Files
pepa-pi-bot/runtime/skills/explore-far.js
T
15b6c11002 v0.3.1: survival behaviour overhaul — storyline, biome-aware scout, wedge-relocate, food/perf fixes, monitor TUI (#28)
* docs(v0.3.1): PRD — LLM prompt cost optimization

Design-only commit; no runtime changes. Spec for the next patch iteration.

Goal: cut per-advise() input tokens from ~800 to ≤300, preserving the
LLM's ability to produce valid registered skill ids and useful rationale.

Five proposed changes ranked by impact:

  P1  Compact registry format (saves ~350t/call) — group by namespace,
      comma-list ids, drop human titles. Default mode for advisor;
      verbose mode kept for postmortem/reflect.
  P2  Need-scoped registry (~50t additional) — show LLM only skills
      relevant to the active Maslow need + always-available safety
      skills (survive.flee, pillar-up, recovery.tunnel-out, explore.*).
  P3  Snapshot pruning (~50t) — drop weather/experience/dimension/biome/
      players from the user prompt; the LLM doesn't consult them.
  P4  Prompt caching probe — check if TimeWeb passes through
      prompt_tokens_details.cached_tokens. If yes, restructure prefix
      to maximize cache hits (cached input is ~10x cheaper at OpenAI).
  P5  Per-trigger cost telemetry in scripts/list-improvements.js --stats:
      avg_in / avg_out / cost_₽ / share% per trigger_reason, using
      TIMEWEB_PRICE_IN_RUB_PER_M and TIMEWEB_PRICE_OUT_RUB_PER_M env.

Trigger: TimeWeb admin panel after first day of v0.3.0 live showed
34K tokens / day at low activity. At cap budget that projects to
~480₽/month (101₽/M in, 608₽/M out for gpt-5.4-mini). Manageable
but the savings are mostly free — repeated infra tokens, not signal.

All changes are additive; runtime behaviour stays the same. If the
LLM produces worse advice with the compact registry, flip back via a
single constant in fast-advisor.js.

Acceptance: re-run scripts/check-timeweb.js probe 3 — expect
tokens_in ≤ 300 (was ~800). Live for 1h, check --stats: avg_in ≤ 300
per trigger group. Existing 360 tests still green.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>

* feat(v0.3.1): storyline — canonical Minecraft survival quest

The bot has been stuck in a loop for two days:
  acquire-food (fail: no nearby food) → explore.far → pillar-up (fail) → repeat

Diagnosis: manifesto + LLM advisor both correctly identify "you need
food" but neither expresses *what concretely to do next*. Manifesto is
a priority ladder (need-detection), not a narrative arc.

This commit adds the missing narrative layer — an ordered list of
operational steps that mirror the vanilla Minecraft survival path:

  1. orient_self      — Понять где я
  2. first_wood       — Собрать 8 поленьев
  3. crafting_basics  — Сделать верстак и палки
  4. first_tools      — Деревянные орудия
  5. first_food       — Найти первую еду
  6. shelter_minimal  — Простой шелтер с кроватью
  7. stone_tier       — Каменные орудия
  8. food_security    — Запас еды на 16+
  9. iron_age         — Железо и печь
  10. settle_base     — Постоянная база
  11. village_grow    — Развивать деревню (ongoing)

Each step has:
  - completed(snapshot) → bool — detects achievement from snapshot
  - suggestSkill(snapshot) → { skillId, args? } — concrete next dispatch
  - emergencyPause(snapshot) → bool — defers to manifesto L0 alive
    emergencies (low HP near hostile, lava under foot, food = 0)
  - narration_ru — chat-friendly Russian one-liner spoken on entry

Components:

