- equipBestWeapon uses fuzzy substring matching on item names
- equipBestArmor uses .includes() instead of .startsWith() for tiers
- Both strip minecraft: prefix before comparing
- Added periodic inventory check every 5 seconds (playerCollect
doesn't fire on Bedrock) — detects new items and auto-equips
- evaluateEquipment logs full inventory contents for debugging
- All name comparisons are case-insensitive
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- equip_item now tries: exact → stripped prefix → fuzzy substring match
- If item not found, error message lists actual inventory contents
- get_inventory strips minecraft: prefix from item names
- Fixes "diamond_sword not in inventory" when item exists as
"minecraft:diamond_sword"
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Combat:
- Track entityGone event to detect mob death (not just entity check)
- Auto-equip best weapon before fighting
- 10-second cooldown between engagements (was 5)
- Better target death detection
Equipment system:
- equipBestWeapon(): finds and equips highest-tier sword/axe
- equipBestTool(blockType): picks right tool for block (pickaxe for stone, etc.)
- equipBestArmor(): equips best armor in each slot
- Auto-equip armor when new armor pieces appear in inventory
- Weapon tiers: netherite > diamond > iron > golden > stone > wooden
- Tool type mapping: pickaxe for ores, axe for wood, shovel for dirt
New bridge actions: equip_best_weapon, equip_best_tool, equip_armor
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
The Bedrock server requires the animate packet to have
has_swing_source=true and swing_source='attack' for the
inventory_transaction attack to actually deal damage.
Without this, the server accepts the packets silently but
never registers the hit. This was discovered by monitoring
what a real client sends vs what our bot sends.
Confirmed: skeleton took damage 20 → 19 → 18 → 17 HP
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
COMBAT:
- Fixed attack serialization: proper heldItemToNotch() for empty hand
- Attack now looks at target before swinging (server validates aim)
- Player position includes eye height in attack packet
- Click position calculated relative to target entity
INTELLIGENCE (complete rewrite):
- NeedsSystem: Sims-like needs (safety, hunger, social, shelter, boredom)
that decay over time and drive behavior priorities
- GoalManager: Long-term goals broken into steps (gather_wood,
explore_area, find_food, check_container, go_home)
- SpatialMemory: Remembers locations of containers, crafting tables,
interesting blocks, and home position
- DailyRoutine: Morning/day/evening/night phases with trait-influenced
activity selection
- Brain now WAITS for tasks to complete instead of piling on new ones
- Goal-based decision making replaces random wander
OLLAMA:
- Pre-warm model on deploy (loads into GPU before first chat)
- Keep-alive pings every 2 minutes (prevents model unload)
- Adaptive timeouts: 60s cold, 15s warm, 90s retry
- Auto-retry on timeout failure
CRAFTING:
- Quantity parsing ("craft 5 sticks", "craft a wooden pickaxe")
- Number words supported ("craft three planks")
- Smarter item name extraction with preposition stopping
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
The inventory_transaction packet for attacks includes held_item.
When Doug has nothing in his hand, bot.heldItem is null, causing
"Cannot read properties of null (reading 'network_id')".
Fix: provide a proper empty item object with network_id=0 when
heldItem is null. Attacks now send successfully.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Bridge craft_item now:
- Fuzzy-matches item names (wooden_pickaxe, wood_pickaxe, etc.)
- Searches for crafting table within 32 blocks
- Walks to crafting table if found but not close enough
- Checks if materials are available
- Reports specific failure reasons to chat:
"I need a crafting table" / "I don't have the materials"
- Reports success: "Done! Crafted 1 wooden pickaxe."
Brain now:
- Reports craft success/failure to in-game chat
- Reports any HIGH priority task failure to chat
- Handles craft_item as async (waits for pathfinding + crafting)
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- Craft regex now captures only 1-2 words (not entire sentence)
- Mine regex same fix
- Combat is now sustained: bridge keeps attacking every 500ms until
target dies, leaves range, or 10s timeout
- Combat has 12-second cooldown to prevent spam
- Bot chases target if too far for melee during combat
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- Listen on raw 'text' packet for Bedrock chat (pattern-based chat event
doesn't fire reliably on Bedrock)
- Brain: add safety reset for stuck pending_status flag
- MariaDB: add retry-on-disconnect for all query methods
- Suppress harmless punycode deprecation warning from Node.js
- Add mineflayer-bedrock lib packages (mineflayer, prismarine-chunk,
prismarine-registry) for movement support
- Exclude minecraft-data from git (278MB, installed via npm)
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- Replace raw bedrock-protocol packets with mineflayer-bedrock
- Movement uses pathfinder (setGoal/GoalNear) — works on server-auth BDS
- No cheats, no OP, no teleports — Doug walks like a real player
- Bridge is now plain JS (no TypeScript) with Node 22
- Brain uses move_to with pathfinder instead of fake teleport steps
- Fix MariaDB connection timeout with auto-reconnect
- Tested: bot spawns and walks on vanilla BDS 1.26.11
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>