Patches each link of the closed-loop chain (world-truth -> invariant -> dispatch -> worldDelta -> milestone) so the contract can no longer advance on a lie or stall on an unreachable milestone, and surfaces the result on the monitor. - Unblock M6_lighting: add gather.coal producer (mirrors gather.stone, strict expectGain), register it, add the skill-graph node, and make curriculum.shelter.torch two-step (gather coal -> craft torch). craft.torch needed coal but no skill produced it, so the contract pinned on M6 forever and starved M7/M8/M9. One curriculum edit fixes both rails. - M8 no longer falsely satisfied: build-shelter records locations.shelter only on real progress (setLocation moved below the no_progress guard). - M2_bed made monotonic: sleepInBed writes locations.bed when the bot places its own bed, so M2 stays met after the carried bed item is consumed. - Observability: new ink-free tui/format.js helper renders per-tick state / firing rail / active skill / blocked prerequisite / stall reason in the monitor header (fields bot.js already computes but never showed). - Harden the valid-skill-id guardrail: skillRegistryPrompt preserves the "NEVER invent" footer when truncating (a growing registry was dropping it), and fix the stale "tech-tree > autonomous" reflex chain in the escalation prompt. Tests: 494/494 passing; new build-shelter / invariants / format suites plus skill-graph, curriculum, skill-registry cases. lint-patch clean. Deferred audit findings recorded in plans/v0.4.0-vnext.md (local). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
244 lines
8.6 KiB
JavaScript
244 lines
8.6 KiB
JavaScript
// Deterministic early-game survival curriculum. Mirrors PRD §6 FR4:
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// the bot should be able to progress from empty inventory to wooden tools,
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// to a stone tier + furnace + chest, without an LLM call per tick.
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//
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// Each milestone exposes:
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// id - stable string, used for diary/snapshot
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// title - human label, used by TUI
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// isDone - (inventoryCounts, snapshot) => boolean
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// suggest - (inventoryCounts, snapshot) => skill plan
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// where a plan is { skillId, args? } or null if the
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// milestone requires a precondition the scheduler must
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// set up via an earlier milestone.
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//
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// The chooser walks milestones in order and returns the first one whose
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// `isDone` returns false. That milestone is "current". Its `suggest()`
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// tells the scheduler what skill to dispatch right now.
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//
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// The curriculum is pure: it never touches the bot, the world or the
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// state-store. The scheduler is responsible for dispatch, retries and
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// no-progress handling.
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const INVENTORY_FULL_DISTINCT_STACKS = 32;
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function totalLogs(inv) {
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return Object.entries(inv ?? {})
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.filter(([k]) => k.endsWith("_log") || k.endsWith("_stem"))
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.reduce((sum, [, n]) => sum + n, 0);
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}
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function totalPlanks(inv) {
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return Object.entries(inv ?? {})
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.filter(([k]) => k.endsWith("_planks"))
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.reduce((sum, [, n]) => sum + n, 0);
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}
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function totalCobble(inv) {
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return (inv?.cobblestone ?? 0) + (inv?.cobbled_deepslate ?? 0);
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}
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const BED_COLORS = [
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"white", "orange", "magenta", "light_blue", "yellow", "lime", "pink",
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"gray", "light_gray", "cyan", "purple", "blue", "brown", "green",
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"red", "black",
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];
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function hasAnyBed(inv) {
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return BED_COLORS.some((c) => (inv?.[`${c}_bed`] ?? 0) > 0);
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}
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function totalWool(inv) {
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return Object.entries(inv ?? {})
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.filter(([k]) => k.endsWith("_wool"))
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.reduce((s, [, n]) => s + n, 0);
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}
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function maxSingleColourWool(inv) {
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let best = 0;
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for (const c of BED_COLORS) {
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const n = inv?.[`${c}_wool`] ?? 0;
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if (n > best) best = n;
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}
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return best;
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}
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function has(inv, name, n = 1) {
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return (inv?.[name] ?? 0) >= n;
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}
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function hasAny(inv, names) {
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return names.some((n) => (inv?.[n] ?? 0) > 0);
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}
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const WOODEN_TOOLS = ["wooden_axe", "wooden_pickaxe", "wooden_sword"];
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const STONE_TOOLS = ["stone_axe", "stone_pickaxe", "stone_sword"];
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const PASSIVE_FOOD_MOBS = new Set(["cow", "pig", "chicken", "sheep", "rabbit", "mooshroom"]);
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// A "stage reached" predicate: once the bot has wooden tools, wood.16 is
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// implicitly considered done even if the log stack is now empty (the bot
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// burned through them to craft planks/sticks/tools). Without this, the
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// curriculum oscillates: chop → craft → "oh, I have no logs again, go
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// chop". Each milestone keeps its raw-resource predicate AND an
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// "advanced past this tier" escape so the chooser monotonically advances.
