Files
pepa-pi-bot/runtime/skills/dig-in.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

76 lines
2.5 KiB
JavaScript

import { test } from "node:test";
import assert from "node:assert/strict";
import { skill, __testing } from "./dig-in.js";
function vec(x, y, z) {
return {
x, y, z,
offset(dx, dy, dz) { return vec(x + dx, y + dy, z + dz); },
};
}
function fakeBot({ belowName = "dirt", sideName = "stone", items = [{ name: "dirt", count: 10, type: 3 }] } = {}) {
const calls = { dig: 0, place: 0, equip: 0 };
return {
calls,
entity: { position: vec(0, 64, 0), yaw: 0 },
inventory: { items: () => items },
blockAt(p) {
// below (y-1) → belowName; same-level neighbours → sideName
if (p.y === 63) return { name: belowName, position: p };
return { name: sideName, position: p };
},
async dig() { calls.dig++; },
async placeBlock() { calls.place++; },
async equip() { calls.equip++; },
async look() {},
pathfinder: { setGoal() {} },
};
}
test("pickCapBlock prefers dirt", () => {
const bot = fakeBot({ items: [{ name: "cobblestone", count: 3 }, { name: "dirt", count: 1 }] });
assert.equal(__testing.pickCapBlock(bot).name, "dirt");
});
test("safeToDigBelow refuses lava/water/bedrock/air", () => {
for (const bad of ["lava", "water", "bedrock", "air"]) {
const bot = fakeBot({ belowName: bad });
assert.equal(__testing.safeToDigBelow(bot).ok, false, bad);
}
assert.equal(__testing.safeToDigBelow(fakeBot({ belowName: "dirt" })).ok, true);
});
test("preconditions fail without a cap block", () => {
const bot = fakeBot({ items: [{ name: "raw_chicken", count: 1 }] });
const pre = skill.preconditions({ bot });
assert.equal(pre.ok, false);
assert.equal(pre.code, "missing_material");
});
test("preconditions fail when below is unsafe", () => {
const bot = fakeBot({ belowName: "lava" });
const pre = skill.preconditions({ bot });
assert.equal(pre.ok, false);
assert.equal(pre.code, "unsafe_dig");
});
test("execute digs down to depth and caps the hole", async () => {
const bot = fakeBot();
const res = await skill.execute({ bot }, { depth: 2 });
assert.equal(res.ok, true);
assert.equal(res.worldDelta.dugDown, 2);
assert.equal(res.worldDelta.capped, true);
assert.equal(bot.calls.dig, 2);
assert.ok(bot.calls.place >= 1);
});
test("execute stops digging when it hits something unsafe mid-dig", async () => {
// below is water → first safeToDigBelow already false → dug 0 → no_progress
const bot = fakeBot({ belowName: "water" });
const res = await skill.execute({ bot }, { depth: 3 });
assert.equal(res.ok, false);
assert.equal(res.code, "no_progress");
});