Files
pepa-pi-bot/runtime/services/motion.test.js
T
c910457817 v0.4.0 vNext — closed-loop world model + settlement contract (#29)
* 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>
2026-05-28 11:29:39 +03:00

93 lines
3.6 KiB
JavaScript

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