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function hasWoodenTier(inv) {
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return WOODEN_TOOLS.some((n) => has(inv, n));
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}
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function hasStoneTier(inv) {
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return STONE_TOOLS.some((n) => has(inv, n));
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}
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function hasVisibleFoodTarget(snap) {
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const passives = snap?.nearbyEntities?.passives ?? [];
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if (passives.some((e) => PASSIVE_FOOD_MOBS.has(e.name))) return true;
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return (snap?.nearbyEntities?.droppedItems?.length ?? 0) > 0;
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}
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const MILESTONES = [
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{
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id: "wood.16",
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title: "Gather 16 logs",
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isDone: (inv) => totalLogs(inv) >= 16 || hasWoodenTier(inv),
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suggest: () => ({ skillId: "gather.logs" }),
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},
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{
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id: "wood.planks-and-sticks",
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title: "Craft 4 planks and 4 sticks",
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isDone: (inv) =>
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(totalPlanks(inv) >= 4 && has(inv, "stick", 4)) || hasWoodenTier(inv),
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suggest: (inv) => {
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if (totalPlanks(inv) < 4) return { skillId: "craft.planks" };
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return { skillId: "craft.sticks" };
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},
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},
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{
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id: "wood.tools",
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title: "Craft wooden axe, pickaxe, sword",
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isDone: (inv) => WOODEN_TOOLS.every((n) => has(inv, n)) || hasStoneTier(inv),
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suggest: (inv) => {
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if (!has(inv, "wooden_axe")) return { skillId: "craft.wooden-axe" };
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if (!has(inv, "wooden_pickaxe")) return { skillId: "craft.wooden-pickaxe" };
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if (!has(inv, "wooden_sword")) return { skillId: "craft.wooden-sword" };
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return null;
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},
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},
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// EARLY — before stone-tier work — get a bed so the bot can sleep at
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// night and stop blocking other players from skipping night. Three
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// substeps: (1) gather 3 wool of one colour, (2) craft.bed, (3) sleep
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// in/on it (handled by the sleep reflex, which now places a carried
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// bed). We use total wool ≥ 3 as the "have enough wool" proxy; the
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// craft.bed skill itself enforces same-colour-wool requirement.
