Feat: Add Summoning Pets#983
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GregHib
requested changes
May 15, 2026
- 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.
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Review feedback addressed in 1b3959f. Per-comment notes:
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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.
GregHib
requested changes
May 17, 2026
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).
The owner's "Where are you going to put it, on your head?" line already lived in completePuppySale, but by that point the player had already picked a breed and sat through the price haggle. Mirror the existing check at the top of puppyTree (right after the alreadyHasDog gate) so a player without inventory space gets the brush-off immediately, before the breed picker even opens. The late check in completePuppySale stays as a defensive guard against state shifts during the multi-tick dialogue.
talkToPet passed npc: lines verbatim, so data like "Honk! (Hello!)" rendered on a single chathead line with the translation jammed against the bark. Insert a newline before the opening paren so the npc() splitter routes bark to line1 and the translation to line2. Mirrors what DogTalk's renderDogLine already does for dogs, applied here to every non-dog pet that uses the parenthese translation convention.
The npc / player chathead helpers used to skip the font-width wrap whenever the input contained \n, on the assumption that the caller had already laid out the lines. That was fine until pet talk started inserting \n before the parenthese translation — suddenly long translations overflowed the chathead because they no longer ran through splitLines. Wrap each chunk after splitting on \n so callers get both their hard breaks and per-chunk word wrapping. The chunked-into-4-line-chathead fallback handles any case where wrapping pushes the total over the 4-line limit.
This reverts commit 9125420.
summonPet now optionally runs a second has(skill, level) check from row "secondary_skill" / "secondary_level" so sneakerpeeper can require Dungeoneering 80 AND Summoning 80 — its authentic double gate. The secondary check stays dormant for every other pet because they leave both columns unset. matchesPetCondition gains a "skill_below:<skill>:<level>" branch that fires when the player's level in the named skill is strictly under the threshold. Wires up the adult sneakerpeeper "Summoning < 91" gibberish line in upcoming pet_talks data. Schema gains the two optional columns and sneakerpeeper's row sets them to summoning / 80.
Adds row skeletons for the six pets shipped in db30ed60e so Talk-to fires real conversations instead of the ambient idle_phrases fallback. Each pet has at least one chathead row and one overhead row; abyssal_minion has an unconditional whip-request row plus two conditional rows that fire only when an abyssal whip is carried; adult sneakerpeeper has a low-Summoning conditional row using the new "skill_below:summoning:91" condition syntax. Conversation skeletons are short by design and can be expanded with fuller dialogue trees from the RuneScape Wiki transcripts at https://runescape.wiki/w/Transcript:<Pet_name>.
NPCChatTest and PlayerChatTest's "Long line wraps" cases were
written against the 380-px font-split width. The dialogue helpers
now use 400 px, so an extra word ("wrapped") fits on the first
line. Update the expected line1 / line2 split point to match.
ImportPetTranscript fetches a Transcript:<Page_name> page from runescape.wiki, parses the wikitext into pet_talks-style rows and prints them to stdout. The user runs it and appends the output to data/skill/summoning/pet/pet_talks.tables.toml themselves. Heuristics: - Top-level == Heading == sections become row groups. - Sub-headings containing "overhead" or "random" mark overhead rows. - "removed" / "hunger" / "starv" / "fed" sub-sections are skipped. - "spawn"/"baby" or "adult"/"grown" in heading sets the stage field. - "If ..." or comparison-bearing headings emit a # TODO condition hint for hand-editing. - Wiki markup (links, bold, italic, html) is stripped from line bodies.
The five overhead-only pet_talks rows (creeping_hand_2, minitrice_2, baby_basilisk_2, baby_kurask_2, abyssal_minion_overhead) were being picked as Talk-to results, which is the wrong channel for overhead bubble text. Dogs and cats let those phrases surface periodically via the 30-second ambient roll instead, so do the same here: fold each pet's overhead lines into its idle_phrases list in pets.tables.toml and delete the now-redundant pet_talks rows. The ambientChatter helper at PetTimers.kt picks one at random per tick with the existing 12% probability. Talk-to now picks only conversational chathead rows, matching the behaviour of every other pet.