- runtime/goal/storyline.js — 11-step canonical quest catalogue
- runtime/goal/state.js — pickCurrentStep(snapshot) walks the list,
  returns first non-completed step + its suggestion. 3s cache.
  Validates suggestSkill's skillId against the live registry.
- runtime/reflex.js — curriculumReflex dispatch priority is now:
    1. manifesto (L0 alive emergencies always win)
    2. storyline (concrete operational subgoal)
    3. curriculum plan (legacy fallback)
  Tests pass ctx.disableStoryline=true for isolation.
- runtime/bot.js — snapshot.storyStep populated each tick so
  chatter/advisor/reflect observers see the same view.
- runtime/coach/fast-advisor.js — buildUserPrompt now embeds the
  current step + its suggested skill, so LLM advice is anchored
  ("step 5 first_food, storyline wants survive.acquire-food, but
  recent dispatches show it's failing — try explore.far + scout").
- runtime/coach/advisor-trigger.js — forwards ctx.storyStep into
  advise() and logs step id at trigger time.
- runtime/coach/reflect.js — reflection prompt includes storyline
  progress so 30-min self-assessment is anchored.
- runtime/persona/chatter.js — narrates step.narration_ru on
  transition. Rate-limited via existing maybeNarrateRaw().

New operator CLI:

- scripts/show-story.js — fetches the live snapshot via IPC sock and
  prints step progress with ✓/→/ markers, current skill, inventory.
  Falls back to --plain catalogue view when bot offline.

Token cost impact: ~+30 input tokens per advise() call (one extra
line in user prompt). Trivial vs the value of grounding LLM advice
in a concrete narrative.

Operator usage:

  node scripts/show-story.js          # live progress + which step + why
  node scripts/show-story.js --plain  # static catalogue of all 11 steps

Tests: 376 green (was 360, +16 storyline tests).

Also in this branch (already committed): dev/v0.3.1/PRD.md —
LLM prompt cost optimization design doc.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>

* fix(v0.3.1): storyline beats manifesto L1+ (only L0 alive emergencies override)

Found in live logs after the previous commit deployed:
  storyline: step 1/11: orient_self → explore.wander
  advisor-trigger: firing because wedged (planned=survive.acquire-food, ...)

Manifesto was still picking survive.acquire-food (L1 food) over the
storyline's orient_self → explore.wander. That's the wrong precedence —
storyline expresses a *concrete operational subgoal* and L1+ manifesto
needs are just "you'd benefit from food" priorities, not emergencies.

New dispatch precedence in curriculumReflex:
  1. manifesto L0 (alive emergencies: lava, low-HP+hostile, food=0)
  2. storyline (concrete narrative subgoal — beats L1+ manifesto)
  3. manifesto L1+ (fallback when storyline has no concrete suggestion)
  4. curriculum plan (legacy fallback)

This way the bot starts following the narrative arc even while
manifesto's L1 food is technically unsatisfied — orient_self runs to
completion before pursuing food explicitly. Storyline already handles
food as step 5 (first_food), so we're not skipping it.

Tests: 378 green (+2 priority-ordering tests):
- L0 manifesto emergency: upstream reflex (defend/modes) catches before
  curriculum dispatch
- storyline beats manifesto when both have suggestions: well-fed bot
  with logs → craft.planks (storyline crafting_basics), not gather.logs
  (manifesto L2)
- updated "manifesto fallback" test to require disableStoryline=true

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>

* feat(tui): fullscreen monitor-only TUI (opencode-style)

Replaces the old tui/tui.tsx hotkey-heavy dashboard with a read-only
observability screen. Operator actions live in scripts/* now —
TUI is for watching, not driving.

Layout (top to bottom, all auto-resizing to terminal):
  1. Header     — MC/IPC status, pos, HP, food, day/night, hostiles
  2. Storyline  — current step + 11-step quest map (✓/→/○)
  3. Activity   — last N skill dispatches (colour by outcome)
  4. MC Chat    — last N chat lines (cyan for bot, yellow for players)
  5. Advisor    — last N LLM recommendations (trigger + outcome + tokens)
  6. Improvements — open requests from knowledge.improvement_requests
  7. Footer     — 24h token usage + cost in ₽ + q-to-quit

Data sources:
  - IPC sock: snapshot frames, log frames, chat frames (push)
  - SQLite knowledge.db: advisor_recommendations + improvement_requests
    polled every 5s (pull)

Token cost displayed live using TIMEWEB_PRICE_IN_RUB_PER_M /
TIMEWEB_PRICE_OUT_RUB_PER_M env vars (defaults: 101 / 608 for
gpt-5.4-mini).

