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Feat: Add Summoning Pets#983

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GregHib merged 254 commits into
GregHib:mainfrom
HarleyGilpin:feat/pets
Jun 10, 2026
Merged

Feat: Add Summoning Pets#983
GregHib merged 254 commits into
GregHib:mainfrom
HarleyGilpin:feat/pets

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@HarleyGilpin

@HarleyGilpin HarleyGilpin commented May 15, 2026

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Add pets system

Summary

Adds the pets system to Void. Pets are non-combat follower NPCs that follow the player, grow over time, get hungry, can be fed, and can be talked to. A player can have one follower at a time (pet or combat familiar, not both).

image

Features

  • 85 pet variants registered through a single TOML registry: kittens, cats, hellcat, six dog breeds (three colours each), four baby dragons, penguin, raven, ten monkey colours, squirrel, vulture, chameleon, giant crab, gecko, platypus, raccoon, godbirds, broav, parrot, clockwork cat, and phoenix egglings.
  • Spawning & interaction: Dropping a pet item spawns it next to the player and starts it following. Right-click exposes Pick-up (returns the item to inventory) and Talk-to (plays dialogue). Ownership is enforced. Drop, pick-up, and feed play the climb-down animation.
  • Hunger & growth: Tick every 30 seconds per pet. Feeding the correct food lowers hunger by 15. Max hunger causes the pet to run away; max growth triggers metamorphosis to the next life stage. Phoenix egglings, clockwork cat, broav, and ex-ex-parrot intentionally skip ticking.
  • Chat: Occasional overhead idle chatter, hungry-threshold phrases, and Talk-to dialogue, all configured per pet. Lines prefixed pet: render as overhead speech; the rest as chatbox statements.
  • Summoning orb: Activates for pets the same way as familiars. Left-click options (Follower Details, Call Follower, Dismiss) route to whichever slot is occupied. Follower Details shows name, chathead, and packed growth/hunger bars.
  • Persistence: Active pet item and a compact per-pet stats blob persist on the player. On login the pet respawns at the player's tile and resumes ticking.
  • Incubators: Taverley and Yanille incubators accept eggs, transform visually while incubating, and hatch into the matching baby pet after the configured time. Incubator state persists across logout.

Notable files

  • game/src/main/kotlin/content/skill/summoning/pet/: new package containing the registry, lifecycle, timers, feeding, incubator, dialogue, and persistence helpers.
  • game/src/main/kotlin/content/skill/summoning/Summoning.kt: pet/familiar mutual exclusion and orb-option routing.
  • game/src/main/kotlin/content/area/misthalin/varrock/Gertrude.kt: Minimal dialogue for Gertrude.
  • data/skill/summoning/pet/: pet registry, incubator egg registry, NPC and item string-id overrides, incubator object string-ids, pet/incubator variable definitions.
  • data/skill/summoning/summoning.ifaces.toml, data/entity/player/modal/toplevel/gameframe.ifaces.toml, data/skill/summoning/summoning.varps.toml: missing interface option and varp declarations.
  • engine/src/main/kotlin/world/gregs/voidps/engine/data/PlayerSave.kt: bumps the save reader buffer for the pet stats blob.
  • game/src/test/kotlin/content/skill/summoning/pet/: regression tests covering drop-to-summon, logout persistence, mutual exclusion, ownership, overhead chat, Talk-to dialogue, incubator flow, and orb/Follower Details routing.

Test plan

  • Drop a pet item; confirm it spawns and follows.
  • Right-click Pick-up; confirm the item returns to inventory.
  • Right-click Talk-to; confirm dialogue plays for several pet types.
  • Second player tries to Pick-up your pet; confirm refusal.
  • Try to summon a familiar while a pet is active (and vice versa); confirm only one follower at a time.
  • Feed a pet its correct food; confirm hunger drops and the climb-down animation plays.
  • Wait for hunger and growth ticks; confirm hungry-phrase overhead chat, idle chatter, run-away at max hunger, and metamorphosis at max growth.
  • Open the summoning orb with a pet active; confirm Follower Details, Call Follower, and Dismiss all work.
  • Log out with an active pet and an egg incubating; log back in; confirm both resume correctly.
  • Use each egg type on Taverley and Yanille incubators; confirm hatching into the matching baby pet.

