* feat(v0.4.0): vNext — closed-loop world model + settlement contract
Implements the vNext architecture from the research doc: demote the noisy
multi-rail planner in favour of a closed loop (world truth → invariant check)
plus a single utility-driven goal authority.
L1 services (fix no_drop / silent pathfinder hang first):
- InventoryLedger: diff-based "did I actually get it" verifier; acquire-food
now confirms via ledger.gainedSince instead of the unreliable count/event.
- MotionService.gotoSafe: wall-clock timeout + progress watchdog +
path_update(noPath/timeout) → structured {reached|stuck|timeout|nopath}.
L3 plan — unify the three competing rails (curriculum/manifesto/storyline):
- Settlement Contract: ordered M0–M9 milestones, each invariant-checked
against an authoritative world view (early steps delegate to the proven
curriculum; late game adds farming).
- InvariantChecker + predicate library; GoalManager selects the lowest unmet
milestone via utility argmax (food-urgency preempts, DEPS-style).
- Wired into the scheduler: bot.js precomputes snapshot.contract; reflex.js
consumes it in place of the storyline rail. Manifesto L0 still preempts.
Eval + robustness:
- Village Score (single 0..1 metric) on the snapshot + TUI "build" line.
- survive.dig-in skill + dusk_dig_in mode (exposed at night, no bed → cover).
- approach_block helper (GoalNear + lookAt, avoids GoalLookAtBlock #341).
+28 new tests (450 total green). LLM remains entirely off the tick path.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
* feat(v0.4.0): finish vNext plan — anti-loop, skill-graph, worldDelta diff, flee→motion
Completes the remaining v0.4.0 plan items and one fix motivated by a live
in-game observation (flee hanging 30s against a persistent zombie).
- flee → MotionService.gotoSafe: structured {stuck|timeout|nopath} in ~4s with
a blind-retreat fallback, instead of the observed 30s pathfinder hang + 3
watchdog replans. Movements setup guarded so it is unit-testable.
- QW5 anti-loop (runtime/anti-loop.js): same skill failing >=3x in 5min →
30min blacklist (reflex shouldSkip) + one-shot improvement_request
(bot.js drainFired -> writeProposal).
- 4.1 closed-loop worldDelta: runSkill snapshots inventory before execute and
attaches the real delta (_invObserved) to every successful result; opt-in
skill.expectGain asserts the claimed gain or returns world_unchanged.
- 3.6 skill-graph (Plan4MC): declarative requires/produces for ~20 skills;
prerequisitesMet/canRun/runnableFrontier; GoalManager annotates suggestions
with blockedBy when prereqs are unmet.
+22 tests (472 total green). Live smoke confirmed dig-in works and no new
errors; flee loop is what this commit's flee migration addresses.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
---------
Co-authored-by: Yuriy Mayatnikov <mayatnikov@me.com>
Co-authored-by: Claude Opus 4.7 <noreply@anthropic.com>
166 lines
6.2 KiB
JavaScript
166 lines
6.2 KiB
JavaScript
// Modes priority chain — adapted from Mindcraft modes.js.
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//
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// A mode is `{ name, interrupts, on, active, update(ctx) }`. Each
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// reflex tick the scheduler walks the modes in order BEFORE dispatching
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// the curriculum-suggested skill. The first mode whose `update()`
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// returns `{ action, interrupts }` wins: if interrupts.includes("all")
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// the curriculum skill for this tick is cancelled, and the mode's
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// returned action is dispatched instead.
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//
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// Why: today's `reflex.js` mixes panic responses (flee, eat, sleep)
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// with the long-tail curriculum logic and uses ad-hoc cooldowns
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// (`lastFleeAttempt`, `lastEatAt`). The Mindcraft shape is cleaner:
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// declarative interrupts, explicit on/active state, and the same loop
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// covers self_preservation (drowning/lava/low-HP), hunger, and night
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// shelter. We start small — only the three modes we actually need —
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// and let new modes register via `registerMode()` so new skills can
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// hook in without editing this file.
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const modes = [];
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export function registerMode(mode) {
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if (!mode || typeof mode.name !== "string") throw new Error("mode: missing name");
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if (typeof mode.update !== "function") throw new Error(`mode ${mode.name}: missing update`);
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const existing = modes.findIndex((m) => m.name === mode.name);
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const filled = {
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on: mode.on ?? true,
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active: false,
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interrupts: mode.interrupts ?? [],
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...mode,
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};
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if (existing >= 0) modes[existing] = filled;
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else modes.push(filled);
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}
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export function listModes() {
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return modes.map((m) => ({ name: m.name, on: m.on, active: m.active, interrupts: m.interrupts }));
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}
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export function setModeEnabled(name, on) {
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const m = modes.find((x) => x.name === name);
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if (m) m.on = !!on;
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}
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// Reset for tests — keeps the priority list, just drops registrations.
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export function _resetModes() { modes.length = 0; }
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// Run every enabled mode in order until one returns a non-null result.