Switches:
  - npm run tui          → new monitor (this file)
  - npm run tui:legacy   → old action-driven tui/tui.tsx (kept for now)

Implementation notes:
  - Uses ink + alternate-screen-buffer ANSI for proper "opencode-feel"
    fullscreen behaviour; restores prior terminal contents on quit.
  - Skips alt-screen and useInput when stdin/stdout isn't a TTY
    (smoke tests, piped output) — both gracefully degrade.
  - Stable React keys via per-event uid counter, avoids reconciler
    duplicate-key warnings as logs/chat/dispatches stream in.
  - Resize handled via 1s stdout-dimension poll, NOT direct
    'resize' listener (which conflicts with ink's own listener and
    triggers MaxListenersExceededWarning).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>

* ui(tui): compact 4-section monitor (was 6) — fits 1080p without zoom

Operator reported the TUI overflowed the screen unless terminal was
zoomed way out. The 11-step storyline list alone was eating ~13
rows, and each advisor/improvement entry took 2-3 rows. Now:

- Header + storyline collapsed into one panel (2 lines):
    line 1: pepa · ●MC ●IPC · 1m50s · pepa_bot · (697,61,702) · HP 20 · food 5 · ☀ · ⚔60(creeper@58b)
    line 2: story ▓▒░░░░░░░░░ 1/11 orient_self · Понять где я → explore.wander
  The 11-step ladder is now a unicode progress bar (▓ done, ▒ current,
  ░ pending) — same info, fits in one row.

- Advisor entries: one line each instead of two.
    ✓ wedged_60s → survive.flee  802t 1900ms
    (outcome mark / trigger / target skill / tokens / latency)

- Improvements entries: one line each instead of two.
    #1 P2 ×3  Add craft.iron-pickaxe skill
  Description dropped from the row — use `node scripts/list-improvements.js`
  for full text.

- Sections: 4 (was 6).
    [header+story] · [activity | chat] · [advisor | improvements] · [footer]

Tested on a typical 1080p terminal — fits comfortably without zoom.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>

* feat(v0.3.1): real survival patterns — biome-aware scout, wedge-relocate, escape-pit-safe

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>

* fix(coach/trigger-tuner): crash after ~1h — runOnce is sync, not a Promise

The live bot died overnight with:
  TypeError: runOnce(...).catch is not a function
  at trigger-tuner.js:42  →  [supervisor] child exited code=1

attach() wrapped the timer body as `runOnce().catch(...)` but
runOnce() returns a plain {ok, flagged, ...} object (pure SQL, no
await). The first tuner tick (60min after spawn) threw → killed the
whole bot process. Never surfaced before because the bot rarely ran
uninterrupted for a full hour during development.

Fix: guard the synchronous call with try/catch, matching how
persona/chatter.js already does its sync tick. (postmortem.drainOnce
and reflect.runOnce ARE async, so their .catch is correct — audited.)

Regression test added: captures the setInterval callback and invokes
it synchronously, asserting it does not throw.

Tests: 397 green.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>

* fix(v0.3.1): mechanical food/stuck fixes — bot reaches the chicken now

The wedge wasn't only in the manifesto layer; several mechanical bugs
kept the bot in a dead random-walk:

- storyline / manifesto / curriculum: "local food" now means an edible
  passive mob within <=32 blocks. A distant chicken or a cod no longer
  fools the bot into dispatching acquire-food (which then fails on
  no_path). Long-range food goes through scout-food instead.

- scout-food: partial approach to a target now counts as progress
  (approached_target, e.g. moved:14); a blocked heading is NOT counted
  as movement; added blind/tunnel fallback so it doesn't die when the
  pathfinder can't route cleanly.

- acquire-food: on no_path it now also tries a blind/tunnel approach to
  the animal; no_drop routes back into food scouting instead of giving
  up.

- explore.far / relocate / flee: fewer false "done" results (micro-steps
  no longer counted as success), more genuine escapes from stuck.

- scripts/show-story.js: live IPC now actually renders the current
  storyline step.

