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aol npc AI

aol AI NPCs that can hold items, dynamically swap weapons, and chat in survival worlds.
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aol-0.6.mcaddon

File nameaol-0.6.mcaddon
Uploader
seboomseboom
Uploaded
Aug 21, 2026
Downloads
63
Size
162.6 KB
File ID
8696036
Type
R
Release
Supported game versions
  • 26.30

What's new

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

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