Comment thread game/src/main/kotlin/content/skill/summoning/pet/Incubator.kt
Comment thread game/src/main/kotlin/content/skill/summoning/pet/Incubator.kt Outdated
Comment thread game/src/main/kotlin/content/skill/summoning/pet/Incubator.kt Outdated
Comment thread game/src/main/kotlin/content/skill/summoning/pet/Incubator.kt Outdated
Comment thread game/src/main/kotlin/content/skill/summoning/pet/IncubatorDefinitions.kt Outdated
Comment thread game/src/main/kotlin/content/skill/summoning/pet/Pet.kt Outdated
Comment thread game/src/main/kotlin/content/skill/summoning/pet/Pet.kt Outdated
Comment thread game/src/main/kotlin/content/skill/summoning/pet/PetDefinitions.kt Outdated
Comment thread game/src/main/kotlin/content/skill/summoning/pet/PetState.kt Outdated
Comment thread game/src/main/kotlin/content/skill/summoning/Summoning.kt
- Drop IncubatorDefinitions; walk Tables/Rows for incubator eggs directly.
- Rename incubator state varbits to list-format with "empty/incubating/finished" labels; per-region end timer now a tick-based clock via start/remaining.
- Collapse pet item/npc handlers to single comma-separated ops; thin PetDefinitions to a lazy Tables wrapper.
- Replace the pet_stats blob with per-pet hunger/growth/warn vars; add DoubleValues so 0.0 defaults prune correctly.
- Open pet_details (663) instead of familiar_details for pet followers; dismiss handler now globs *_details.
- Stop the kitten in place when the Stroke option is used.
@HarleyGilpin

HarleyGilpin commented May 17, 2026

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Review feedback addressed in 1b3959f. Per-comment notes:

  1. regionVarbits removal: collapsed to a one-line tile.region.id -> suffix helper; cache transforms (28336/28359) are shared between sites so right-click target.id can't carry the region by itself.
  2. contains + restart: applied verbatim.
  3. Dead varbit-reset branch: dropped; playerSpawn now just variables.sends the state varbits.
  4. list-format varbit + clocks: incubator_state_* is format = "list" (empty/incubating/finished); incubator_end_* is a tick clock via start/remaining. Magic ints + System.currentTimeMillis() are gone.
  5. IncubatorDefinitions deletion: gone; reads via Tables.get("incubator_eggs").rows() / Rows.getOrNull("incubator_eggs.$id").
  6. Kitten stops during Stroke: steps.clear() + mode = EmptyMode for the animation, restored to Follow afterwards.
  7. variables.send only on playerSpawn: moved out of updatePetInterface.
  8. Comma-csv ops: one npcOperate per option, one itemOption per option; same for PetFeeding.
  9. PetDefinitions thinned: now a Koin singleton with a by lazy row list and three linear-search lookups. Full removal via naming convention needs a data rename pass first (pet_kitten/pet_cat/overgrown_cat are inconsistent, plus hellcat/clockwork-cat/eggling); happy to follow up.
  10. pet_stats blob replaced: per-pet pet_${id}_hunger/_growth/_warn vars declared in a generated pet_state.vars.toml; added engine-side DoubleValues so 0.0 defaults prune like int/bool.
  11. Interface 663: updatePetInterface opens pet_details; the dismiss handler in Summoning.kt now globs *_details:dismiss so the pet path inherits it.

HarleyGilpin and others added 13 commits May 16, 2026 22:21
The pet_details (663) call/dismiss buttons emit cache option labels
distinct from familiar_details (662) ("Call Follower" / "Dismiss
Familiar" / "Dismiss Now"). The existing handlers keyed off those
exact strings and silently no-op'd on pets.

