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>
342 lines
11 KiB
JavaScript
342 lines
11 KiB
JavaScript
// Skill substrate. A skill is a small, self-contained, composable unit of
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// survival behaviour that the scheduler (today: reflex.js) can call with a
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// uniform contract. The contract — required by every skill in this folder:
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//
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// {
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// id: "namespace.action", // stable, machine-readable, e.g. "gather.logs"
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// title: "Human label",
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// timeoutMs: 45_000, // hard ceiling on execute()
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// preconditions(ctx) -> { ok, code?, detail? }
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// async execute(ctx, args) -> { ok, code, detail, worldDelta }
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// validate?(ctx, result) -> boolean // optional gate after execute
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// recover?(ctx, result) -> any | null // optional follow-up hint
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// }
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//
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// The runSkill() wrapper enforces the timeout, normalises the result shape
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// (so any caller can rely on the five required fields), runs validate(), and
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// calls recover() on failure for the scheduler to consume.
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//
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// Skills are pure with respect to the runtime — they never read or write
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// state-store directly; their `worldDelta` is the only way they communicate
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// observed changes back to the scheduler, which then decides what to log.
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import { info, warn } from "../log.js";
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import { skill as chopLogs } from "./chop-logs.js";
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import { skill as eat } from "./eat.js";
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import { skill as wander } from "./wander.js";
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import { skill as exploreFar } from "./explore-far.js";
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import { skill as flee } from "./flee.js";
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import { skill as sleep } from "./sleep.js";
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import { skill as tunnelOut } from "./recovery-tunnel-out.js";
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import { skill as pillarUp } from "./pillar-up.js";
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import { skill as digIn } from "./dig-in.js";
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import { skill as escapePitSafe } from "./escape-pit-safe.js";
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import { skill as diagPhysics } from "./diagnose-physics.js";
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import { skill as diagScan, matchSkill as diagMatch } from "./diagnose-scan.js";
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import { skill as gatherStone } from "./gather-stone.js";
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import { skill as gatherCoal } from "./gather-coal.js";
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import { skill as gatherWool } from "./gather-wool.js";
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import { skill as acquireFood } from "./acquire-food.js";
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import { skill as scoutFood } from "./scout-food.js";
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import { skill as relocate } from "./relocate.js";
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import { skill as chooseBase } from "./choose-base.js";
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import { skill as buildShelter } from "./build-shelter.js";
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import { skill as placeChest } from "./place-chest.js";
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import { skill as depositSurplus } from "./deposit-surplus.js";
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import { skill as farmWheat } from "./farm-wheat.js";
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import {
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craftPlanksSkill,
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craftSticksSkill,
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craftWoodenAxeSkill,
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craftWoodenPickaxeSkill,
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craftWoodenSwordSkill,
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craftStoneAxeSkill,
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craftStonePickaxeSkill,
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craftStoneSwordSkill,
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craftFurnaceSkill,
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craftChestSkill,
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craftTorchSkill,
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craftBedSkill,
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} from "./craft.js";
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const SKILLS = new Map();
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function register(skill) {
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if (!skill || typeof skill !== "object") throw new Error("skill: not an object");
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if (!skill.id || typeof skill.id !== "string") throw new Error("skill: missing id");
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if (typeof skill.execute !== "function") throw new Error(`skill ${skill.id}: missing execute`);
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if (typeof skill.preconditions !== "function") throw new Error(`skill ${skill.id}: missing preconditions`);
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if (SKILLS.has(skill.id)) throw new Error(`skill ${skill.id}: already registered`);
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SKILLS.set(skill.id, skill);
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}
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register(chopLogs);
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register(eat);
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register(wander);
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register(exploreFar);
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register(flee);
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register(sleep);
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register(tunnelOut);
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register(pillarUp);
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register(digIn);
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register(escapePitSafe);
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register(diagPhysics);
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register(diagScan);
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register(diagMatch);
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register(gatherStone);
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register(gatherCoal);
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register(gatherWool);
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register(acquireFood);
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register(scoutFood);
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register(relocate);
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register(chooseBase);
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register(buildShelter);
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register(placeChest);
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register(depositSurplus);
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register(farmWheat);
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register(craftPlanksSkill);
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register(craftSticksSkill);
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register(craftWoodenAxeSkill);
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register(craftWoodenPickaxeSkill);
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register(craftWoodenSwordSkill);
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register(craftStoneAxeSkill);
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register(craftStonePickaxeSkill);
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register(craftStoneSwordSkill);
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register(craftFurnaceSkill);
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register(craftChestSkill);
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register(craftTorchSkill);
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register(craftBedSkill);
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export function listSkills() {
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return Array.from(SKILLS.values()).map((s) => ({
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id: s.id,
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title: s.title ?? s.id,
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timeoutMs: s.timeoutMs ?? 30_000,
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}));
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}
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export function getSkill(id) {
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return SKILLS.get(id) ?? null;
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}
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// Stable failure codes the wrapper itself can emit. Skills may emit any
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// additional codes — but these are the ones runSkill produces.
