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>