Wildcard the option label (`*:*_details:call` / `dismiss`) and branch
on follower-vs-pet inside. Pet dismiss always calls pickupPet so the
item is returned to inventory; familiar dismiss keeps the
confirm-vs-immediate distinction.
Both pet_details:dismiss and the summoning_orb's right-click Dismiss
now call dismissPet, which removes the NPC and clears pet state
without putting the item back in inventory — the pet runs free. The
pet_details path wraps it in an "Are you sure you want to release your
pet?" confirmation since the item is gone for good; the orb's
right-click path stays a one-click action (matches the familiar
"Dismiss Now" semantics).
If the player had a minimap walk queued when they selected Stroke, the
player kept moving during the dialogue suspension while the kitten sat
in EmptyMode. When Follow was restored at the end of the interaction
the kitten had to sprint several tiles to catch up.

Clear the player's pending steps and face the kitten at the start of
the interaction so the player stays put for the animation.
PR GregHib#980 deleted softQueue; replace the three pet/kitten call sites
with weakQueue (closest semantic match: easily-preempted fire-and-
forget) and drop the leftover `player.` prefixes inside the lambdas
since Player is now the lambda receiver.

While in KittenInteract, fix two bugs in chaseVermin:

- The cat used to chase pirates because "pirate" contains the
  substring "rat". Predicate now matches the npc string id with a
  `_` word boundary (rat / *_rat / rat_* / *_rat_*).
- The cat never caught anything because the 5-tick callback always
  fired the failure message. Roll a 33% catch chance up front; on
  success despawn the rat and message the win. Adjacency guard
  covers the case where the rat wanders before the kitten arrives.
Pre-chase dialogue runs before the kitten engages: player asks if it
wants to hunt, kitten replies, player tells it to take it easy. On
success the wiki "Hey well done puss, you got it!" / kitten
"MeeeoooooW!" pair fires, and every 10th catch logs the milestone
"Well done puss! N horrible rodents caught!". Caught count persists
on the player via pet_rats_caught.
Branches every cat interaction on whether the player is wearing a
catspeak amulet and whether the pet is a kitten or adult cat.

Without amulet (kitten + adult cat):
- Stroke narrates "You softly stroke your cat." + "Purr...purr..." +
  "The cat turns on its side while you bend down to pet it."
- Chase vermin keeps the existing 3-line pre-chase chatter and the
  wiki success/fail/milestone copy.
- Shoo away gains the wiki "Are you sure you want to shoo away the
  cat?" confirmation + "You choose not to shoo away the cat." cancel
  message.
- Talk-to plays the simple "Hey puss! Any news?" / Purr / Meow lines.
- "There aren't any vermin around." message when no rat in scan radius.

With catspeak amulet (adult cat only):
- Stroke prepends Player "Who's a good cat then?" / Cat "Me, me.
  Scratch me behind the ears." chathead exchange.
- Chase vermin uses the wiki adult opener "Go on get that nasty
  rodent." / Cat "Yesss, food."
- Talk-to opens a 4-option chathead loop (how are you / how old /
  where to / what to do) with a quit option.
- Pick-up plays "Come here furball." / Cat "Can we go adventuring
  together again, soon?" / Player "Soon, I promise." before the item
  returns to the inventory.
- Drop/Release plays "Hey cat, do you fancy stretching your legs..."
  / Cat "Miaaow, Are we going adventuring?" / "We'll see puss, we'll
  see." before summoning.

KittenInteract registers Interact-with against every cat-like npc
(baby, grown, overgrown) so the menu is reachable past kittenhood.
PetScripts in Pet.kt routes the Pick-up / Drop / Release / Talk-to
operate handlers to the catspeak variants when the conditions match,
falling back to the generic pet handlers otherwise.
Three full-sentence lines were being emitted as overhead chat when
they should have been chathead dialogue:

- Cat's pre-chase reply "Meoowww. Yeah! Let's go kick some fur!"
  was cat.say (overhead bubble); now an npc<Happy> chathead line.
- Player's success "Hey well done puss, you got it!" and the every-
  10th-catch "Well done puss! N horrible rodents caught!" were
  player overhead; now player<Happy> chathead.

