Manhunt_AI_v1.1.0.mcaddon
What's new
AI Manhunt — Changelog
Version: 1.1.0 | Update: AI Intelligence Update
🐛 Bug Fixes
- Single-file Hunter Pathfinding: Fixed multiple hunters running in a straight single-file line toward the exact same point. They now spread out and approach from different angles instead of clumping together like duplicates of the same entity.
- Sluggish Pillar/Tower Climbing: Fixed pillar/tower climbing being extremely slow and "struggling". Hunters were fighting their own climb due to a distance-check bug that sent conflicting navigation signals mid-climb. Climbing is now fast, clean, and aligns underneath the player before rising.
🧠 Smarter AI
- Predictive Targeting: Hunters now lead a moving player instead of chasing their exact current position, making it much harder to simply outrun them in a straight line.
- Flanking Behavior: When multiple hunters are active, each approaches from a different angle around the player and only converges once close, instead of all following the same path.
- Combat Strafing: Hunters sidestep left and right during close combat instead of walking straight at the player, each on its own independent timing so groups of hunters don't move in sync.
- Adaptive Sprint: Hunters speed up when far from the player to close distance quickly, then settle back to normal speed for precise combat once nearby.
- Mine-Through-Walls: Hunters can now break through a single thin wall block when that is genuinely the fastest route, decided automatically by comparing it against going around or bridging. Indestructible blocks (
bedrock,obsidian,command_block,structure_block, etc.) are permanently protected and will never be mined.
⚙️ Under the Hood
- Distance checks near the player now use true 3D distance instead of horizontal-only distance, fixing several edge cases involving height differences.
- Pillar climbing processes multiple blocks per tick instead of one, roughly doubling climb speed.
- Every hunter now carries a persistent flank angle and a randomized combat phase, assigned at spawn.
- A Pathfinder:* Extended with a new "mine" move type, weighed against walk/jump/fall/bridge costs so hunters always pick the genuinely shortest path.
🔧 Technical Details
- Verified against
@minecraft/server 2.8.0and@minecraft/server-ui 2.1.0— no API changes required. - All new script functions confirmed against official docs before implementation (
getVelocity,addEffect,applyImpulse,block.typeId). - Shield-blocking detection was researched and confirmed NOT available in Bedrock's scripting API — intentionally left out rather than guessing at a non-existent method.
- All JSON files validated and script syntax-checked before release.
- Both Behavior Pack and Resource Pack versions aligned to
1.1.0.
- Released by: PROGAMER91
- Platform: Minecraft Bedrock Edition
- Version: 1.1.0
This mod has no additional files

