Architecture change — 3 layers: CORE (bridge): Combat + equipment evaluation — ALWAYS runs, interrupts everything PRIMARY (brain): Player-given or self-directed goals SUBTASK (brain): Steps within primary tasks Core reflexes in bridge (run independently of Python brain): - Auto-combat: scans for hostiles every 2s, engages nearest - Equips best weapon before fighting - Chases target, attacks every 450ms - Detects death via entityGone event - 15s safety timeout per engagement - Sends combat_started/combat_ended events to Python - Auto-equip: evaluates gear when items are picked up - Equips best weapon (netherite > diamond > iron > ...) - Equips best armor in each slot - Waits until combat ends before evaluating - Sends equipment_changed event to Python Brain changes: - Brain PAUSES all task execution during combat (waits for combat_ended) - Brain no longer manages combat — only flee for cowardly Dougs (bravery < 30) - Combat events logged: COMBAT: Fighting zombie, COMBAT: Ended (target_dead) Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> |
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