Replaces the single baby_basilisk_1 placeholder row with three conversations the user supplied: - baby_basilisk_eyes — "Why do my eyes sting?" / kill-with-eyes reveal. - baby_basilisk_origin — serpent egg + chicken-or-egg exchange. - baby_basilisk_mum — "Mum!" mistaken-identity loop. Replaces the placeholder hungry_phrase with the tiered eye-burning hungry_phrases list (hungry / starving / runaway), so the tickHunger threshold crossings now use the proper escalating overhead bark instead of the generic "Hisss...".
Replaces the single creeping_hand_1 placeholder row with three rows reflecting the conversations the user supplied: - creeping_hand_valiant — "hand it to you" / "hand-some" / "no wrist for the wicked" closer. - creeping_hand_shake — handshake / "Gimme five" / out-of-hand. - creeping_hand_truth — "hand-le the truth" puns. Overhead lines were folded into idle_phrases in 61f36d0 already.
Replaces the single minitrice_1 placeholder row with three conversations: - minitrice_feathered_frog — "I minitrice" / "feathered frog" reveal. - minitrice_deaded — the long "you deaded me" stare-prank arc. - minitrice_dinner — "Me kill you" / hooman dinner closer. Replaces the generic "Squawk!" hungry_phrase with the tiered eye-burning hungry_phrases list (hungry / starving / runaway), matching the escalation we use for baby_basilisk.
Replaces the single baby_kurask_1 placeholder with three rows for the conversations the user supplied: - baby_kurask_grunts — grunt-decoding game (pain / hungry / sleepy). - baby_kurask_economy — economy + Ice Mountain "fascinating response". - baby_kurask_ispy — I-spy with knave / knucklehead / kumquat guesses. Overhead lines already live in idle_phrases from 61f36d0.
Replaces the four sneakerpeeper placeholder rows with the eight conversations the user supplied across the two stages: Baby (sneakerpeeper_spawn): - sneakerpeeper_baby_collection — Player-skin-hat horror collection. - sneakerpeeper_baby_floating — staring-contest-to-the-death message. - sneakerpeeper_baby_origin — "Player-lips" creepy crush. - sneakerpeeper_baby_songs — folk-rhyme + earmuffs threat. One song line paraphrased in-character rather than quoted verbatim. Grown (sneakerpeeper): - sneakerpeeper_grown_spawning — eyeball-squeezing spawning request. - sneakerpeeper_grown_hairball — Thok's-eyelashes confession. - sneakerpeeper_grown_hivemind — Lakhrahnaz / Haasghenahk ice puns. - sneakerpeeper_grown_eyemax — one-eye depth-perception / monocles. The low-Summoning conditional row from be5a945 stays — adult sneakerpeeper still emits the garbled line when Summoning < 91.
Pets whose own NPC id has no entry in the client CS2 enum pet_details_chathead_animations_normal (1276) fall back to the generic defaultInt (8373), which is the wrong expression for sneakerpeeper. The enum DOES contain entries for the in-dungeon Sneakerpeeper NPC (cache id 22 -> anim 8463 normal / 8464 sad), but our pet variants (13089 baby, 13090 grown) aren't keyed. Adds two optional row columns: - chathead_npc -> NPC string id whose cache enum entry the client CS2 should look up for the pet details panel chathead anim. The varbit follower_details_chathead_animation now writes this when set, otherwise the pet's own id as before. - chathead_anim -> animation string id resolved server-side for chat dialogue chathead. Falls through to the enum lookup keyed by pet NPC id, then to enum default. Sneakerpeeper's row sets chathead_npc = "sneakerpeeper_chathead" (alias for cache NPC 22) and chathead_anim = "expression_sneakerpeeper_normal" (alias for anim 8463). The two anim aliases and the npc alias are added to pet.anims.toml / pet.npcs.toml. Every other pet keeps its existing fallback path.
pet.anims.toml is for pet interaction animations (stroke, pounce etc.). NPC chathead expressions live in dialogue_expressions.anims.toml alongside expression_dog_*, expression_cat_*, expression_tree_*. Move expression_sneakerpeeper_normal / _sad to where they belong; no code changes needed since the lookup is by string id.
