* 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>
161 lines
5.5 KiB
JavaScript
161 lines
5.5 KiB
JavaScript
// MotionService (L1 service) — gotoSafe(): pathfinding that cannot hang silently.
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//
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// mineflayer-pathfinder has three documented failure modes that leak into the
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// planner as "false success / silent hang" (research §B):
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// - #222: obstructed by an unbreakable block → bot stops, NO error, NO
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// goal_reached / path_update / path_reset event. goto() never settles.
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// - #273: AStar returns a partial path → monitorMovements returns early.
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// - #341: GoalLookAtBlock raycasts collision boxes only → never "reached".
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//
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// gotoSafe wraps bot.pathfinder.goto with three independent kill-switches and
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// returns a STRUCTURED result the caller can branch on instead of awaiting a
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// promise that may never resolve:
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// { ok: true, code: "reached", movedBlocks }
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// { ok: false, code: "stuck", movedBlocks } // progress watchdog
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// { ok: false, code: "timeout", movedBlocks } // wall-clock OR pf compute
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// { ok: false, code: "nopath", movedBlocks } // path_update status noPath
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// { ok: false, code: "goal_changed" | "error", movedBlocks }
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//
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// On any non-reached outcome it calls bot.pathfinder.stop() so the caller is
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// free to fall back (blind walk, dig-in, relocate) without two controllers
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// fighting over the same goal.
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import pathfinderPkg from "mineflayer-pathfinder";
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const { pathfinder } = pathfinderPkg;
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import { info, warn } from "../log.js";
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function hdist(a, b) {
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if (!a || !b) return Number.POSITIVE_INFINITY;
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return Math.hypot((a.x ?? 0) - (b.x ?? 0), (a.z ?? 0) - (b.z ?? 0));
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}
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function clonePos(p) {
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return p ? { x: p.x, y: p.y, z: p.z } : null;
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}
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function round1(n) {
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return Number.isFinite(n) ? Math.round(n * 10) / 10 : 0;
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}
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// Classify a goto() rejection into a stable code.
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export function classifyGotoError(err) {
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const msg = (err?.message ?? String(err ?? "")).toLowerCase();
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if (msg.includes("goalchanged") || msg.includes("goal was changed")) return "goal_changed";
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if (msg.includes("took too long") || msg.includes("timed out") || msg.includes("timeout")) return "timeout";
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if (msg.includes("no path") || msg.includes("nopath")) return "nopath";
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return "error";
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}
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function ensurePathfinder(bot) {
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// A real bot needs the plugin loaded once; a fake bot in tests already
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// carries a stub `pathfinder`, so we only load when it is absent.
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if (bot?.pathfinder) return;
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try {
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bot.loadPlugin(pathfinder);
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} catch (e) {
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warn("motion", `loadPlugin failed: ${e?.message ?? e}`);
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}
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}
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export function createMotionService(bot, defaults = {}) {
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if (!bot) throw new Error("motion: bot required");
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ensurePathfinder(bot);
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async function gotoSafe(goal, opts = {}) {
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const timeoutMs = opts.timeoutMs ?? defaults.timeoutMs ?? 30_000;
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const stuckWindowMs = opts.stuckWindowMs ?? defaults.stuckWindowMs ?? 8_000;
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const stuckDelta = opts.stuckDelta ?? defaults.stuckDelta ?? 1.0;
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const pollMs = opts.pollMs ?? defaults.pollMs ?? 1_000;
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const graceMs = opts.graceMs ?? defaults.graceMs ?? 1_500;
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const label = opts.label ?? "gotoSafe";
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const startPos = clonePos(bot.entity?.position);
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let lastProgressPos = startPos;
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let lastProgressAt = Date.now();
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const startedAt = lastProgressAt;
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let settled = false;
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let outcome = null;
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let watchTimer = null;
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let wallTimer = null;
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let onPathUpdate = null;
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const movedSoFar = () => hdist(startPos, bot.entity?.position);
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function cleanup() {
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if (watchTimer) { clearInterval(watchTimer); watchTimer = null; }
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if (wallTimer) { clearTimeout(wallTimer); wallTimer = null; }
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if (onPathUpdate) {
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try { bot.removeListener?.("path_update", onPathUpdate); } catch {}
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onPathUpdate = null;
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}
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}
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function finalize(result) {
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if (settled) return outcome;
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settled = true;
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outcome = { ...result, movedBlocks: round1(movedSoFar()) };
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if (!result.ok) {
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try { bot.pathfinder?.stop?.(); } catch {}
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}
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cleanup();
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return outcome;
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}
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const gotoP = Promise.resolve()
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.then(() => bot.pathfinder.goto(goal))
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.then(
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() => finalize({ ok: true, code: "reached", detail: null }),
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(err) => finalize({ ok: false, code: classifyGotoError(err), detail: err?.message ?? String(err) }),
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);
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const earlyExit = new Promise((resolve) => {
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onPathUpdate = (res) => {
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const status = res?.status;
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if (status === "noPath") {
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resolve(finalize({ ok: false, code: "nopath", detail: "pathfinder: noPath" }));
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} else if (status === "timeout") {
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resolve(finalize({ ok: false, code: "timeout", detail: "pathfinder: compute timeout" }));
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}
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};
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try { bot.on?.("path_update", onPathUpdate); } catch {}
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watchTimer = setInterval(() => {
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if (settled) return;
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const now = Date.now();
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if (now - startedAt < graceMs) return;
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const here = bot.entity?.position;
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if (hdist(lastProgressPos, here) >= stuckDelta) {
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lastProgressPos = clonePos(here);
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lastProgressAt = now;
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return;
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}
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if (now - lastProgressAt >= stuckWindowMs) {
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resolve(finalize({
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ok: false,
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code: "stuck",
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detail: `no progress for ${Math.round((now - lastProgressAt) / 1000)}s`,
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}));
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}
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}, pollMs);
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});
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const wallClock = new Promise((resolve) => {
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wallTimer = setTimeout(() => {
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resolve(finalize({ ok: false, code: "timeout", detail: `${label} wall-clock ${timeoutMs}ms` }));
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}, timeoutMs);
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});
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const result = await Promise.race([gotoP, earlyExit, wallClock]);
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if (!result.ok && result.code !== "goal_changed") {
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info("motion", `${label} → ${result.code} (moved ${result.movedBlocks}b)`);
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}
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return result;
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}
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return { gotoSafe };
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}
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export const _internal = { hdist, classifyGotoError, clonePos, round1 };
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