "green_wool", "red_wool", "black_wool",
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]);
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if (wool >= 3 && countPlanks(inv) >= 3) return { skillId: "craft.bed" };
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if (wool < 3) return { skillId: "gather.wool" };
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}
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return { skillId: "village.build-shelter" };
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},
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emergencyPause,
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},
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{
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id: "stone_tier",
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title: "Каменные орудия",
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narration_ru: "Шахта по камню — нужен каменный сет.",
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completed(snap) {
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return hasSetItem(snap?.inventory, PICKAXE_STONE);
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},
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suggestSkill(snap) {
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const inv = snap?.inventory ?? {};
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const cobble = inv.cobblestone ?? 0;
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if (cobble < 4) return { skillId: "gather.stone" };
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if ((inv.stick ?? 0) < 2) return { skillId: "craft.sticks" };
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if (!hasSetItem(inv, PICKAXE_STONE)) return { skillId: "craft.stone-pickaxe" };
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if (!hasAny(inv, ["stone_axe"])) return { skillId: "craft.stone-axe" };
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return { skillId: "craft.stone-sword" };
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},
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emergencyPause,
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},
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{
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id: "food_security",
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title: "Запас еды на 16+",
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narration_ru: "Делаю ферму или загон — еды должно быть с запасом.",
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completed(snap) {
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return countAny(snap?.inventory, FOOD_ITEMS) >= 16;
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},
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suggestSkill(snap) {
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const inv = snap?.inventory ?? {};
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if ((inv.wheat_seeds ?? 0) > 0 && (snap?.nearbyBlocks?.crops ?? 0) > 0) {
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return { skillId: "farm.wheat" };
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}
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return { skillId: "survive.acquire-food" };
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},
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emergencyPause,
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},
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{
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id: "iron_age",
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title: "Железо и печь",
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narration_ru: "Иду за железом — пора в шахту глубже.",
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completed(snap) {
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const inv = snap?.inventory ?? {};
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return (inv.iron_ingot ?? 0) >= 3 || (inv.iron_pickaxe ?? 0) > 0;
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},
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suggestSkill(snap) {
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// No iron-specific gather skill yet — operator-facing improvement.
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return { skillId: "gather.stone" };
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},
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emergencyPause,
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},
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{
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id: "settle_base",
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title: "Постоянная база",
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narration_ru: "Выбираю место под деревню — нужно нормальное основание.",
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completed(snap) {
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const nb = snap?.nearbyBlocks ?? {};
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return (nb.beds ?? 0) >= 1 && (nb.storage ?? 0) >= 1;
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},
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suggestSkill(snap) {
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const inv = snap?.inventory ?? {};
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if ((inv.chest ?? 0) === 0 && countPlanks(inv) >= 8) return { skillId: "craft.chest" };
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if ((inv.chest ?? 0) > 0) return { skillId: "village.place-chest" };
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return { skillId: "village.choose-base" };
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},
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emergencyPause,
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},
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{
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id: "village_grow",
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title: "Развивать деревню",
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narration_ru: "Стою на ногах — теперь строю по плану деревни.",
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completed() { return false; }, // ongoing — never auto-completes
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suggestSkill(snap) {
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const inv = snap?.inventory ?? {};
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if ((inv.chest ?? 0) > 0 && countAny(inv, FOOD_ITEMS) > 0) {
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return { skillId: "village.deposit-surplus" };
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}
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return { skillId: "village.build-shelter" };
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},
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emergencyPause,
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},
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]);
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export function getStep(id) {
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return STORYLINE.find((s) => s.id === id) ?? null;
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}
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// Test exports
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export const __testing = {
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countLogs, countPlanks, countAny, hasAny, hasSetItem,
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FOOD_ITEMS, BED_ITEMS, emergencyPause,
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};
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