Short imperative / sound-effect lines (Go on puss..., Shoo cat!,
Meeeoooooowwww!, Eek!, MeeeoooooW!) stay as overhead — those belong
above the speaker's head.
- Catspeak "Hey cat, do you fancy stretching your legs..." exchange
  now plays for every cat life stage (including kittens), not only
  the adult/overgrown items.
- Dropping a cat without the amulet now plays a "Miaow!" overhead
  one tick after the spawn settles (the new NPC is wired in
  summonPet's own weakQueue at +2; we fire at +3 so pet?.say
  targets the freshly summoned cat).

Folded the duplicated Drop/Release item-option bodies into a single
suspend helper Player.dropPet to keep the branching in one place.
Splits the chase-vermin weakQueue into a +4 pounce tick and a +5
resolve tick. When the cat has reached the rat (adjacency check) it
plays the new pet_pounce_kitten anim, then a tick later restores
Follow and resolves the catch/miss outcome.

The 9168 anim id is a best guess on the kitten anim grouping (stroke
is 9173) and may need swapping for one of 9167/9169-9172 after a
visual check in-game.
PR GregHib#799 added a Double->Int*10 conversion in PlayerSave's variables
load branch to migrate old fractional XP saves into the new int
experience format. The check was unconditional, so every Double
variable got collapsed on load — including pet_*_hunger and
pet_*_growth (declared format = "double"), which were turning into
ints after every restart and then defaulting back to 0.0 on the
next get<Double>() because Int can't be smart-cast to Double.

Gate the conversion on VariableDefinitions.get(key)?.values being
IntValues so it only fires for keys the current schema actually
expects to be ints. Doubles for genuinely-double-typed vars now
round-trip verbatim, which lets pet hunger / growth persist across
server restarts.
Comment thread data/entity/npc/monster/draconic/dragon.drops.toml Outdated
Comment thread data/skill/summoning/pet/pet.npcs.toml Outdated
Comment thread engine/src/main/kotlin/world/gregs/voidps/engine/data/PlayerSave.kt Outdated
Comment thread game/src/main/kotlin/content/skill/summoning/pet/Incubator.kt Outdated
Comment thread game/src/main/kotlin/content/skill/summoning/pet/KittenInteract.kt Outdated
Comment thread game/src/main/kotlin/content/skill/summoning/pet/PetDefinitions.kt Outdated
Comment thread game/src/main/kotlin/content/skill/summoning/pet/KittenInteract.kt Outdated
Comment thread game/src/main/kotlin/content/skill/summoning/pet/PetState.kt Outdated
The chase resolve was wrapped in nested weakQueues, which the new
ActionQueue clears every time any Strong action enters the queue
(clicking another NPC/object, taking a hit, teleporting). When the
resolve dropped, the cat was left in EmptyMode and reverted to its
default idle/hunt wander.

Swap the two weakQueue calls in chaseVermin for queue (Normal
priority). Normal queues sit in the main queue list, only weakQueue
gets cleared on Strong, so the Follow restoration always fires —
even after a mid-chase interruption.
Merges upstream/main (PR GregHib#984 brings inc(max) and skill drop gating).

Engine reverts per Greg:
- Delete DoubleValues from VariableValues, plus its factory mapping.
- Remove both legacy double migrations from PlayerSave (variables loop
  and the experience fractional path). Doubles are not used in any
  player variable in the new schema.

Pet stats moved to integers on a 0..10000 scale:
- pet_state.vars.toml regenerated with format = "int".
- pets.tables.toml swaps growth_rate (double) for growth_per_tick
  (int = rate * 50 * 100 per 30s tick).
- PetState drops the PetStats class and updatePetStats wrapper; the
  getters return Int, callers use inc(key, amount, max = PET_STAT_MAX)
  and dec(key, amount) directly (PR GregHib#984 added the max parameter).
- PetTimers thresholds become 7500 / 9000 / 10000 on the new scale,
  HUNGER_BABY/GROWN become 125 / 90 per tick. PetFeeding feeds 1500.
- sendPetDetailsStats divides by 100 on the way out so the orb bars
  stay on the 0..100 client scale.

