Files
pepa-pi-bot/runtime/skills/explore-far.js
T
mayatnikovandClaude Opus 4.7 d960db4819 feat(runtime): persistent memory — world-journal + scenario-memory
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>
2026-05-26 12:20:03 +03:00

187 lines
6.4 KiB
JavaScript

// explore.far — walk ~48 blocks in a single direction, away from where
// the bot currently stands. Used as the wander hint target when
// gather.* skills can't find their resource in the bot's immediate
// neighbourhood (e.g. spawn protection with no trees inside 64 blocks).
//
// Picks a heading by quadrant rotation (NE → SE → SW → NW) so successive
// calls actually circle the spawn instead of bouncing within the same
// patch.
import pathfinderPkg from "mineflayer-pathfinder";
const { pathfinder, goals, Movements } = pathfinderPkg;
import { info, warn } from "../log.js";
let pluginLoaded = new WeakSet();
function ensurePathfinder(bot) {
if (pluginLoaded.has(bot)) return;
bot.loadPlugin(pathfinder);
pluginLoaded.add(bot);
}
function setMovementsForTravel(bot) {
const m = new Movements(bot);
m.canDig = true;
m.allow1by1towers = false;
bot.pathfinder.setMovements(m);
}
function withTimeout(promise, ms, label) {
let timer;
const timeout = new Promise((_, reject) => {
timer = setTimeout(() => reject(new Error(`${label} timed out after ${ms / 1000}s`)), ms);
});
return Promise.race([promise, timeout]).finally(() => clearTimeout(timer));
}
// Per-bot quadrant rotation.
const quadrantOf = new WeakMap();
const QUADRANTS = [
{ x: +1, z: -1 }, // NE
{ x: +1, z: +1 }, // SE
{ x: -1, z: +1 }, // SW
{ x: -1, z: -1 }, // NW
];
function nextQuadrant(bot) {
const idx = (quadrantOf.get(bot) ?? -1) + 1;
quadrantOf.set(bot, idx);
return QUADRANTS[idx % QUADRANTS.length];
}
export const skill = Object.freeze({
id: "explore.far",
title: "Walk ~48 blocks in one direction",
timeoutMs: 90_000,
preconditions(ctx) {
if (!ctx?.bot) return { ok: false, code: "no_bot", detail: "bot missing" };
return { ok: true };
},
async execute(ctx, args = {}) {
const bot = ctx.bot;
ensurePathfinder(bot);
setMovementsForTravel(bot);
// 2026-05-26: probe-then-go. Try all 4 cardinal directions for
// 800 ms each, pick the one where we actually moved, then commit
// a long blind walk in that direction. Pathfinder timeouts on
// this server mean we can't trust GoalNear; cardinal probing
// gives us a free-direction signal cheaply.
const dist = Math.max(24, args.distance ?? 48);
const trials = await probeCardinalStep(bot, 800);
const movable = trials.filter((t) => t.dist > 0.5);
// Journal-aware: if more than one direction is walkable, prefer the
// one in the LEANEST quadrant (least amount of stuff we've already
// catalogued, including dead_end markers — so we don't loop the same
// area). Falls back to "best by distance" when only one direction
// works or journal is empty.
let best = trials.reduce((b, t) => (t.dist > b.dist ? t : b), { dist: 0, yaw: 0, name: "?" });
if (movable.length > 1 && ctx?.journal?.leanestQuadrant) {
const here = bot.entity.position;
const { best: leanest } = ctx.journal.leanestQuadrant({ x: here.x, z: here.z, radius: 96 });
const QUAD_TO_CARDINAL = { NE: "N", SE: "E", SW: "S", NW: "W" };
const preferredName = QUAD_TO_CARDINAL[leanest];
const preferred = movable.find((t) => t.name === preferredName);
if (preferred) best = preferred;
info("action", `explore.far: journal says leanest quadrant=${leanest} → prefer ${preferredName}`);
}
info("action", `explore.far: cardinal probe trials=${trials.map((t) => `${t.name}:${t.dist.toFixed(1)}`).join(" ")} best=${best.name}`);
if (best.dist < 0.5) {
// All cardinals blocked → escape pit: dig the block above the
// bot's head (if any), jump into the gap, repeat. Then break.
info("action", "explore.far: wedged — escape-pit (dig up + jump)");
await escapePit(bot, 3);
return { ok: true, code: "done", detail: { mode: "escape-pit", trials }, worldDelta: null };
}
const here = bot.entity.position.clone();
const tx = Math.round(here.x + Math.sin(-best.yaw) * dist);
const tz = Math.round(here.z + Math.cos(-best.yaw) * dist);
const ty = Math.round(here.y);
info("action", `explore.far: walking ${best.name}${tx},${ty},${tz}`);
try {
await withTimeout(
bot.pathfinder.goto(new goals.GoalNear(tx, ty, tz, 4)),
45_000,
`explore.far(${tx},${tz})`,
);
return {
ok: true, code: "done",
detail: { to: { x: tx, y: ty, z: tz }, dir: best.name },
worldDelta: { movedTo: { x: tx, y: ty, z: tz } },
};
} catch (e) {
warn("action", `explore.far pathfinder failed: ${e.message} — continuing blind`);
try { await bot.look(best.yaw, 0, true); } catch {}
bot.setControlState("forward", true);
bot.setControlState("jump", true);
try {
await new Promise((r) => setTimeout(r, 7_000));
} finally {
bot.setControlState("forward", false);
bot.setControlState("jump", false);
}
return {
ok: true, code: "done",
detail: { mode: "blind", dir: best.name },
worldDelta: { movedTo: null },
};
}
},
});
const CARDINAL_YAWS = [
{ name: "N", yaw: Math.PI },
{ name: "E", yaw: -Math.PI / 2 },
{ name: "S", yaw: 0 },
{ name: "W", yaw: Math.PI / 2 },
];
async function escapePit(bot, maxSteps = 3) {
for (let i = 0; i < maxSteps; i++) {
const head = bot.entity.position.offset(0, 1.7, 0);
const above = bot.blockAt(head.offset(0, 0.5, 0));
if (!above || above.name === "air" || above.name === "cave_air") {
bot.setControlState("jump", true);
bot.setControlState("forward", true);
await new Promise((r) => setTimeout(r, 700));
bot.setControlState("jump", false);
bot.setControlState("forward", false);
continue;
}
try { await withTimeout(bot.lookAt(above.position.offset(0.5, 0.5, 0.5), true), 1_500, "lookAt-up"); } catch {}
try {
await withTimeout(bot.dig(above), 8_000, "dig-up");
} catch (e) {
warn("action", `escape-pit dig-up failed: ${e.message}`);
break;
}
bot.setControlState("jump", true);
await new Promise((r) => setTimeout(r, 600));
bot.setControlState("jump", false);
await new Promise((r) => setTimeout(r, 400));
}
}
async function probeCardinalStep(bot, durationMs = 800) {
const trials = [];
for (const { name, yaw } of CARDINAL_YAWS) {
try { await bot.look(yaw, 0, true); } catch {}
const before = bot.entity.position.clone();
bot.setControlState("forward", true);
try {
await new Promise((r) => setTimeout(r, durationMs));
} finally {
bot.setControlState("forward", false);
}
const after = bot.entity.position;
const dist = Math.hypot(after.x - before.x, after.z - before.z);
trials.push({ name, yaw, dist });
await new Promise((r) => setTimeout(r, 150));
}
return trials;
}