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>
91 lines
4.3 KiB
JavaScript
91 lines
4.3 KiB
JavaScript
// Skill dependency graph (Plan4MC-style, research §C). A static, declarative
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// model of "what does this skill need, what does it produce". The contract
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// already SEQUENCES the early game via the curriculum, so this graph is the
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// queryable prerequisite layer on top: the GoalManager annotates each suggested
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// skill with whether its prerequisites currently hold (surfaced for the TUI and
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// as a guard against suggesting a skill that physically cannot succeed here).
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//
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// Requirement kinds:
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// { item: <semantic-group|exact>, min } — need N of an item / group
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// { tool: "pickaxe" | "axe" | "sword" } — need any tier of that tool
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// Semantic groups: logs (*_log/_stem), planks (*_planks), sticks, cobblestone,
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// wool (*_wool), coal, bed (*_bed). Anything else is matched as an exact name.
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import { totalMatching, has } from "./invariants.js";
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const GROUP = {
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logs: (k) => k.endsWith("_log") || k.endsWith("_stem"),
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planks: (k) => k.endsWith("_planks"),
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wool: (k) => k.endsWith("_wool"),
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cobblestone: (k) => k === "cobblestone" || k === "cobbled_deepslate",
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coal: (k) => k === "coal" || k === "charcoal",
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};
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const TOOL = {
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pickaxe: (k) => k.endsWith("_pickaxe"),
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axe: (k) => k.endsWith("_axe") && !k.endsWith("_pickaxe"),
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sword: (k) => k.endsWith("_sword"),
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};
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export const SKILL_GRAPH = Object.freeze({
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"gather.logs": { requires: [], produces: ["logs"] },
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"gather.wool": { requires: [], produces: ["wool"] },
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"gather.stone": { requires: [{ tool: "pickaxe" }], produces: ["cobblestone"] },
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"gather.coal": { requires: [{ tool: "pickaxe" }], produces: ["coal"] },
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"craft.planks": { requires: [{ item: "logs", min: 1 }], produces: ["planks"] },
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"craft.sticks": { requires: [{ item: "planks", min: 2 }], produces: ["stick"] },
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"craft.wooden-axe": { requires: [{ item: "planks", min: 3 }, { item: "stick", min: 2 }], produces: ["wooden_axe"] },
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"craft.wooden-pickaxe": { requires: [{ item: "planks", min: 3 }, { item: "stick", min: 2 }], produces: ["wooden_pickaxe"] },
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"craft.wooden-sword": { requires: [{ item: "planks", min: 2 }, { item: "stick", min: 1 }], produces: ["wooden_sword"] },
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"craft.stone-axe": { requires: [{ item: "cobblestone", min: 3 }, { item: "stick", min: 2 }], produces: ["stone_axe"] },
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"craft.stone-pickaxe": { requires: [{ item: "cobblestone", min: 3 }, { item: "stick", min: 2 }], produces: ["stone_pickaxe"] },
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"craft.stone-sword": { requires: [{ item: "cobblestone", min: 2 }, { item: "stick", min: 1 }], produces: ["stone_sword"] },
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"craft.furnace": { requires: [{ item: "cobblestone", min: 8 }], produces: ["furnace"] },
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"craft.chest": { requires: [{ item: "planks", min: 8 }], produces: ["chest"] },
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"craft.torch": { requires: [{ item: "coal", min: 1 }, { item: "stick", min: 1 }], produces: ["torch"] },
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"craft.bed": { requires: [{ item: "wool", min: 3 }, { item: "planks", min: 3 }], produces: ["bed"] },
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"village.choose-base": { requires: [], produces: ["loc:base"] },
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"village.build-shelter": { requires: [{ item: "planks", min: 1 }], produces: ["loc:shelter"] },
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"village.place-chest": { requires: [{ item: "chest", min: 1 }], produces: ["loc:chest"] },
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"farm.wheat": { requires: [], produces: [] },
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});
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function itemCount(inv, name) {
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const g = GROUP[name];
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return g ? totalMatching(inv, g) : (inv?.[name] ?? 0);
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}
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function hasTool(inv, kind) {
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const t = TOOL[kind];
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if (!t) return false;
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return Object.keys(inv ?? {}).some((k) => t(k) && (inv[k] ?? 0) > 0);
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}
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// { ok, missing: [{ item|tool, min, have }] } for a skill given the world.
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export function prerequisitesMet(skillId, world) {
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const node = SKILL_GRAPH[skillId];
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if (!node) return { ok: true, missing: [], known: false };
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const inv = world?.inventory ?? {};
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const missing = [];
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for (const req of node.requires) {
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if (req.tool) {
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if (!hasTool(inv, req.tool)) missing.push({ tool: req.tool });
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} else if (req.item) {
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const have = itemCount(inv, req.item);
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if (have < (req.min ?? 1)) missing.push({ item: req.item, min: req.min ?? 1, have });
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}
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}
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return { ok: missing.length === 0, missing, known: true };
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}
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export function canRun(skillId, world) {
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return prerequisitesMet(skillId, world).ok;
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}
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// All skills whose prerequisites currently hold (Plan4MC "frontier").
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export function runnableFrontier(world) {
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return Object.keys(SKILL_GRAPH).filter((id) => canRun(id, world));
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}
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export const _internal = { GROUP, TOOL, itemCount, hasTool, has };
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