PetDefinitions deleted; data lives in Tables now. The PetDefinition
data class is gone too. Pets.kt adds RowDefinition extensions
(isCatLike, stageForItem/Npc, npcFor/itemFor, nextStageItem/Npc,
isFinalStage, ambientPhrases) plus petRowForItem / petRowForNpc and
allPetRows lookup helpers. Every caller (Pet, KittenInteract,
PetTimers, PetFeeding) now consumes RowDefinition directly. The
Koin singleton in GameModules is gone.

Incubator suffix derivation collapses to
it.target.id.removePrefix("incubator_"). Renamed the per-region base
objects to incubator_taverley (28550) and incubator_yanille (28352);
kept the shared incubator_idle (28336) / incubator_active (28359)
transform names so the dispatch finds a registered string id for the
displayed mesh. target.id always reflects the base, so the suffix
extraction never sees idle/active. The regionVarbits map and the
tile.region.id helper are deleted.

KittenInteract:
- isRat simplifies to id.startsWith("rat") so giant_rat / warped_rat
  drop out of the chase pool.
- talkToCatWithAmulet replaces the while(true) + keepGoing flag with
  Greg's recursive-option pattern: each answer recurses back into
  talkToCatWithAmulet, the quit option has no body.

pet.npcs.toml: every options = { ... } map deleted; npcs only need the
id field.

dragon.drops.toml: black dragon egg gated on skill = "summoning",
equals = 99 (PR GregHib#984 syntax).

Tests adapted: PetLogoutTest stats are ints; IncubatorUseEggTest uses
incubator_taverley for the test fixtures.
The previous version swapped the cat into EmptyMode for the duration
of the dialogue and restored Follow afterwards. Restoring Follow
recalculates against player.steps.follow immediately, which queues a
step toward the player's last footprint tile and the cat ends up
walking a tile out then back in.

Use the movement_delay clock to suspend the cat's movement for the
length of the dialogue instead, then clear the clock plus any queued
steps at the end. Follow mode stays active throughout, so when the
clock releases there is nothing for the recalculation to fight and
the cat stays where it was being stroked.
Both pet shop owners (npc ids 6892 and 6893) share the same dialogue
tree per the wiki, so a single PetShopOwner script handles both with
one npcOperate matcher.

Main menu offers four options: open the pet shop (pet_shop), buy a
puppy, ask about other available pets, and sell spirit shards.

Puppy purchase guards against owning a dog already, runs the wiki
exchange about the 500 gold price, then either takes the coins and
hands over a default colour puppy or backs out gracefully on no
inventory space or insufficient coins. Six breeds are wired
(Bulldog / Dalmatian / Greyhound / Labrador / Sheepdog / Terrier).

The available-pets branch reproduces the wiki tree verbatim covering
nuts, birds + incubator, Karamja lizards, geckos / raccoons and the
banana-in-the-trap monkey tip.

Spirit shard sale uses intEntry for the count, drops the shards and
credits 25 coins each, with a graceful early-out when the player has
none on them.

Chathead expressions picked per line: Quiz for the player asking
questions, Neutral when accepting / refusing, Happy and Pleased for
the shop owner's friendlier or proud explanations.
dialogue_pick_a_puppy in summoning.ifaces.toml now declares the six
breed components (.bulldog 3, .dalmatian 4, .greyhound 5, .terrier 6,
.sheepdog 7, .labrador 8). Ordering taken from 2009scape's
PuppyInterfacePlugin click map.

PetShopOwner opens the iface instead of running a kotlin choice() list
for breed selection, then suspends on pauseInt() and resumes against
the clicked component's index. continueDialogue handlers per breed
component resolve the suspension. Selecting a breed runs the existing
buyPuppy flow (price exchange, coin / inventory checks, puppy item
handed over).

