Files
pepa-pi-bot/runtime/awareness/events.js
T
mayatnikovandClaude Opus 4.7 8473ba6519 v0.3.0-rc.3: event-driven awareness + skill pre-emption
Adds a reactive layer on top of the polling reflex. The bot now
notices environmental shocks (forced moves, HP plunges, hostile
spawns) within ~100ms instead of waiting for the next DISPATCH tick,
and the in-flight skill is preempted so the next reflex cycle can
re-plan against the current world state.

This is the rc that wires the "rc.1 plumbing + rc.2 manifesto" into
a feedback loop:
  - awareness fires preempt → dispatch aborts
  - reflex tick re-evaluates → manifesto walks the ladder
  - new dispatch picks the right skill for the new world state

Pieces:

- runtime/awareness/events.js (new) — bot.on listeners:
  - move: single-tick Δposition ≥ 5 blocks → forced_move flag + preempt
  - health: HP drop ≥ 2 → health_plunge flag + preempt
  - entitySpawn: hostile mob within 12 blocks → hostile_added + preempt
  - blockUpdate: nearby block change → env_changed flag (no preempt,
    throttled 800ms; otherwise gather skills would self-preempt
    every dig)

- runtime/skills/index.js — RUNNER_CODES.PREEMPTED + raceWithAbort()
  wraps every execute() against ctx.abortSignal. Existing skills get
  preemption for free; they don't have to check the signal manually.

- runtime/bot.js:
  - dispatchAction creates a fresh AbortController per dispatch and
    stores it on reflexCtx.currentAbort
  - attachAwareness fires controller.abort() when something disrupts
    the active skill; runSkill returns code: "preempted" and the
    reflex moves on
  - reflexCtx.lastPreempt records the most recent shock

Tests: 332 green (was 315 on rc.2, +17 new):
- runtime/awareness/events.test.js — 12 tests (each event type +
  thresholds + throttling + passive-mob filter)
- runtime/skills/contract.test.js — 3 abortSignal tests
  (mid-flight, pre-armed, clean signal)