Verification: scripts/lint-patch.js clean; npm test 404/404 green; bot
relaunched in tmux `pepa`. Live logs show real progress — bot switched
to survive.scout-food, approached the chicken (approached_target
moved:14), then reached survive.acquire-food: hunting chicken. Food
isn't fully closed yet but the remaining issue is concrete pickup/drop,
not dead random-walk.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>

* fix(v0.3.1): sated bot stops chasing food + perf-leak + fuzzy improvement dedup

Third day of "bot just walks back and forth burning tokens". Root
causes were mechanical, not the manifesto:

1. SATED BOT CHASING FOOD (the big one)
   Bot had food=17 (nearly full) but storyline first_food + manifesto
   L1 required 2+ food ITEMS in inventory, so it looped scout-food /
   acquire-food for hours instead of working. Now both treat a hunger
   bar >= 14 (SATED_FOOD) as satisfied even with empty food inventory —
   a full bot chops wood / makes tools and grabs food opportunistically,
   only hard-pursuing food when actually hungry (< 14).
   manifesto/needs.js foodDetect + goal/storyline.js first_food.completed.

2. perf_hooks MEMORY LEAK (overnight OOM suspect)
   "MaxPerformanceEntryBufferExceededWarning: 1,000,001 measure entries".
   mineflayer/pathfinder emit perf marks we never consume. Added a
   60s reaper in bot.js (performance.clearMeasures/clearMarks). unref'd.

3. IMPROVEMENT QUEUE SELF-DUPLICATING
   The LLM re-filed closed gaps with reworded titles (#5/#8/#9 were
   dupes of implemented #1/#2/#3). Exact-title dedup missed them.
   Replaced with token-set fuzzy match (isDuplicateTitle): jaccard>=0.75
   OR >=3 shared meaningful tokens with jaccard>=0.5. Also: a re-filed
   gap that's already implemented/rejected is NOT resurrected as a new
   open row. Cleared all 5 open requests (now genuinely implemented).

Also confirmed (no change needed):
- canDig=true is a DELIBERATE codebase-wide choice ("without it the bot
  gets permanently stuck", actions.js). The stale memory recommending
  canDig=false is updated. ViaBackwards dig works partially (dug:1
  moved:1.8 observed); false would trap the bot in every pit.
- scout-food already has blind/tunnel fallback + 12s step timeout
  (operator's earlier edits) so trapped-pathfinder degrades instead of
  hanging 30s.

Tests: 407 green (was 404). Updated needs/state/storyline tests for the
SATED_FOOD threshold; added fuzzy-dedup + tokenize/jaccard tests.

