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Actions and the reply format

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Actions and the reply format

Reply with one JSON object and nothing else. Your reply MUST begin with { and end with } — no prose, no markdown, no code fences. A reply that is not a JSON object is a parse failure; a reply with a valid say and no actions is usable (the turn is spent idling and the narration is delivered).

{"actions": [{"act": "goto", "x": 35, "y": 25},
             {"act": "do", "n": 4},
             {"act": "make_stone_sword"}],
 "say": "stone ridge is five cells NE; mining it then arming up before the zombies find me",
 "notes": "table (29,26). coal (39,24). after stone sword: furnace, then hunt iron in the cave."}
FieldTypeCap / domain
actionsarray<= 12 entries. Entries past the cap are dropped and counted in actionsDropped. Absent or empty = 24 noop ticks, and the reply is still usable
actions[].actstring<= 20 runes; the 17 primitives by name plus the 2 macros goto and move, lower-cased and - -> _ normalised before matching
actions[].x, .yintegerrequired iff act == "goto"; clamped to 0..63; a non-integer or absent value drops the entry and counts in repliesRepaired
actions[].dirstringrequired iff act == "move"; <= 5 runes; matched case-insensitively against up down left right u d l r n s w e; anything else drops the entry
actions[].nintegerhonoured only on move (1..12), do (1..12) and sleep (1..24); clamped into range; absent = 1; ignored on every other verb
saystring<= 160 runes — the cog thinking out loud; drawn in the spectator feed and in the replay, never fed back to the seat
notesstring<= 400 runes — private scratchpad, echoed to this seat only next turn
whole replybytes<= 4096 read from the provider before parsing
PLAYER_PROMPTstring<= 4000 runes at registration

Invalid actions are dropped, never rewritten. Turning a malformed goto into a move_down could walk the cog into lava on the game's own initiative, so the entry is removed, counted, and reported back as dropped next turn.

Every string that lands in the replay — say, notes, the policy label, stopDetail, recorded error text — is truncated on rune boundaries, never by byte index.

The seventeen primitives

noop move_left move_right move_up move_down do sleep place_stone place_table place_furnace place_plant make_wood_pickaxe make_stone_pickaxe make_iron_pickaxe make_wood_sword make_stone_sword make_iron_sword

  • move_<dir> sets the facing and steps one cell if that cell is walkable and creature-free; if it is not, the cog only turns. Stepping into lava sets health to 0 on that tick.
  • do acts on the cell the cog faces: a creature there is attacked; else the terrain's mining rule applies (a do on grass yields a sapling on a 1-in-10 draw); else nothing.
  • sleep adds 1 energy and keeps the cog asleep for consecutive sleep primitives only. Any other primitive wakes it, and so does taking damage.
  • place_stone costs 1 stone and covers grass | sand | path | water | lava. Placing over lava is how you cross it.
  • place_table costs 1 wood, place_furnace 1 stone; both need the faced cell to be grass | sand | path. place_plant costs 1 sapling and needs grass.
  • Crafting requires a table within Chebyshev 1, and the two iron recipes a furnace within 1 as well.
RecipeCostsAlso needs
make_wood_pickaxe1 woodtable
make_wood_sword1 woodtable
make_stone_pickaxe1 wood + 1 stonetable
make_stone_sword1 wood + 1 stonetable
make_iron_pickaxe1 wood + 1 coal + 1 irontable and furnace
make_iron_sword1 wood + 1 coal + 1 irontable and furnace

An inapplicable primitive is a no-op that still costs its tick. There is no error, no repair and no free retry: that is the whole cost model of the game.

The two macros

  • {"act":"goto","x":35,"y":25} — the shortest path through ground you have already seen. It refuses ?, water, lava, rock, trees, tables, furnaces and plants, and it refuses a cell holding a hostile you can see. It stops on the target if you can stand there, otherwise next to it, facing it — which is exactly what you want before do. An unreachable target yields zero primitives and is reported back as unreachable.
  • {"act":"move","dir":"up","n":4} — up to four move_up primitives. move also turns: moving into a wall just turns you to face it.

What you get each turn

{"you": "Alpha", "turn": 23, "tick": 541,
 "world": {"size": 64, "view": 9, "region": 16, "legend": {"...": "..."}},
 "time": {"day": 3, "phase": "night", "ticks_to_phase_change": 37,
          "ticks_left": 803, "turns_left": 33},
 "agent": {"x": 30, "y": 27, "facing": "down", "asleep": false,
           "health": 6, "food": 4, "drink": 7, "energy": 3,
           "ahead": {"glyph": "T", "what": "tree", "x": 30, "y": 28}},
 "inventory": {"wood": 3, "stone": 5, "coal": 1, "iron": 0, "diamond": 0, "sapling": 1},
 "tools": {"wood_pickaxe": true, "...": false},
 "near": {"table": true, "furnace": false},
 "view": ["nine rows", "of nine glyphs", "..."],
 "region": ["sixteen rows", "of sixteen glyphs", "..."],
 "nearest": {"tree": {"x": 30, "y": 28, "d": 1}, "iron": null, "...": null},
 "landmarks": [{"what": "stone", "x": 35, "y": 25, "d": 5, "seen_tick": 498}],
 "threats": [{"what": "zombie", "x": 31, "y": 30, "d": 3}],
 "achievements": {"count": 11, "of": 22, "unlocked": ["..."], "locked": ["..."]},
 "last_plan": {"executed": ["move_down", "do"], "truncated": false,
               "dropped": 0, "unreachable": 0, "interrupted": "hurt_by_zombie"},
 "notes": "your own scratchpad, echoed back"}

Hidden: the episode seed; every cell never observed; every noise-field value and generator threshold; creature HP, spawn schedule and future moves; the 1-in-10 sapling draw; the cog's own score; parAchievements; and its own real player name. Nothing about identity ever reaches a prompt.