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Social Scheduler and Events
Rifa edited this page Aug 9, 2026
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1 revision
| Component | Class |
|---|---|
| Scheduler Engine | net.dasik.social.core.EntitySocialScheduler |
| Event Registry | net.dasik.social.api.SocialEventRegistry |
| Priority Levels |
PriorityTier (CRITICAL, HIGH, NORMAL, LOW) |
| Signal Modes |
SignalType (DANGER, OWNER_ACTION, THUNDER, DEATH_CRY, FOOD_DETECTED, SOCIAL_INVITE) |
Every social entity carries an EntitySocialScheduler which processes dual-track tasks:
- Mood Track (Long-Term Behavioral States): Evaluated at lower frequencies (e.g. every 20-100 ticks) to update emotional baseline, aggression levels, or stamina.
- Ambient Track (Short-Term Tactical Signals): Evaluated at high frequencies (every 1-5 ticks) for immediate reaction to signals, threats, or flocking adjustments.
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
โ EntitySocialScheduler โ
โโโโโโโโโโโโโโโโโฌโโโโโโโโโโโโโโโโ
โ
โโโโโโโโโโโโโโโโโโโโโโโโโดโโโโโโโโโโโโโโโโโโโโโโโโ
โผ โผ
โโโโโโโโโโโโโโโโโโโโโโโ โโโโโโโโโโโโโโโโโโโโโโโ
โ Mood Track โ โ Ambient Track โ
โ (Low Frequency Ticks)โ โ(High Frequency Ticks)โ
โ - Pack Hierarchy โ โ - Obstacle Avoidanceโ
โ - Hunger / Fatigue โ โ - Signal Response โ
โโโโโโโโโโโโโโโโโโโโโโโ โโโโโโโโโโโโโโโโโโโโโโโ
Mods implement SocialEvent and register instances with SocialEventRegistry during mod initialization:
public class HowlEvent implements SocialEvent {
@Override public String getId() { return "betterdogs:howl"; }
@Override public int getPriorityValue() { return 80; }
@Override public String getTrackId() { return "pack_command"; }
@Override public boolean canPreempt(SocialEvent other) { return other.getPriorityValue() < 80; }
@Override public void onStart(TickContext context) {}
@Override public boolean tick(TickContext context) { return false; }
@Override public void onEnd(SocialEntity entity, EndReason reason) {}
}
// Register during mod initialization (frozen on first pulse)
SocialEventRegistry.register(new HowlEvent());| Tier | Max Tracks | Allocation Policy | Typical Usage |
|---|---|---|---|
CRITICAL |
2 |
Immediate override, high priority | Hazard escape, combat survival |
HIGH |
8 |
Preempts low/normal tasks | Tactical commands, pack calls |
NORMAL |
16 |
Standard execution budget | Social interaction, idle movement |
LOW |
32 |
Max capacity, low priority | Background ambient inspection |
Dasik Library | Social AI & Infrastructure Engine
Developed with โค๏ธ by Dasik (Rifaditya) | Licensed under LGPL-3.0
๐ Documentation reflects active repository source code state.
- Hive Mind Social System
- Social Scheduler & Events
- Animal Genetics Engine
- Genetics API & Pedigree
- Genetics Loot Modifiers
- Leader Follower & Flocking
- Dynamic GameRules Manager
- GameRule Codec & Serialization
- Client GameRule & GUI Helpers
- Dynamic Enchantments & Vision
- Stochastic & Math Utilities
- Stale Attribute Purging & Scale
- ModVersionGuard & Startup Safety
- Developer Setup & Building
- Architecture & Package Layout
- Mixin Reference & Hooks
- Behavior Profiles & Conditions
- Consumer Mods Integration Guide