BREEDS order rearranged to match the iface index map so
BREEDS.getOrNull(index) lands on the correct breed.
The cache buttons on iface 668 don't ship the continue-dialogue
packet, so the existing continueDialogue handlers never received the
click and the suspended caller stayed parked. Register each breed
component under interfaceOption as well so the InteractInterface
packet path also resumes the pauseInt; the continueDialogue
registration stays as a fallback for any client variant that does
ship the dialogue packet.
The option<Quiz>() inline form echoes the option text as a player
chathead before invoking the block. spiritShards itself doesn't say
that line, but the choice menu shows the question and then the
player chathead repeated it a second time. Use the plain option()
form for the shards entry so the player chathead echo is skipped and
the conversation flows menu -> npc reply -> intEntry (or refusal).
I had the direction backwards: the Talk-to choice was correctly
echoing "Are you interested in buying spirit shards?" as a player
chathead, but the right-click Sell-shards path skipped straight to
the npc reply. Restored the option<Quiz> inline echo on the Talk-to
entry and added an explicit player<Quiz> line at the start of the
Sell-shards handler so both paths play the same beat:
player asks -> npc "I certainly am..." -> intEntry / refusal.
Two restart-safety fixes for the pets feature.

Incubator state varbits now persist:
- persist = true on incubator_state_taverley / incubator_state_yanille
  so the per-region state survives logout, instead of resetting to
  "empty" on relog and making the inspect / take-egg / place-egg
  paths think the incubator is empty even though the egg id is still
  saved.

Incubator clock reset on relog:
- Player.playerSpawn now checks each suffix; if the egg is still on
  file and the state is "incubating", restart the tick clock fresh
  from the egg row's incubation_seconds. GameLoop.tick resets to 0
  on each server boot so the saved deadline is no longer comparable
  after a restart. Resetting the clock means the player loses any
  on-server progress, but the egg itself is preserved.

Double-summon race in summonPet:
- pet_index was written in a +2 weakQueue, so two pet drops on the
  same (or very next) tick both saw pet == null on the gate check
  and spawned parallel NPCs, leaving one orphaned.
- Set pet synchronously now so the gate catches the second drop.
- Also tighten the gate with pet_active_item.isNotBlank() (only when
  not restarting) so a follow-up regression in this area doesn't
  silently slip past again. The relogin path passes restart=true
  after clearing pet_index, so re-summon on login still works.
Cat-like baby pets (kittens) now track a loneliness stat alongside
hunger and growth. The counter ticks up 125 per 30s pet_tick on the
shared 0..10000 scale (40 minutes to run away). At 9000 (~36 min)
the player sees "Your kitten is feeling lonely. Pay it some attention
before it runs off." Hitting 10000 dispatches "Your kitten got lonely
and ran away." and despawns the kitten.

Resets to zero whenever the player interacts: Interact-with menu
opens (Stroke / Chase vermin / Shoo away all count) and Talk-to on a
kitten npc. Adult cats, hellcats, dogs, dragons etc. are unaffected
because tickLoneliness only fires for isCatLike + PetStage.Baby.

New persisted vars per cat-like row: pet_<id>_loneliness and
pet_<id>_lonely_warn. clearPetStats clears both alongside hunger /
growth / warn so a run-away or pickup wipes them too.
dog_talks.tables.toml carries every conversation per the wiki
transcripts (Bulldog, Dalmatian, Greyhound, Labrador, Sheepdog,
Terrier). One row per conversation with breed / stage / optional
inventory condition / a list of speaker-prefixed lines.

Speaker prefixes per line:
- b: overhead bark (dog.say) for puppy lines where the wiki shows
  raw barks with no translation
- d: dog chathead (npc<Happy>) for adult lines that the wiki gives
  in bark + parenthetical translation form
- p: player chathead (player<Happy>)
- no prefix: narrator chatbox via statement()

Pets.kt gains a RowDefinition.dogBreed() helper that collapses
colour suffixes ("bulldog_1", "bulldog_2") back to the canonical
breed name. Mirrors isCatLike().

DogTalk.kt holds the Player.talkToDog dispatcher: filters
dog_talks rows by breed + stage, prefers an inventory-conditional
branch when the player carries logs (Dalmatian), cup_of_tea
(Bulldog) or wool (Sheepdog), otherwise picks a random
unconditional row. Each line is rendered per its prefix.