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export const RUNNER_CODES = Object.freeze({
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UNKNOWN_SKILL: "unknown_skill",
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PRECONDITION_FAILED: "precondition_failed",
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TIMEOUT: "timeout",
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THREW: "threw",
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VALIDATION_FAILED: "validation_failed",
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PREEMPTED: "preempted",
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DONE: "done",
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});
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// Signed inventory diff between two count Maps (from InventoryLedger.mark/
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// snapshot). Used to attach the real world change to a skill result.
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function invDiff(before, after) {
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const out = {};
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const names = new Set([...(before?.keys?.() ?? []), ...(after?.keys?.() ?? [])]);
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for (const n of names) {
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const d = (after?.get?.(n) ?? 0) - (before?.get?.(n) ?? 0);
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if (d !== 0) out[n] = d;
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}
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return out;
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}
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function normaliseResult(res, fallbackCode) {
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const ok = !!res?.ok;
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return {
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ok,
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code: res?.code ?? (ok ? RUNNER_CODES.DONE : fallbackCode ?? "failed"),
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detail: res?.detail ?? null,
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worldDelta: res?.worldDelta ?? null,
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};
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}
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function withTimeout(promise, ms, label) {
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let timer;
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const timeout = new Promise((_, reject) => {
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timer = setTimeout(() => reject(new Error(`${label} timed out after ${ms}ms`)), ms);
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});
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return Promise.race([promise, timeout]).finally(() => clearTimeout(timer));
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}
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// v0.3.0-rc.3 — wrap execute() so that if ctx.abortSignal fires we
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// stop awaiting (and surface code: "preempted"). The skill itself
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// doesn't need to read the signal — the race below ensures runSkill
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// returns control to the reflex within one microtask of abort(). The
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// skill's own async work may continue in the background harmlessly,
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// because the next dispatch will overwrite any shared state.
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function raceWithAbort(promise, signal) {
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if (!signal) return promise;
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if (signal.aborted) {
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return Promise.reject(Object.assign(new Error("preempted"), { _preempted: true }));
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}
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return new Promise((resolve, reject) => {
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let settled = false;
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const onAbort = () => {
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if (settled) return;
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settled = true;
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reject(Object.assign(new Error("preempted"), { _preempted: true }));
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};
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signal.addEventListener("abort", onAbort, { once: true });
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promise.then(
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(v) => {
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if (settled) return;
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settled = true;
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signal.removeEventListener?.("abort", onAbort);
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resolve(v);
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},
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(e) => {
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if (settled) return;
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settled = true;
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signal.removeEventListener?.("abort", onAbort);
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reject(e);
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},
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);
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});
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}
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// Drive one skill through its full lifecycle. The caller (typically reflex.js
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// or, eventually, a higher-level scheduler) decides when to invoke; runSkill
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// only owns the contract enforcement.