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 09:43:57 +03:00

251 lines
9.0 KiB
JavaScript

// explore.far — walk ~48 blocks in a single direction, away from where
// the bot currently stands. Used as the wander hint target when
// gather.* skills can't find their resource in the bot's immediate
// neighbourhood (e.g. spawn protection with no trees inside 64 blocks).
//
// Picks a heading by quadrant rotation (NE → SE → SW → NW) so successive
// calls actually circle the spawn instead of bouncing within the same
// patch.
import pathfinderPkg from "mineflayer-pathfinder";
const { pathfinder, Movements } = pathfinderPkg;
import { info, warn } from "../log.js";
import { digEscapeTunnel } from "./recovery-tunnel-out.js";
let pluginLoaded = new WeakSet();
function ensurePathfinder(bot) {
if (pluginLoaded.has(bot)) return;
bot.loadPlugin(pathfinder);
pluginLoaded.add(bot);
}
function setMovementsForTravel(bot) {
const m = new Movements(bot);
m.canDig = true;
m.allow1by1towers = false;
bot.pathfinder.setMovements(m);
}
function withTimeout(promise, ms, label) {
let timer;
const timeout = new Promise((_, reject) => {
timer = setTimeout(() => reject(new Error(`${label} timed out after ${ms / 1000}s`)), ms);
});
return Promise.race([promise, timeout]).finally(() => clearTimeout(timer));
}
// Per-bot quadrant rotation.
const quadrantOf = new WeakMap();
const QUADRANTS = [
{ x: +1, z: -1 }, // NE
{ x: +1, z: +1 }, // SE
{ x: -1, z: +1 }, // SW
{ x: -1, z: -1 }, // NW
];
function nextQuadrant(bot) {
const idx = (quadrantOf.get(bot) ?? -1) + 1;
quadrantOf.set(bot, idx);
return QUADRANTS[idx % QUADRANTS.length];
}
export const skill = Object.freeze({
id: "explore.far",
title: "Walk ~48 blocks in one direction",
timeoutMs: 90_000,
preconditions(ctx) {
if (!ctx?.bot) return { ok: false, code: "no_bot", detail: "bot missing" };
return { ok: true };
},
async execute(ctx, args = {}) {
const bot = ctx.bot;
ensurePathfinder(bot);
setMovementsForTravel(bot);
// 2026-05-26: probe-then-go. Try all 4 cardinal directions for
// 800 ms each, pick the one where we actually moved, then commit
// a long blind walk in that direction. Pathfinder timeouts on
// this server mean we can't trust GoalNear; cardinal probing
// gives us a free-direction signal cheaply.
const dist = Math.max(24, args.distance ?? 48);
const beforeProbe = clonePos(bot.entity.position);
const trials = await probeCardinalStep(bot, 800);
const movable = trials.filter((t) => t.dist > 0.5);
// Journal-aware: if more than one direction is walkable, prefer the
// one in the LEANEST quadrant (least amount of stuff we've already
// catalogued, including dead_end markers — so we don't loop the same
// area). Falls back to "best by distance" when only one direction
// works or journal is empty.
let best = trials.reduce((b, t) => (t.dist > b.dist ? t : b), { dist: 0, yaw: 0, name: "?" });
if (movable.length > 1 && ctx?.journal?.leanestQuadrant) {
const here = bot.entity.position;
const { best: leanest } = ctx.journal.leanestQuadrant({ x: here.x, z: here.z, radius: 96 });
const QUAD_TO_CARDINAL = { NE: "N", SE: "E", SW: "S", NW: "W" };
const preferredName = QUAD_TO_CARDINAL[leanest];
const preferred = movable.find((t) => t.name === preferredName);
if (preferred) best = preferred;
info("action", `explore.far: journal says leanest quadrant=${leanest} → prefer ${preferredName}`);
}
info("action", `explore.far: cardinal probe trials=${trials.map((t) => `${t.name}:${t.dist.toFixed(1)}`).join(" ")} best=${best.name}`);
if (best.dist < 0.5) {
// All cardinals blocked. Try the cheap vertical escape first; if it
// does not actually move us, carve a short horizontal tunnel. The
// previous code returned OK after dig-up+jump even when position was
// unchanged, causing repeated false "done" completions.
info("action", "explore.far: wedged — escape-pit, then tunnel-out if still stuck");
const escape = await escapePit(bot, 3);
const detail = { ...(escape.detail ?? {}), trials };
if (!escape.ok) {
return { ok: false, code: escape.code ?? "wedged", detail, worldDelta: escape.worldDelta ?? null };
}
return { ok: true, code: "done", detail, worldDelta: escape.worldDelta ?? null };
}
const here = bot.entity.position.clone();
const tx = Math.round(here.x + Math.sin(-best.yaw) * dist);
const tz = Math.round(here.z + Math.cos(-best.yaw) * dist);
const ty = Math.round(here.y);
info("action", `explore.far: blind-walking ${best.name} toward ${tx},${ty},${tz}`);
return blindWalkOrTunnelOut(bot, {
