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Phase 3: Task queue, behavior engine, trait-driven decisions
- TaskQueue with 6 priority levels (IDLE → CRITICAL)
- BehaviorEngine generates tasks based on persona traits:
- Survival: flee (bravery-weighted), eat, seek shelter (anxiety)
- Combat: attack hostiles (bravery threshold)
- Social: follow players (sociability), approach for interaction
- Exploration: read signs, check containers, wander (curiosity range)
- Organization: inventory management (OCD quirk)
- Idle: look around, unprompted chat (chatty_cathy)
- Brain rewritten to use scan → generate → execute loop
- New bridge actions: open_chest, close_container, transfer_item,
scan_surroundings, find_blocks, attack_nearest_hostile,
list_recipes, craft_item, use_block, drop_item
- Traits influence: flee distance, wander range, combat willingness,
social approach frequency, container curiosity
- Brain passes persona traits from database to behavior engine
- Unprompted AI chat via wants_ai_chat signal
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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2026-03-30 12:48:15 -05:00 |
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Phase 1 complete: Doug connects, chats with personality
- Hybrid Python/Node.js architecture with WebSocket bridge
- PySide6 desktop app with smoky blue futuristic theme
- Dashboard, Create Doug, Settings screens
- bedrock-protocol connection to BDS (offline + Xbox Live auth)
- Realm support (auth flow with device code + browser auto-open)
- Ollama integration with lean persona prompt (~95 tokens)
- 40 personality traits (15 sliders + 23 quirks + 2 toggles)
- SQLite + MariaDB database with 12 tables
- Chat working in-game with proper Bedrock text packet format
- RakNet protocol 11 patch for newer BDS versions
- jsp-raknet backend (native crashes on ARM64 macOS)
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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2026-03-30 02:03:25 -05:00 |
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