Closes a structural gap: the bot now actually REMEMBERS what it
discovered and what it tried. Two stores live under state/<host>/ and
are wired in automatically.
runtime/world-journal.js
- Append-only JSONL of discovered points (chopped, placed, base,
shelter, farm, dead_end). Indexed by 16-block spatial grid; O(neighbors)
nearest() lookups; 6 h age prune; 10k line ceiling with trim.
- leanestQuadrant({x,z}) reports the quadrant the bot has the FEWEST
markers in — used by explore.far to circle rather than retread.
- summary() exposed for the stuck-incident proposal body.
runtime/scenario-memory.js
- Sliding window of (skillId, situationHash, code, ok, detail) tuples.
- situationHash() is a coarse fingerprint (16x8x16 cell + day/night +
food/hp bucket + inv key set + closest hostile). So "same kind of
place + same kind of state" matches.
- shouldSkip({skillId, situation}) → true after ≥3 failures within 30
min UNLESS a more-recent success in the same situation un-locks it.
- recentTailFor() exposed for the stuck-incident body.
Wiring (runtime/bot.js):
- dispatchAction captures situationHash BEFORE the action runs and
records (skillId, situation, code, ok) after — failures are attributed
to the dispatch-time state, not the partial-effect state.
- worldDelta fields (choppedAt, minedAt, placedAt, baseAt, shelterAt,
plantedAt, harvestedAt, tilledAt) auto-flow into the journal.
- no_target + silent_dig_failure also write dead_end markers.
Scheduler / skills now consume memory:
- reflex.js curriculum reflex calls memory.shouldSkip — if the same
(skill, situation) failed 3+ times recently, auto-converts to a
wander hint so the bot leaves and tries elsewhere.
- explore.far calls journal.leanestQuadrant when multiple cardinal
directions are walkable and prefers the less-explored one.
- gather.logs walks to the nearest known "chopped" bucket within 96
blocks before falling through to findBlock — chunks with confirmed
trees are more likely to yield another.
stuck-incident body now includes journal byKind + last 12 scenario
entries so Pi can write a structural fix, not just a guard clause.
Architecturally: this is the foundation for "bot rewrites itself".
The proposals Pi now receives carry real signal about what was tried
and what's around, instead of a single snapshot in isolation.
10 new tests (world-journal × 5, scenario-memory × 5). npm test 134/134.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
187 lines
6.4 KiB
JavaScript
187 lines
6.4 KiB
JavaScript
// explore.far — walk ~48 blocks in a single direction, away from where
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// the bot currently stands. Used as the wander hint target when
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// gather.* skills can't find their resource in the bot's immediate
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// neighbourhood (e.g. spawn protection with no trees inside 64 blocks).
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//
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// Picks a heading by quadrant rotation (NE → SE → SW → NW) so successive
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// calls actually circle the spawn instead of bouncing within the same
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// patch.
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import pathfinderPkg from "mineflayer-pathfinder";
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const { pathfinder, goals, Movements } = pathfinderPkg;
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import { info, warn } from "../log.js";
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let pluginLoaded = new WeakSet();
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function ensurePathfinder(bot) {
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if (pluginLoaded.has(bot)) return;
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bot.loadPlugin(pathfinder);
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pluginLoaded.add(bot);
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}
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function setMovementsForTravel(bot) {
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const m = new Movements(bot);
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m.canDig = true;
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m.allow1by1towers = false;
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bot.pathfinder.setMovements(m);
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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 / 1000}s`)), 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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// Per-bot quadrant rotation.
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const quadrantOf = new WeakMap();
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const QUADRANTS = [
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{ x: +1, z: -1 }, // NE
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{ x: +1, z: +1 }, // SE
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{ x: -1, z: +1 }, // SW
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{ x: -1, z: -1 }, // NW
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];
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function nextQuadrant(bot) {
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const idx = (quadrantOf.get(bot) ?? -1) + 1;
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quadrantOf.set(bot, idx);
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return QUADRANTS[idx % QUADRANTS.length];
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}
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export const skill = Object.freeze({
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id: "explore.far",
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title: "Walk ~48 blocks in one direction",
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timeoutMs: 90_000,
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preconditions(ctx) {
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if (!ctx?.bot) return { ok: false, code: "no_bot", detail: "bot missing" };
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return { ok: true };
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},
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async execute(ctx, args = {}) {
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const bot = ctx.bot;
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ensurePathfinder(bot);
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setMovementsForTravel(bot);
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// 2026-05-26: probe-then-go. Try all 4 cardinal directions for
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// 800 ms each, pick the one where we actually moved, then commit
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// a long blind walk in that direction. Pathfinder timeouts on
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// this server mean we can't trust GoalNear; cardinal probing
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// gives us a free-direction signal cheaply.