Pet.kt's Talk-to handler now routes through a when block: cat-
like still goes to talkToCatWithAmulet/talkToCatPlain (kitten
loneliness reset preserved); dogs (row.dogBreed() != null) go to
talkToDog; everything else stays on the generic talkToPet.
The PR widened chathead word-wrap from 380 -> 400 inside the shared
splitDialogueLines helper used by every npc(npcId, expression, ...)
and player(expression, ...) call. That re-flowed line breaks for
every existing dialogue in the game even though the change was only
needed for the new pet chathead Int-anim overload.

Restore the original 380 single-pass behaviour on the string-
expression npc/player paths and move the 400px + hard-break-aware
splitter into a new splitPetDialogueLines used only by the Int-anim
overload. Revert NPCChatTest / PlayerChatTest expectations to the
pre-PR wrap.
Follow-up to "Guard Player.pet getter against NPC index reuse".
The new getter requires pet_active_item to be set before
NPCs.indexed(pet_index) is considered a real pet. The summon-
familiar exclusivity test assigned player.pet directly without
the matching active_item write, so the guard correctly returned
null and the test no longer represented an active pet.

Mirror the real-life summonPet contract by writing the active
item alongside the slot.
@HarleyGilpin HarleyGilpin deleted the feat/pets branch June 8, 2026 23:44
HarleyGilpin and others added 15 commits June 8, 2026 16:52
The dialogue chathead system already treats <br> as a hard line break, so
the bark and its bracketed translation are split with <br> rather than a
literal \n. This drops the need for the custom \n-splitting added to the
dialogue helpers (reverted separately).
Restore main's line handling (\n split or width-380 word-wrap); content uses
<br> for hard breaks so the extra \n-wrapping pass was unnecessary. The new
npc(npcId, animationId, text) chathead-animation overload is kept.
Restore main's line handling; content uses <br> for hard breaks so the
extra \n-wrapping pass was unnecessary.
A long queue exists to flush all remaining code on logout even when a
suspension's predicate isn't yet satisfied, so the readiness guard is
dropped and Custom suspensions resume unconditionally like Continue/Delay.
The unrelated next-pointer capture in clear(priority) is left intact.
The hint field registers the area as a Penguin Hide-and-Seek location,
which isn't intended here.
The hint field registers the area as a Penguin Hide-and-Seek location,
which isn't intended here.
Declare the stage column as list<string> and read it with stringList so the
life-stage filter no longer splits a comma-separated string at runtime. Both
readers (DogTalk and talkToPet) updated.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Collect the cat-like NPC ids into a single comma-separated list and register
one npcOperate, resolving the target inside the handler, instead of looping a
separate registration per id (lower startup and memory overhead).
Replace the var done / while(!done) loop with a recursive local menu()
that each option re-invokes, and the quit option simply falls through.
Call talkWith(cat) up front and use the id-less npc() overload throughout,
removing the repeated cat.id argument on every chathead line.
Each option recursively re-invokes talkToHellcatWithAmulet and the quit
option falls through, replacing the var done / while(!done) loop.
NPCs.add returns a non-null NPC and never throws, so the rollback wrapper
is unnecessary.
Drop the cached itemIndex/npcIndex maps; petRowForItem/petRowForNpc now scan
Tables.get("pets").rows() for the matching stage id rather than holding a
second in-memory copy of the table. Callers only ever have an item/npc id, so
the lookup is a reverse scan.
Replace the hardcoded BREEDS list and the DOG_BREEDS set with a dog_breeds
table; PetShopOwner and dogBreed() read the breed option/id/puppy-item from
the table instead of in-code literals.
Records the pre-rebase PR head as an ancestor so GitHub PR GregHib#983 can be
reopened and re-sync its head; tree is kept identical to the rebased
branch (44c316a), so no file content changes.
@HarleyGilpin HarleyGilpin reopened this Jun 9, 2026
@GregHib GregHib merged commit 3559c66 into GregHib:main Jun 10, 2026
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2 participants