* 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>
93 lines
3.6 KiB
JavaScript
93 lines
3.6 KiB
JavaScript
import { test } from "node:test";
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import assert from "node:assert/strict";
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import { EventEmitter } from "node:events";
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import { createMotionService, classifyGotoError, _internal } from "./motion.js";
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function makeBot({ goto, startPos = { x: 0, y: 64, z: 0 } }) {
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const em = new EventEmitter();
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const bot = {
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entity: { position: { ...startPos } },
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pathfinder: {
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goto,
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_stopped: false,
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stop() { this._stopped = true; },
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},
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on: (...a) => em.on(...a),
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removeListener: (...a) => em.removeListener(...a),
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emit: (...a) => em.emit(...a),
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loadPlugin() {},
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};
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return bot;
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}
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const NEVER = () => new Promise(() => {});
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test("reached: goto resolves → ok/reached, pathfinder not stopped", async () => {
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const bot = makeBot({ goto: () => Promise.resolve() });
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const m = createMotionService(bot);
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const r = await m.gotoSafe({}, { timeoutMs: 1000, stuckWindowMs: 1000, pollMs: 20, graceMs: 0 });
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assert.equal(r.ok, true);
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assert.equal(r.code, "reached");
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assert.equal(bot.pathfinder._stopped, false);
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});
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test("stuck: goto hangs with no movement → stuck, pathfinder stopped", async () => {
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const bot = makeBot({ goto: NEVER });
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const m = createMotionService(bot);
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const r = await m.gotoSafe({}, { timeoutMs: 5000, stuckWindowMs: 60, pollMs: 10, graceMs: 0, stuckDelta: 1 });
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assert.equal(r.ok, false);
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assert.equal(r.code, "stuck");
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assert.equal(bot.pathfinder._stopped, true);
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});
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test("nopath: path_update status noPath → nopath", async () => {
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const bot = makeBot({ goto: NEVER });
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const m = createMotionService(bot);
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const p = m.gotoSafe({}, { timeoutMs: 5000, stuckWindowMs: 5000, pollMs: 1000, graceMs: 5000 });
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setTimeout(() => bot.emit("path_update", { status: "noPath" }), 20);
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const r = await p;
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assert.equal(r.code, "nopath");
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assert.equal(bot.pathfinder._stopped, true);
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});
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test("timeout: goto hangs, wall-clock fires before watchdog", async () => {
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const bot = makeBot({ goto: NEVER });
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const m = createMotionService(bot);
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const r = await m.gotoSafe({}, { timeoutMs: 40, stuckWindowMs: 10000, pollMs: 1000, graceMs: 10000 });
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assert.equal(r.code, "timeout");
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});
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test("goal_changed: goto rejection is classified, not treated as reached", async () => {
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const bot = makeBot({
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goto: () => Promise.reject(new Error("GoalChanged: The goal was changed before it could be completed")),
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});
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const m = createMotionService(bot);
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const r = await m.gotoSafe({}, { timeoutMs: 1000, stuckWindowMs: 1000, pollMs: 50, graceMs: 1000 });
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assert.equal(r.ok, false);
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assert.equal(r.code, "goal_changed");
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});
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test("progress resets the stuck window", async () => {
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const bot = makeBot({ goto: NEVER });
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const m = createMotionService(bot);
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// Move the bot forward steadily so the watchdog never trips before timeout.
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const mover = setInterval(() => { bot.entity.position.x += 5; }, 15);
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const r = await m.gotoSafe({}, { timeoutMs: 120, stuckWindowMs: 80, pollMs: 10, graceMs: 0, stuckDelta: 1 });
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clearInterval(mover);
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// It kept moving, so it should hit the wall-clock timeout, not "stuck".
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assert.equal(r.code, "timeout");
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assert.ok(r.movedBlocks > 0, `expected movedBlocks>0, got ${r.movedBlocks}`);
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});
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test("classifyGotoError maps messages to stable codes", () => {
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assert.equal(classifyGotoError(new Error("GoalChanged")), "goal_changed");
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assert.equal(classifyGotoError(new Error("Took too long to compute path")), "timeout");
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assert.equal(classifyGotoError(new Error("No path to the goal!")), "nopath");
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assert.equal(classifyGotoError(new Error("something else")), "error");
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});
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test("hdist is horizontal only", () => {
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assert.equal(_internal.hdist({ x: 0, y: 0, z: 0 }, { x: 3, y: 100, z: 4 }), 5);
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});
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