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{
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id: "survive.bed",
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title: "Have a bed (sleep through the night)",
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isDone: (inv) => hasAnyBed(inv) || hasStoneTier(inv) && totalCobble(inv) > 0, // either we have a bed, or we're already deep into stone tier (rare path where wool wasn't accessible)
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suggest: (inv) => {
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// Need same-colour wool stack of ≥3
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if (maxSingleColourWool(inv) < 3) return { skillId: "gather.wool" };
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return { skillId: "craft.bed" };
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},
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},
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{
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id: "stone.32",
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title: "Gather 32 cobblestone",
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isDone: (inv) => totalCobble(inv) >= 32 || hasStoneTier(inv),
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suggest: () => ({ skillId: "gather.stone" }),
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},
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{
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id: "stone.tools",
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title: "Craft stone axe, pickaxe, sword and a furnace",
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isDone: (inv) => STONE_TOOLS.every((n) => has(inv, n)) && has(inv, "furnace"),
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suggest: (inv) => {
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if (!has(inv, "stone_axe")) return { skillId: "craft.stone-axe" };
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if (!has(inv, "stone_pickaxe")) return { skillId: "craft.stone-pickaxe" };
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if (!has(inv, "stone_sword")) return { skillId: "craft.stone-sword" };
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if (!has(inv, "furnace")) return { skillId: "craft.furnace" };
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return null;
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},
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},
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{
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id: "food.basic",
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title: "Secure a basic food source",
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isDone: (inv, snap) => {
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const carrying = ["bread", "cooked_beef", "cooked_chicken", "cooked_porkchop", "apple", "carrot", "potato", "baked_potato"].some(
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(n) => has(inv, n),
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);
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return carrying || (snap?.food ?? 20) >= 18;
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},
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suggest: (_inv, snap) => ({
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skillId: hasVisibleFoodTarget(snap) ? "survive.acquire-food" : "survive.scout-food",
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}),
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},
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{
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id: "storage.chest",
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title: "Place a personal chest",
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isDone: (_inv, snap) => !!snap?.locations?.chest,
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suggest: (inv) => {
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if (!has(inv, "chest")) return { skillId: "craft.chest" };
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return { skillId: "village.place-chest" };
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},
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},
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{
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id: "shelter.torch",
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title: "Have torches on hand for the perimeter",
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isDone: (inv) => has(inv, "torch", 4),
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// Two-step like wood.planks-and-sticks: torches need coal (or
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// charcoal), but nothing else produces it — without this the
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// milestone pinned forever on craft.torch's missing_material. Mine
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// coal first, then craft. The contract's M6_lighting delegates
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// suggest() to this milestone, so this edit fixes both rails.
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suggest: (inv) => {
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const fuel = (inv?.coal ?? 0) + (inv?.charcoal ?? 0);
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if (fuel < 1) return { skillId: "gather.coal" };
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return { skillId: "craft.torch" };
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},
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},
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{
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id: "village.base-site",
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title: "Pick a base site",
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// We treat this as done when a "base" location exists in
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// locations.json. The curriculum can't read that file from here
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// (would couple it to disk), so we expose a snapshot hint:
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// `snapshot.locations?.base` is filled by bot.js.
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isDone: (_inv, snap) => !!snap?.locations?.base,
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suggest: () => ({ skillId: "village.choose-base" }),
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},
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{
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id: "village.shelter",
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title: "Build a tiny shelter at the base",
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isDone: (_inv, snap) => !!snap?.locations?.shelter,
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suggest: () => ({ skillId: "village.build-shelter" }),
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},
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];
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export function isInventoryFull(snapshot) {
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const distinct = Object.keys(snapshot?.inventory ?? {}).length;
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return distinct >= INVENTORY_FULL_DISTINCT_STACKS;
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}
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// Walk the curriculum and return the first uncompleted milestone, plus
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// the suggested skill for it. If the inventory is full, the scheduler may
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// choose to insert a deposit/drop step before continuing; we mark that
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// in the result rather than skipping the milestone so the TUI can show
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// the right blocker.
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export function nextMilestone(snapshot) {
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const inv = snapshot?.inventory ?? {};
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for (const m of MILESTONES) {
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if (m.isDone(inv, snapshot)) continue;
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const plan = m.suggest(inv, snapshot);
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return {
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milestone: { id: m.id, title: m.title },
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plan,
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inventoryFull: isInventoryFull(snapshot),
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};
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}
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return null; // every milestone done — bot has reached the end of the
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// deterministic curriculum and base/village logic takes over (Phase 4).
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}
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export function listMilestones() {
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return MILESTONES.map((m) => ({ id: m.id, title: m.title }));
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}
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// Exposed for tests.
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export const _internal = { totalLogs, totalPlanks, totalCobble, has, hasAny, MILESTONES };
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