Decisions and Impulses

The interface between humanity and automation.
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Decisions_and_Impulses-1.1.jar

File namedecisions_and_impulses-1.1.jar
Uploader
J12H36HJ12H36H
Uploaded
Aug 2, 2026
Downloads
4
Size
149.5 KB
Mod Loaders
NeoForge
File ID
8564501
Type
R
Release
Supported game versions
  • 26.2

Curse Maven Snippet

NeoForge

implementation "curse.maven:decisions-and-impulses-1632508:8564501"

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What's new

# Version 1.1

Version **1.1** is the largest internal update to Decisions & Impulses since the project began. While player-facing functionality remains focused on vanilla impulses, the engine has been extensively refactored into a modular, data-driven architecture that lays the foundation for the upcoming Decision Engine.

## Added

### New Input System
- Added centralized `DAI_InputController`.
- Added dedicated movement, look, and action input models.
- Added runtime movement override system.
- Added keyboard state controller.
- Added movement controller for timed directional movement.
- Added target acquisition controller.
- Added independent look controller.

### Runtime Initialization
- Added deferred client runtime initialization.
- Added automatic movement input installation after login/respawn.
- Added runtime session reset handling.
- Added automatic mouse capture synchronization.

### Action System
- Added generic action registry.
- Added recursive action sequence execution.
- Added action queue with timed delay support.
- Added datapack-defined action execution.
- Added reusable action expansion for complex behaviors.

### Vanilla Impulses
Implemented support for:

- Move
- Look
- Look At Target
- Jump
- Attack
- Inventory
- Pause Menu
- Menu Navigation

### Menu System
- Rebuilt DAI menu framework.
- Added menu state persistence.
- Added automatic screen restoration.
- Added datapack-driven menu definitions.
- Added menu update actions.
- Added configurable menu positioning.
- Improved layout calculations and submenu handling.

### Datapack Framework
- Added codec-based action loading.
- Added recursive action definitions.
- Added datapack-driven menu definitions.
- Added validation for malformed actions.
- Added normalized action parsing.

### Controllers
Added dedicated runtime controllers for:

- Action
- Movement
- Look
- Input
- Targeting
- Screen Management

---

## Changed

### Engine Architecture
- Refactored the project into a controller-based architecture.
- Replaced large monolithic classes with focused runtime controllers.
- Simplified client initialization flow.
- Reduced inter-class dependencies.
- Centralized runtime state management.

### Input Processing
- Movement, look, and action input are now processed independently.
- Eliminated duplicated movement logic.
- Improved compatibility with vanilla input handling.

### Action Execution
- Action execution is now registry-driven.
- Recursive sequences are expanded through the action queue instead of nested execution.
- Delay actions now pause execution without blocking the client.

### Menu Framework
- Menus are now fully data-driven.
- Layout generation has been simplified.
- Screen transitions are more reliable.
- Returning from vanilla menus now restores the previous DAI screen correctly.

---

## Improved

- Improved logging throughout the engine.
- Improved null safety.
- Improved validation of datapack content.
- Improved action execution diagnostics.
- Improved screen lifecycle management.
- Improved startup stability.
- Improved client runtime synchronization.
- Improved code organization and readability.
- Reduced duplicated logic across the engine.
- Simplified future feature implementation.

---

## Fixed

- Fixed numerous client initialization race conditions.
- Fixed menu restoration after closing vanilla screens.
- Fixed movement override synchronization.
- Fixed action execution edge cases.
- Fixed recursive action handling.
- Fixed several screen management issues.
- Fixed configuration loading timing issues.
- Fixed various startup and development environment problems during the NeoForge 26.2 migration.

---

## Developer Notes

The engine has been reorganized into a modular, controller-driven framework designed to support future Decision AI systems, complex datapack behaviors, and expanded vanilla interaction support while remaining significantly easier to maintain and extend.

This release establishes the foundation for the next phase of development, which will focus on completing the remaining vanilla impulse library before introducing the Decision Engine.

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