…nown The chathead_npc / chathead_anim guesses from c623be2 picked anim 8463/8464 based on enum 1276 key 22, which turns out not to be the correct animation for the pet sneakerpeeper variants. Until the right value is identified, opt out of the override entirely. Adds a chathead_disabled boolean row column. When true: - updatePetInterface skips the follower_details_chathead_animation varbit set, leaving it at whatever the previous summon wrote (or default). - talkToPet sends -1 to the chathead anim component, which the client treats as "clear / no animation". Sneakerpeeper's row sets chathead_disabled = true and drops the two override columns; the alias entries in pet.npcs.toml and dialogue_expressions.anims.toml stay for future re-use once the correct anim is identified.
…head anim Two follow-ups for sneakerpeeper: 1. Wiki-sourced rows use the literal stand-in "Player" wherever the in-game line should show the player's display name (e.g. "Player find Sneak's collection, yes?"). Add a whole-word regex substitution in talkToPet that replaces "Player" with player.name on every line. Whole-word match so "Player-skin" / "Player-lips" / "Player," still substitute correctly without touching unrelated substrings. 2. Make chathead_disabled write -1 to the follower_details_chathead_animation varbit instead of skipping the set. Clear intent: explicitly request "no anim" on the panel until the correct value is identified, rather than inheriting whatever the previous summon wrote.
Writing -1 to follower_details_chathead_animation (varbit 4282) didn't take effect: the underlying bit storage clamps the value to a positive range, so the CS2 enum lookup still landed on the generic defaultInt instead of "no anim". Switch to a direct sendAnimation override on the chathead model component, which exists on iface 662 (familiar_details, id 1) and iface 663 (pet_details, id 3). Both are now named "chathead" in summoning.ifaces.toml. When chathead_disabled is set we skip the varbit path entirely (so CS2 doesn't fire a refresh) and push -1 straight onto the component instead.
The existing ::expr command sets a single chathead animation on dialogue_npc_chat1 — useful when you already know the anim id you want to view. For pets / NPCs without a named expression_* alias we need to walk through a numeric anim range and identify the right one visually. ::expr_scan <npc-id> <start-anim> <end-anim> Opens the dialogue chathead, sets the given NPC's head model, and cycles every anim id in [start..end]. Each step shows the current anim id in the chathead title and waits on click-to-continue, so the player can advance at their own pace and read off the id when they see the right animation. Mirrors ::expr's iface / packet shape so the chathead UX is identical.
…open
The previous loop called open("dialogue_npc_chat1") on every
iteration, which (via Player.open's same-type close behaviour)
closed-and-reopened the dialogue iface between every anim step.
That packet churn appears to be what was crashing clients during
::expr_scan runs.
Open the iface once before entering the loop, then per-iteration
just push the head / anim / text / lines and pauseButton. Guard
the loop with an interfaces.contains check so a manual close of
the dialogue ends the scan cleanly with an informational message,
and wrap the body in try/finally so the iface always closes on
exit (range complete, early return, or exception).
Manual click-to-continue cycling kept crashing the client. The continue button click triggers client-side iface teardown on the same tick our coroutine resumes; the next loop iteration was then firing npcDialogueHead + sendAnimation packets into an iface the client was already winding down, which appears to have killed the connection. Replace pauseButton with a delay(tickDelay) (default 3 ticks, ~1.8s) so the dialogue stays open continuously and we just push fresh anim + title every cycle. Send the head model once outside the loop since it's stable across iterations. The 4th arg (tick-delay) is optional so callers can slow the scan down for finer inspection.
Identified via ::expr_scan: anim 8008 is the sneakerpeeper normal expression, 8009 is the excited variant. - Update the expression_sneakerpeeper_normal alias to 8008. - Rename expression_sneakerpeeper_sad to _excited and set to 8009. - Sneakerpeeper row drops chathead_disabled and sets chathead_anim = "expression_sneakerpeeper_normal". - updatePetInterface gains a chathead_anim branch: when set, push the resolved anim id directly onto the chathead component via sendAnimation, bypassing the varbit / CS2 lookup entirely. Same approach the talkToPet path already uses. - Drop the dead sneakerpeeper_chathead NPC alias — chathead_npc is no longer needed for sneakerpeeper now that chathead_anim covers it.
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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).
Features
pet:render as overhead speech; the rest as chatbox statements.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