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world-of-claudecraft / headless

levy-street/world-of-claudecraft/headless/CLAUDE.md

env_server.ts wraps the deterministic src/sim Sim as a gym-like RL env. Same sim core as the browser/server hosts, so episodes are byte-reproducible from a seed, which is the whole point of using it for RL. The Python half is python/. The scheduled Eastbrook ferry (src/sim/transportferry.ts) runs here too, and nothing in obs or reward exposes it: an agent standing on its deck at a departure becomes a passenger, carried by the moving deck for the whole voyage (just under two…

CLAUDE.md2.3k starsChanged 43 days ago

What's in it

  1. headless/: RL environment server
  2. What it is
  3. Scope: what the env covers, and the recorded farming CUT
  4. Wire protocol: NDJSON over stdin/stdout
  5. Episode framing (this file's job)
  6. Where new logic lands + tests
  7. Optional gathering commands (PR3, Intentional Gathering)
  8. Optional gathering-goal commands (PR4, Intentional Gathering)
  9. Run
  10. Never here
<!-- headless/: the RL env server. Local guidance only; root + src/sim/ CLAUDE.md
     load alongside this, don't repeat them (determinism rules live in src/sim/). -->

# headless/: RL environment server

`env_server.ts` wraps the deterministic `src/sim` `Sim` as a gym-like RL env.
Same sim core as the browser/server hosts, so episodes are byte-reproducible from a
seed, which is the whole point of using it for RL. The Python half is `python/`.

## What it is
- One process, one `Env` holding one `Sim`. No networking, no DB, no threads.
- Action/observation surface is **not defined here**, it comes from
  `src/sim/obs.ts` (`ACTIONS`, `applyAction`, `encodeObs`, `obsSize`). This file
  only adds episode framing (frame-skip, termination, reward).
- Input validation (action bounds, player-class names, the 1 MiB stdin line cap)
  lives in the pure sibling `headless/protocol.ts`, not `env_server.ts`.

## Scope: what the env covers, and the recorded farming CUT
The action space is combat, movement, targeting, `interact`, `stop`, and
`eat_drink` (`ACTIONS` in `src/sim/obs.ts`); professions are OUT of the RL
action space. In particular the Masterwrought packet's farming system (five
wire commands and an eight-member `IWorldFarming` facet) is an explicit CUT
for that packet, recorded 2026-08-29 (Phase 16; rows ip-16-SURFACES c and
the packet's in-or-CUT contract), not an oversight. Two reasons, one of
them structural:
- **Growth resolves against `ctx.lockoutNowMs()`** (absolute
  `readyAtMs` timestamps written at plant time). On this host that clock is
  the UNINJECTED fallback, sim-clock ms from zero, so a tier-1 crop
  (45 min) needs 54,000 ticks: 10,800 steps at the default `frameSkip` 5,
  above `DEFAULT_CONFIG.maxSteps` 8000. Any episode that plants is also
  non-replayable across host boundaries where a wall clock is injected.
  The re-admission condition is a VIRTUAL CLOCK: a deterministic,
  seed-stable `lockoutNowMs` injection plus an episode-time compression
  story, decided as its own design change in `src/sim/obs.ts` terms, never
  a quiet flag here.
- Adding farming verbs would grow `ACTIONS` (append-only: every trained
  policy's action head is positional) and the obs vector for state no
  current reward term reads.
The one-sim-three-hosts claim is intact: the sim CODE is identical here;
what this host does not do is expose those commands as actions.

The scheduled Eastbrook ferry (`src/sim/transport_ferry.ts`) runs here too, and
nothing in obs or reward exposes it: an agent standing on its deck at a
departure becomes a passenger, carried by the moving deck for the whole
voyage (just under two minutes each way, `transport_deck.ts`). Its movement
actions keep working relative to the deck (it can walk, jump, and walk off
the port gangway opening into the sea), but obs reports only world positions,
which change with the ship's way. A deliberate non-feature for now; exposing
the ride (the deck frame, the timetable) is an `obs.ts` design change, never
a flag here.

## Wire protocol: NDJSON over stdin/stdout
**IMPORTANT:** transport is line-delimited JSON on **stdin/stdout** (one object
per line via `node:readline`). Not a socket / WS / HTTP. The Python client in
`python/wow_env.py` is the other half of this exact format: change one, change both.
The request/reply shapes (`info`/`reset`/`step`/`close`) are documented in the
header comment of `env_server.ts`; that header is the reference, don't restate it.
- `obs` is a plain `number[]` of length `obsSize()` (query it, never hardcode,
  it scales with content). `action` is an int index into `ACTIONS`. Bad JSON, an
  unknown cmd, or a thrown error replies `{error: "..."}`.
- `player_class` is any `PlayerClass` in `ALL_CLASSES` (default `warrior`);
  an unknown class is rejected with `{error: ...}`. The obs/action space is
  identical for every class (ability slots pad to the largest kit), so switching
  `player_class` never changes a trained config's vector shape.
- The sim's GCD-tail spell queue applies to env actions: an `ability_N` action
  taken inside the final 0.4s of the GCD queues and fires a step or two later
  instead of no-oping. The queued slot is deliberately NOT observed (the
  per-ability ready flag ignores it), so it is hidden state that affects the
  next transition; policies and benchmark baselines trained before the queue
  landed see changed dynamics with an unchanged obs shape.