yaw: best.yaw,
dirName: best.name,
blindMs: args.blindMs ?? 20_000,
minMove: args.minMove ?? Math.min(14, Math.max(8, dist * 0.25)),
tunnelPushMs: args.tunnelPushMs,
reason: `explore.far blind ${best.name}`,
intended: { x: tx, y: ty, z: tz },
});
},
});
export async function blindWalkOrTunnelOut(bot, { yaw, dirName, blindMs = 7_000, minMove = 0.75, tunnelPushMs, reason = "blind fallback", intended = null } = {}) {
const before = clonePos(bot.entity.position);
try { await bot.look(yaw, 0, true); } catch {}
bot.setControlState("forward", true);
bot.setControlState("jump", true);
try {
await new Promise((r) => setTimeout(r, Math.max(0, blindMs)));
} finally {
bot.setControlState("forward", false);
bot.setControlState("jump", false);
}
const moved = horizontalDistance(before, bot.entity.position);
if (moved >= minMove) {
return {
ok: true,
code: "done",
detail: { mode: "blind-moved", previousMode: "blind", dir: dirName, moved, intended },
worldDelta: { movedTo: clonePos(bot.entity.position) },
};
}
info("action", `explore.far: blind ${dirName} moved only ${moved.toFixed(2)} horizontally → tunnel-out`);
const tunnelArgs = { maxSteps: 3, reason };
if (tunnelPushMs !== undefined) tunnelArgs.pushMs = tunnelPushMs;
const tunnel = await digEscapeTunnel(bot, tunnelArgs);
const detail = { mode: "blind", dir: dirName, moved, recovery: tunnel.detail ?? null };
if (!tunnel.ok) {
return {
ok: false,
code: tunnel.code ?? "wedged",
detail,
worldDelta: tunnel.worldDelta ?? null,
};
}
return {
ok: true,
code: "done",
detail: { ...(tunnel.detail ?? {}), previousMode: "blind", recovered: true },
worldDelta: tunnel.worldDelta ?? { movedTo: clonePos(bot.entity.position) },
};
}
export const _internal = { blindWalkOrTunnelOut };
const CARDINAL_YAWS = [
{ name: "N", yaw: Math.PI },
{ name: "E", yaw: -Math.PI / 2 },
{ name: "S", yaw: 0 },
{ name: "W", yaw: Math.PI / 2 },
];
function clonePos(pos) {
if (typeof pos?.clone === "function") return pos.clone();
return { x: pos?.x ?? 0, y: pos?.y ?? 0, z: pos?.z ?? 0 };
}
function horizontalDistance(a, b) {
return Math.hypot((b?.x ?? 0) - (a?.x ?? 0), (b?.z ?? 0) - (a?.z ?? 0));
}
function verticalGain(a, b) {
return (b?.y ?? 0) - (a?.y ?? 0);
}
async function escapePit(bot, maxSteps = 3) {
const before = clonePos(bot.entity.position);
for (let i = 0; i < maxSteps; i++) {
const head = bot.entity.position.offset(0, 1.7, 0);
const above = bot.blockAt(head.offset(0, 0.5, 0));
if (!above || above.name === "air" || above.name === "cave_air" || above.name === "void_air") {
bot.setControlState("jump", true);
bot.setControlState("forward", true);
await new Promise((r) => setTimeout(r, 700));
bot.setControlState("jump", false);
bot.setControlState("forward", false);
continue;
}
try { await withTimeout(bot.lookAt(above.position.offset(0.5, 0.5, 0.5), true), 1_500, "lookAt-up"); } catch {}
try {
await withTimeout(bot.dig(above), 8_000, "dig-up");
} catch (e) {
warn("action", `escape-pit dig-up failed: ${e.message}`);
break;
}
bot.setControlState("jump", true);
await new Promise((r) => setTimeout(r, 600));
bot.setControlState("jump", false);
await new Promise((r) => setTimeout(r, 400));
}
// Let jump physics settle before deciding whether escape-pit worked.
// Vertical-only motion is not freedom from a wedged shaft; require real
// horizontal movement, otherwise fall through to the tunnel-out skill.
await new Promise((r) => setTimeout(r, 500));
const moved = horizontalDistance(before, bot.entity.position);
const climbed = verticalGain(before, bot.entity.position);
if (moved >= 0.75) {
return {
ok: true,
code: "done",
detail: { mode: "escape-pit-up", moved, climbed },
worldDelta: { mode: "escape-pit-up", movedTo: clonePos(bot.entity.position) },
};
}
info("action", `escape-pit moved only ${moved.toFixed(2)} horizontally (dy=${climbed.toFixed(2)}) → tunnel-out`);
return digEscapeTunnel(bot, { maxSteps: 3, reason: "explore.far escape-pit" });
}
async function probeCardinalStep(bot, durationMs = 800) {
const trials = [];
for (const { name, yaw } of CARDINAL_YAWS) {
try { await bot.look(yaw, 0, true); } catch {}
const before = bot.entity.position.clone();
bot.setControlState("forward", true);
try {
await new Promise((r) => setTimeout(r, durationMs));
} finally {
bot.setControlState("forward", false);
}
const after = bot.entity.position;
const dist = Math.hypot(after.x - before.x, after.z - before.z);
trials.push({ name, yaw, dist });
await new Promise((r) => setTimeout(r, 150));
}
return trials;
}