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// Sync — modes are observational over a snapshot, no await. Anything
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// long-running belongs in the skill the mode dispatches.
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export function tickModes(ctx) {
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for (const m of modes) {
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if (!m.on) continue;
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let res = null;
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try {
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res = m.update(ctx);
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} catch (e) {
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res = null;
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}
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if (res?.action) {
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m.active = true;
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return {
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mode: m.name,
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action: res.action,
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interrupts: res.interrupts ?? m.interrupts,
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detail: res.detail ?? null,
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};
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}
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m.active = false;
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}
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return null;
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}
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// --- Standard modes registered at module load. Callers can override
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// any of these by calling registerMode() with the same name. -----------
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registerMode({
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name: "self_preservation",
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description: "Low HP, lava, drowning — drop the curriculum, flee or eat",
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interrupts: ["all"],
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update(ctx) {
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const snap = ctx?.snapshot;
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if (!snap) return null;
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const hp = snap.health ?? 20;
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const hasFood = !!snap.hasFood;
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if (ctx.modeCooldown?.self_preservation && Date.now() < ctx.modeCooldown.self_preservation) return null;
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// HP critically low + we have food → eat NOW
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if (hp < 6 && hasFood) {
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ctx.modeCooldown = ctx.modeCooldown ?? {};
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ctx.modeCooldown.self_preservation = Date.now() + 5_000;
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return { action: { skillId: "survive.eat" }, detail: { reason: "hp<6", hp } };
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}
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// Hostile within reach and HP low → flee
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const ch = snap.closestHostile;
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if (ch && typeof ch.distance === "number" && ch.distance < 6 && hp < 10) {
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ctx.modeCooldown = ctx.modeCooldown ?? {};
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ctx.modeCooldown.self_preservation = Date.now() + 8_000;
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return {
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action: { skillId: "survive.flee", args: { hostileName: ch.name } },
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detail: { reason: "hp<10 near-hostile", hp, dist: ch.distance },
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};
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}
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return null;
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},
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});
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registerMode({
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name: "hunger",
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description: "Eat proactively when food bar dips below 14",
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interrupts: ["curriculum"],
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update(ctx) {
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const snap = ctx?.snapshot;
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if (!snap) return null;
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if (ctx.modeCooldown?.hunger && Date.now() < ctx.modeCooldown.hunger) return null;
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if ((snap.food ?? 20) < 14 && snap.hasFood) {
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ctx.modeCooldown = ctx.modeCooldown ?? {};
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ctx.modeCooldown.hunger = Date.now() + 5_000;
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return { action: { skillId: "survive.eat" }, detail: { reason: "food<14", food: snap.food } };
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}
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return null;
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},
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});
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registerMode({
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name: "night_shelter",
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description: "After dusk, sleep in or place a bed so player night-skip works",
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interrupts: ["curriculum"],
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update(ctx) {
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const snap = ctx?.snapshot;
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if (!snap) return null;
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if (ctx.modeCooldown?.night_shelter && Date.now() < ctx.modeCooldown.night_shelter) return null;
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// Only at night and only if we actually carry / can place a bed
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if (snap.isDay) return null;
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const inv = snap.inventory || {};
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const hasBed = Object.keys(inv).some((n) => /_bed$/.test(n));
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if (!hasBed) return null;
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ctx.modeCooldown = ctx.modeCooldown ?? {};
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ctx.modeCooldown.night_shelter = Date.now() + 30_000;
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return { action: { skillId: "survive.sleep" }, detail: { reason: "night with bed in hand" } };
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},
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});
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// QW8 — displaced at night with no bed: dig in for cover instead of standing
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// in the open getting shot. Fires only when night_shelter can't (no bed) and
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// no hostile is already in melee (self_preservation owns that). Requires a
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// placeable cap block; survive.dig-in's preconditions enforce dig safety.
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registerMode({
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name: "dusk_dig_in",
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description: "Night, no bed, exposed → dig a hole and cap it",
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interrupts: ["curriculum"],
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update(ctx) {
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const snap = ctx?.snapshot;
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if (!snap || snap.isDay !== false) return null; // only on explicit night
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if (ctx.modeCooldown?.dusk_dig_in && Date.now() < ctx.modeCooldown.dusk_dig_in) return null;
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const inv = snap.inventory || {};
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if (Object.keys(inv).some((n) => /_bed$/.test(n))) return null; // night_shelter handles beds
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// Only when actually exposed at night and away from a known shelter.
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const sheltered = !!snap.locations?.shelter || snap.hazards?.headBlock && snap.hazards.headBlock !== "air";
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if (sheltered) return null;
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const hasCap = Object.keys(inv).some((n) => /(_planks|_log|cobble|stone|dirt|sand|gravel|netherrack)$/i.test(n));
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if (!hasCap) return null;
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ctx.modeCooldown = ctx.modeCooldown ?? {};
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ctx.modeCooldown.dusk_dig_in = Date.now() + 60_000;
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return { action: { skillId: "survive.dig-in" }, detail: { reason: "exposed at night, no bed" } };
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},
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});
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