## Episode framing (this file's job)
- **`step`**: `applyAction` once, then `sim.tick()` runs `frameSkip` times (default
  5, so 4 decisions/sim-sec @ 20 Hz), then diff `sim.counters` (`RewardCounters`) for reward.
- **reward** = weighted sum of counter deltas (xp, damageDealt/Taken, kills,
  deaths, quests, levelUps) + `timePenalty`; weights in `DEFAULT_CONFIG.rewards`,
  overridable per-reset via `config.rewards`. PLUS owned-pet damage: each tick's
  returned `SimEvents` fold through `ownedPetDamageForReward` (the pure sibling
  `reward_credit.ts`) into the damageDealt term, because the player's own session
  counter excludes damage dealt by controlled mobs.
- **terminated** = `terminateOnDeath && died`, or `level >= MAX_LEVEL`.
  **truncated** = `maxSteps` reached. `info` = level/xp/hp/kills/etc.

## Where new logic lands + tests
- **New validation or framing behavior is its own pure sibling module** (the
  `protocol.ts` / `reward_credit.ts` pattern) with a unit test, never more inline
  code in `env_server.ts`'s command switch or the `Env` class.
- `tests/env_protocol.test.ts` pins the protocol: action bounds, every class
  accepted, identical obs shape across all classes, the line cap. Extend it with
  any protocol or obs change.

## Optional gathering commands (PR3, Intentional Gathering)
A CLOSED, OPTIONAL `{"cmd":"gathering","verb":...}` request family sits beside
`info`/`reset`/`step`/`close`: `inspect`, `buy_field_kit`, `set_preference`, `harvest`.
It never advances sim time or the episode step (no `sim.tick()`, no `stepCount`
mutation): only the existing `step`/noop advances casts. `env_server.ts` keeps only
the metadata (the `info` reply's `gathering: GATHERING_CAPABILITY` field) and the
one-line dispatch (`case 'gathering': send(executeGatheringCommand(env.sim, msg))`);
all parsing and command bodies live in the sibling modules `gathering_protocol.ts`
(pure request parsing + `GATHERING_CAPABILITY`) and `gathering_commands.ts`
(`executeGatheringCommand`, consuming a narrow Sim-shaped host). The exact request/
result shapes, refusal reasons, and disclosure rules are the frozen contract at
`docs/prd/intentional-gathering/headless-gathering-contract.md`; this file and the
`env_server.ts` header only point at it, never restate it. Python mirrors the exact
requests through thin `WoWClassicEnv` methods (see `python/CLAUDE.md`).
`tests/headless_gathering_transport.test.ts` is the real-subprocess NDJSON wire
regression for this family (a temp esbuild bundle, one Node child process, one
ordered sequence of requests/replies); the parser/dispatcher unit fixtures behind
`gathering_protocol.ts`/`gathering_commands.ts` are pinned by their own test files.

## Optional gathering-goal commands (PR4, Intentional Gathering)
A SEPARATE, closed `{"cmd":"gathering_goal","verb":...}` request family
(inspect, track_recipe, track_commission, clear) sits beside the PR3 one
above, for the one-goal tracking surface; same never-advances-time rule, same
thin `env_server.ts` wiring (the `info` reply's `gathering_goal` field plus
one dispatch line), same split between `gathering_goal_protocol.ts` (parsing +
capability) and `gathering_goal_commands.ts` (`executeGatheringGoalCommand`,
against a narrow `Pick<Sim, 'gatheringGoal' | 'trackGatheringRecipe' |
'trackGatheringCommission' | 'clearGatheringGoal'>` host). Frozen contract:
`docs/protocols/gathering-goal.md`. `tests/headless_gathering_goal_transport.test.ts`
is this family's wire regression; `tests/headless_gathering_goal.test.ts` covers
parsing and dispatch. Python mirrors it through four thin `WoWClassicEnv`
methods (see `python/CLAUDE.md`).

## Run
Manual poke: `echo '{"cmd":"info"}' | node dist-env/env_server.cjs`.

## Never here
- **Never use wall-clock or `Math.random`**: all randomness/timing flows through
  the `Sim` (seeded `Rng`, sim-clock). Adding nondeterminism here breaks replay.
- **Don't extend the action/obs vector here**: edit `src/sim/obs.ts` so all three
  hosts stay in sync; this server just relays it.

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