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export async function runSkill(id, ctx, args = {}) {
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const skill = SKILLS.get(id);
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if (!skill) {
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warn("skill", `unknown skill ${id}`);
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return { ok: false, code: RUNNER_CODES.UNKNOWN_SKILL, detail: id, worldDelta: null };
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}
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let pre;
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try {
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pre = skill.preconditions(ctx, args) ?? { ok: true };
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} catch (e) {
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return {
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ok: false,
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code: RUNNER_CODES.PRECONDITION_FAILED,
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detail: `preconditions threw: ${e.message}`,
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worldDelta: null,
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};
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}
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if (!pre.ok) {
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const result = {
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ok: false,
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code: pre.code ?? RUNNER_CODES.PRECONDITION_FAILED,
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detail: pre.detail ?? "preconditions failed",
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worldDelta: null,
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};
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if (typeof skill.recover === "function") {
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try {
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result.recovery = skill.recover(ctx, result) ?? null;
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} catch (e) {
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warn("skill", `${id}.recover threw: ${e.message}`);
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}
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}
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return result;
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}
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// WorldDelta diff layer (research §TL;DR): snapshot the inventory before
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// execute so we can attach the REAL inventory change to the result and,
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// for skills that opt in via `expectGain`, assert the claimed gain actually
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// happened instead of trusting the skill's own bookkeeping.
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const ledgerBefore = ctx?.ledger?.mark?.() ?? null;
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const timeoutMs = skill.timeoutMs ?? 30_000;
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let raw;
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try {
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raw = await withTimeout(
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raceWithAbort(skill.execute(ctx, args), ctx?.abortSignal),
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timeoutMs,
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`skill(${id})`,
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);
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} catch (e) {
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const isTimeout = /timed out after/.test(e.message);
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const isPreempted = e?._preempted === true;
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const result = {
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ok: false,
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code: isPreempted
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? RUNNER_CODES.PREEMPTED
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: isTimeout ? RUNNER_CODES.TIMEOUT : RUNNER_CODES.THREW,
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detail: e.message,
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worldDelta: null,
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};
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if (typeof skill.recover === "function") {
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try {
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result.recovery = skill.recover(ctx, result) ?? null;
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} catch (recoverErr) {
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warn("skill", `${id}.recover threw: ${recoverErr.message}`);
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}
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}
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return result;
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}
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const result = normaliseResult(raw);
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if (result.ok && typeof skill.validate === "function") {
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let valid;
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try {
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valid = skill.validate(ctx, result);
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} catch (e) {
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warn("skill", `${id}.validate threw: ${e.message}`);
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valid = false;
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}
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if (!valid) {
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const failed = {
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ok: false,
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code: RUNNER_CODES.VALIDATION_FAILED,
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detail: result.detail,
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worldDelta: result.worldDelta,
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};
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if (typeof skill.recover === "function") {
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try {
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failed.recovery = skill.recover(ctx, failed) ?? null;
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} catch (e) {
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warn("skill", `${id}.recover threw: ${e.message}`);
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}
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}
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return failed;
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}
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}
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// Closed loop: compare the inventory now vs the pre-execute baseline.
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if (result.ok && ledgerBefore && ctx?.ledger) {
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try { if (ctx.bot) ctx.ledger.update(ctx.bot); } catch {}
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const observed = invDiff(ledgerBefore, ctx.ledger.snapshot());
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if (Object.keys(observed).length > 0) {
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result.worldDelta = { ...(result.worldDelta ?? {}), _invObserved: observed };
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}
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// Opt-in strict check: the world must show the claimed gain.
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if (skill.expectGain) {
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const gain = ctx.ledger.gainedSince(ledgerBefore, skill.expectGain.matcher);
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if (gain < (skill.expectGain.min ?? 1)) {
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const failed = {
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ok: false,
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code: "world_unchanged",
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detail: `${id} reported ok but ${skill.expectGain.label ?? "expected items"} did not increase (gain ${gain})`,
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worldDelta: result.worldDelta,
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};
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if (typeof skill.recover === "function") {
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try { failed.recovery = skill.recover(ctx, failed) ?? null; } catch {}
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}
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return failed;
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}
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}
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}
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if (!result.ok && typeof skill.recover === "function") {
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try {
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result.recovery = skill.recover(ctx, result) ?? null;
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} catch (e) {
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warn("skill", `${id}.recover threw: ${e.message}`);
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}
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}
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info("skill", `${id} → ${result.code}${result.detail ? ` (${JSON.stringify(result.detail).slice(0, 80)})` : ""}`);
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return result;
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}
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// For tests: lets a unit test register a synthetic skill without touching
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// the production registry. Returns a teardown function.
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export function _registerForTest(skill) {
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register(skill);
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return () => SKILLS.delete(skill.id);
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}
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