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>
108 lines
3.7 KiB
JavaScript
108 lines
3.7 KiB
JavaScript
// Pure, ink-free helpers for the monitor header.
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//
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// bot.js stamps a rich observability bundle onto every STATUS snapshot
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// (runtimeState, lastReflex.name, activeSkill, noProgressReason, reflexPaused)
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// and the GoalManager annotates contract.suggestedSkill.blockedBy — but none
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// of it was rendered, so the operator could not answer "what is the bot doing,
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// why, and what is blocked?" from the screen. These helpers assemble that into
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// colour-tagged segments. Kept in a plain .js module (no React/ink import) so
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// `node --test` can unit-test the formatting without booting the TUI.
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//
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// A "segment" is { text, color?, dimColor?, bold? }. The monitor maps each to
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// an <ink Text>; tests join `.text` and assert on substrings + segment colour.
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const STATE_COLORS = Object.freeze({
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emergency: "red",
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recovering: "yellow",
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working: "green",
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planning: "magenta",
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social: "cyan",
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idle: "gray",
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});
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// computeState can return any of the STATES strings; unknown/new states render
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// in a neutral colour rather than being blanked out.
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export function stateColor(state) {
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if (!state) return "gray";
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return STATE_COLORS[String(state).toLowerCase()] ?? "white";
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}
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// blockedBy is an array of { item, min, have } | { tool } OBJECTS (from
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// goal-manager.js via skill-graph.prerequisitesMet) — NOT strings. Map to the
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// missing names so we never render "[object Object]". Returns null when there
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// is nothing blocked.
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export function formatBlockedBy(blockedBy) {
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if (!Array.isArray(blockedBy) || blockedBy.length === 0) return null;
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const names = blockedBy
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.map((b) => {
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const name = b?.item ?? b?.tool;
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if (!name) return null;
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return b?.min && b.min > 1 ? `${name}×${b.min}` : name;
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})
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.filter(Boolean);
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return names.length ? names.join("+") : null;
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}
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// Build the "what / why / blocked / stalled" status line for the header.
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// Reads only fields already present on the broadcast snapshot.
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export function formatStatusSegments(snapshot = {}) {
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const segs = [];
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const push = (text, opts = {}) => {
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if (text != null && text !== "") segs.push({ text, ...opts });
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};
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const state = snapshot.runtimeState;
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if (state) push(String(state), { bold: true, color: stateColor(state) });
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if (snapshot.reflexPaused === true) push(" PAUSED", { bold: true, color: "red" });
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// why — which rail fired this tick (mode:…, curriculum, defend, …)
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const why = snapshot.lastReflex?.name;
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if (why) {
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push(" via ", { dimColor: true });
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push(String(why), { color: "white" });
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}
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// doing — the skill currently/last dispatched
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const doing = snapshot.activeSkill;
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if (doing) {
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push(" · ", { dimColor: true });
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push(String(doing), { color: "cyan" });
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}
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// blocked — the suggested skill cannot run because a prerequisite is
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// missing (e.g. craft.torch needs coal). This is the one that made the
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// M6-torch/coal stall invisible.
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const sg = snapshot.contract?.suggestedSkill;
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const blocked = formatBlockedBy(sg?.blockedBy);
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if (blocked) {
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push(" · ", { dimColor: true });
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if (sg?.skillId) push(String(sg.skillId), { color: "red" });
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push(" needs ", { dimColor: true });
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push(blocked, { color: "red", bold: true });
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}
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// urgent preemption (food jumping the contract queue)
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const reason = snapshot.contract?.reason;
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if (typeof reason === "string" && reason.startsWith("urgent")) {
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push(" · ", { dimColor: true });
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push(reason, { color: "yellow" });
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}
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// stalled — no observable world change for a while
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const np = snapshot.noProgressReason;
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if (np) {
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push(" · stalled:", { dimColor: true });
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push(String(np), { color: "yellow" });
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}
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return segs;
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}
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// Convenience for tests / plain-text surfaces.
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export function statusText(snapshot) {
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return formatStatusSegments(snapshot)
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.map((s) => s.text)
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.join("");
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}
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