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const dist = Math.max(24, args.distance ?? 48);
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const trials = await probeCardinalStep(bot, 800);
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const movable = trials.filter((t) => t.dist > 0.5);
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// Journal-aware: if more than one direction is walkable, prefer the
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// one in the LEANEST quadrant (least amount of stuff we've already
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// catalogued, including dead_end markers — so we don't loop the same
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// area). Falls back to "best by distance" when only one direction
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// works or journal is empty.
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let best = trials.reduce((b, t) => (t.dist > b.dist ? t : b), { dist: 0, yaw: 0, name: "?" });
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if (movable.length > 1 && ctx?.journal?.leanestQuadrant) {
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const here = bot.entity.position;
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const { best: leanest } = ctx.journal.leanestQuadrant({ x: here.x, z: here.z, radius: 96 });
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const QUAD_TO_CARDINAL = { NE: "N", SE: "E", SW: "S", NW: "W" };
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const preferredName = QUAD_TO_CARDINAL[leanest];
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const preferred = movable.find((t) => t.name === preferredName);
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if (preferred) best = preferred;
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info("action", `explore.far: journal says leanest quadrant=${leanest} → prefer ${preferredName}`);
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}
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info("action", `explore.far: cardinal probe trials=${trials.map((t) => `${t.name}:${t.dist.toFixed(1)}`).join(" ")} best=${best.name}`);
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if (best.dist < 0.5) {
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// All cardinals blocked → escape pit: dig the block above the
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// bot's head (if any), jump into the gap, repeat. Then break.
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info("action", "explore.far: wedged — escape-pit (dig up + jump)");
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await escapePit(bot, 3);
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return { ok: true, code: "done", detail: { mode: "escape-pit", trials }, worldDelta: null };
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}
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const here = bot.entity.position.clone();
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const tx = Math.round(here.x + Math.sin(-best.yaw) * dist);
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const tz = Math.round(here.z + Math.cos(-best.yaw) * dist);
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const ty = Math.round(here.y);
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info("action", `explore.far: walking ${best.name} → ${tx},${ty},${tz}`);
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try {
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await withTimeout(
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bot.pathfinder.goto(new goals.GoalNear(tx, ty, tz, 4)),
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45_000,
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`explore.far(${tx},${tz})`,
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);
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return {
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ok: true, code: "done",
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detail: { to: { x: tx, y: ty, z: tz }, dir: best.name },
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worldDelta: { movedTo: { x: tx, y: ty, z: tz } },
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};
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} catch (e) {
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warn("action", `explore.far pathfinder failed: ${e.message} — continuing blind`);
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try { await bot.look(best.yaw, 0, true); } catch {}
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bot.setControlState("forward", true);
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bot.setControlState("jump", true);
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try {
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await new Promise((r) => setTimeout(r, 7_000));
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} finally {
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bot.setControlState("forward", false);
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bot.setControlState("jump", false);
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}
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return {
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ok: true, code: "done",
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detail: { mode: "blind", dir: best.name },
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worldDelta: { movedTo: null },
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};
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}
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},
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});
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const CARDINAL_YAWS = [
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{ name: "N", yaw: Math.PI },
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{ name: "E", yaw: -Math.PI / 2 },
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{ name: "S", yaw: 0 },
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{ name: "W", yaw: Math.PI / 2 },
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];
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async function escapePit(bot, maxSteps = 3) {
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for (let i = 0; i < maxSteps; i++) {
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const head = bot.entity.position.offset(0, 1.7, 0);
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const above = bot.blockAt(head.offset(0, 0.5, 0));
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if (!above || above.name === "air" || above.name === "cave_air") {
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bot.setControlState("jump", true);
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bot.setControlState("forward", true);
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await new Promise((r) => setTimeout(r, 700));
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bot.setControlState("jump", false);
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bot.setControlState("forward", false);
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continue;
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}
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try { await withTimeout(bot.lookAt(above.position.offset(0.5, 0.5, 0.5), true), 1_500, "lookAt-up"); } catch {}
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try {
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await withTimeout(bot.dig(above), 8_000, "dig-up");
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} catch (e) {
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warn("action", `escape-pit dig-up failed: ${e.message}`);
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break;
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}
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bot.setControlState("jump", true);
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await new Promise((r) => setTimeout(r, 600));
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bot.setControlState("jump", false);
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await new Promise((r) => setTimeout(r, 400));
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}
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}
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async function probeCardinalStep(bot, durationMs = 800) {
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const trials = [];
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for (const { name, yaw } of CARDINAL_YAWS) {
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try { await bot.look(yaw, 0, true); } catch {}
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const before = bot.entity.position.clone();
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bot.setControlState("forward", true);
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try {
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await new Promise((r) => setTimeout(r, durationMs));
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} finally {
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bot.setControlState("forward", false);
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}
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const after = bot.entity.position;
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const dist = Math.hypot(after.x - before.x, after.z - before.z);
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trials.push({ name, yaw, dist });
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await new Promise((r) => setTimeout(r, 150));
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}
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return trials;
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}
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