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 17:56:33 +03:00

144 lines
5.3 KiB
JavaScript

// Event-driven awareness. The reflex used to be polling-only: every
// DISPATCH_INTERVAL_MS the loop took a snapshot and decided what to do.
// That means anything happening *between* ticks — a creeper spawning,
// the bot taking damage, the bot being teleported by a falling block —
// was invisible until the next tick, and any active skill kept running
// against stale assumptions.
//
// This module wires direct mineflayer listeners that update a small
// flags object the reflex can consume each tick AND that triggers
// "preempt" callbacks (registered by the dispatcher) when something
// significant happens. The skill currently in flight can react by
// observing ctx.abortSignal.aborted between awaits.
import { info } from "../log.js";
const HOSTILE_NAMES = new Set([
"zombie", "skeleton", "creeper", "spider", "cave_spider", "witch",
"husk", "stray", "drowned", "phantom", "blaze", "ghast", "magma_cube",
"pillager", "vindicator", "vex", "wither_skeleton", "wither", "ravager",
"enderman", "endermite", "guardian", "elder_guardian", "evoker", "silverfish",
"hoglin", "zoglin", "piglin", "piglin_brute", "shulker", "warden",
]);
// Heuristic thresholds — tunable later.
const FORCED_MOVE_BLOCKS = 5; // single tick movement > this = forced (teleport/fall/push)
const HEALTH_PLUNGE_DELTA = 2; // HP dropped by ≥ this in one tick = take note
const HOSTILE_CLOSE_BLOCKS = 12; // entity spawning within = preempt
const BLOCK_UPDATE_RADIUS = 4; // blockUpdate within manhattan = env-changed
const ENV_CHANGE_THROTTLE_MS = 800;
export function attachAwareness(bot, { onPreempt = null } = {}) {
if (!bot || typeof bot.on !== "function") {
throw new Error("attachAwareness: bot.on missing");
}
const state = createAwarenessState();
let lastPos = bot.entity?.position ? cloneVec(bot.entity.position) : null;
let lastHealth = typeof bot.health === "number" ? bot.health : null;
let lastEnvChangeAt = 0;
function preempt(reason, payload) {
try { onPreempt?.({ reason, payload, at: Date.now() }); } catch (e) {
info("awareness", `preempt callback threw: ${e?.message ?? e}`);
}
}
bot.on("move", () => {
const pos = bot.entity?.position;
if (!pos) return;
const cur = cloneVec(pos);
if (lastPos) {
const dist = Math.hypot(cur.x - lastPos.x, cur.y - lastPos.y, cur.z - lastPos.z);
if (dist >= FORCED_MOVE_BLOCKS) {
state.flags.forcedMove = { at: Date.now(), from: lastPos, to: cur, distance: Math.round(dist * 10) / 10 };
info("awareness", `forced move: ${state.flags.forcedMove.distance}b from (${Math.round(lastPos.x)}, ${Math.round(lastPos.y)}, ${Math.round(lastPos.z)}) to (${Math.round(cur.x)}, ${Math.round(cur.y)}, ${Math.round(cur.z)})`);
preempt("forced_move", state.flags.forcedMove);
}
}
lastPos = cur;
});
bot.on("health", () => {
const hp = bot.health;
if (typeof hp !== "number") return;
if (lastHealth !== null && hp + HEALTH_PLUNGE_DELTA <= lastHealth) {
state.flags.healthPlunge = { at: Date.now(), from: lastHealth, to: hp, delta: lastHealth - hp };
info("awareness", `hp plunge: ${lastHealth}${hp}`);
preempt("health_plunge", state.flags.healthPlunge);
}
lastHealth = hp;
});
bot.on("entitySpawn", (entity) => {
if (!entity) return;
const name = (entity.name ?? "").toLowerCase();
if (!HOSTILE_NAMES.has(name)) return;
const me = bot.entity?.position;
if (!me || !entity.position) return;
const dist = me.distanceTo(entity.position);
if (dist > HOSTILE_CLOSE_BLOCKS) return;
state.flags.hostileAdded = { at: Date.now(), name, distance: Math.round(dist * 10) / 10 };
info("awareness", `hostile near: ${name}@${state.flags.hostileAdded.distance}m`);
preempt("hostile_added", state.flags.hostileAdded);
});
bot.on("blockUpdate", (oldBlock, newBlock) => {
const me = bot.entity?.position;
if (!me) return;
const block = newBlock ?? oldBlock;
const at = block?.position;
if (!at) return;
const manhattan = Math.abs(at.x - me.x) + Math.abs(at.y - me.y) + Math.abs(at.z - me.z);
if (manhattan > BLOCK_UPDATE_RADIUS) return;
const now = Date.now();
if (now - lastEnvChangeAt < ENV_CHANGE_THROTTLE_MS) return;
lastEnvChangeAt = now;
state.flags.envChanged = { at: now, blockName: block?.name ?? "?", distance: manhattan };
// envChanged is informational only — does NOT trigger preempt by
// default (block updates are too frequent during gather skills).
});
state._teardown = () => {
// node:events doesn't expose direct unbind without storing refs.
// In tests we just drop the bot. Real reflex never detaches.
};
info("awareness", "attached (forced_move + health_plunge + hostile_added + env_changed)");
return state;
}
export function createAwarenessState() {
return {
flags: {
forcedMove: null,
healthPlunge: null,
hostileAdded: null,
envChanged: null,
},
consume() {
const out = { ...this.flags };
this.flags = {
forcedMove: null,
healthPlunge: null,
hostileAdded: null,
envChanged: null,
};
return out;
},
hasPreempting() {
const f = this.flags;
return !!(f.forcedMove || f.healthPlunge || f.hostileAdded);
},
};
}
function cloneVec(v) {
return { x: v.x, y: v.y, z: v.z };
}
// Test exports
export const __testing = {
HOSTILE_NAMES, FORCED_MOVE_BLOCKS, HEALTH_PLUNGE_DELTA,
HOSTILE_CLOSE_BLOCKS, BLOCK_UPDATE_RADIUS, ENV_CHANGE_THROTTLE_MS,
};