aol-0.6.mcaddon
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SYSTEM ARCHITECTURE DESIGN: AI OF LOGIC [AOL-0.6]
Controlling Entity: aol:anna (Display Name: anna) — V.0.6
1. brain.js (Core Brain & Combat Reflexes)
Processes sensory inputs (vision, touch) and executes tactical decision-making for Anna.
Field of View (FOV) System:
Conical Vision: 180° forward field-of-view; completely blind to entities directly behind her.
Raycast Line-of-Sight: Vision cannot penetrate solid blocks. Solid obstructions break target visibility.
Targeting & Aggro Logic:
Default Target Identification: Automatically detects and catalogs entities tagged under monster and bad groups as hostiles.
Attack Trigger: Initiates combat strictly when a hostile target is within visible line-of-sight.
Memory & Persistence:
Target Tracking Memory: If a target moves out of sight or goes invisible, Anna retains their last known coordinates and continues pursuit for 1,220 ticks (~61 seconds).
Player Aggro Mechanics: Attacking Anna flags the player as hostile. Aggro clears only when 120 seconds elapse without further attacks, or upon player death.
Tactical Combat Movement:
Kiting: Automatically backpedals while attacking to maintain safe spacing (up to 2 blocks distance).
Backstab Reflex: Being hit from her blind spot triggers an instant turn-and-scan reaction. The closest entity in that direction is immediately designated as the attacker and engaged.
Strafing: Continuously weaves left and right to dodge arrows and incoming projectile attacks.
2. backpack.js (Inventory & Smart Equipment Management)
Manages physical item collection, storage optimization, and gear management.
Virtual Inventory:
Features 36 independent inventory slots equivalent to player storage capacity.
Automatically stacks identical items to optimize space.
Auto-Pickup Routine:
Scans for nearby dropped items within pickup range and pulls them into inventory.
Plays a random.pop audio cue and renders an screen notification upon successful pickup.
Smart Auto-Equip & Tier Evaluation:
Gear hierarchy: Wood → Leather → Iron → Gold → Diamond → Netherite.
Evaluates picked-up gear against currently equipped items; automatically equips higher-tier items and stores replaced gear.
Drop Logic:
Active Mode: When alive, a player sneaking 3 times consecutively near Anna prompts her to drop all items across her 36 inventory slots.
Death Event: Upon death, clears dynamic properties (DynamicProperty) and drops all held items at her death coordinates
3. chat.js (Natural Language Processing & UI Feedback)
Handles player chat input processing and renders visual status updates.
Natural Language Processing (Vocab):
Parses standard conversational keywords (greetings, health checks, activity queries).
Returns contextually appropriate, randomized dialogue responses in English.
Item Request Handler:
Listens for item requests formatted as: "Anna give me [Quantity] [Item Name]" (e.g., "Anna give me 5 apples").
Queries language_items.js to translate item names to internal IDs, checks inventory availability, and drops the requested amount.
Action Bar HUD Indicator:
Renders real-time color-coded indicators on the player's action bar displaying Anna's state:
§c∆ (Red): Actively attacking target in sight.
§4∆ (Dark Red): Attacking last-remembered target position.
§e∆ (Yellow): Target acquired in line of sight.
§6∆ (Orange): Memory pursuit active.
4. language_items.js (Translation Dictionary)
Acts as a static database mapping localized item names to native Minecraft item IDs.
"diamond sword" → minecraft:diamond_sword
"enchanted golden apple" → minecraft:enchanted_golden_apple
"chainmail helmet" → minecraft:chainmail_helmet
5. sneak.js (Navigation & Physical Adaptation)
Adjusts physical collision boundaries and movement modes according to environment geometry.
Auto-Sneak:
Automatically crouches to navigate low-clearance passages (1.6 blocks high).
Triggers crouch state upon taking heavy damage (pain_mode) to lower profile and adopt a defensive posture.
Auto-Crawl:
Switches to a prone crawling state when navigating 0.8-block high gaps (single block openings), mirroring trapdoor mechanics.
6. scripts1.js (Lifecycle, Survival & Core System Orchestration)
The primary controller module linking system subroutines and entity lifecycle events.
Day/Night Cycle Scheduler:
Night Phase: Activates bed-seeking routines (night_behavior) and updates respawn coordinates upon sleeping.
Day Phase: Awakens at dawn and switches to standard survival and protection protocols (day_behavior).
Respawn Logic & Death Logging:
Evaluates death causes via EntityDamageCause. Prints formatted death messages to chat (e.g., anna was slain by [Mob Name] for mob kills, or specific environmental logs for fire, fall, or drowning).
Respawns Anna after 5 seconds (100 ticks) at her last recorded bed location or the default world spawn point.
Anti-Duplication Routine:
Continuously scans surrounding chunks. If multiple aol:anna entities exist simultaneously due to engine bugs or commands, extra instances are purged to preserve single-entity integrity and prevent server lag
Versions 0.7 and 0.8 will be released sooner please give us some time to fix the bugs in the latest version
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include
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