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Being rescued lags the rescued character and can cut off their pending action; several pets can stack it

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Assessment

Difficulty
4/5
Estimated time
1-2 days
Newbie friendliness
45/100
Issue type
Bug
Clarity
Mostly clear
Activity status
Active
Tech stack
cpp
Domain
game-dev

Research direction

Read do_rescue in src/act_offe.cpp and WAIT_STATE_FULL in src/utils.h to trace how rescue lag affects pending actions. Check which delayed actions have a priority that lets the rescue interrupt them, then decide whether rescue should interrupt actions and whether repeated rescues should stack lag. Done when both behaviors are decided and the resulting rescue behavior is covered.

Written by the indexing model from the issue text.

Description

Every successful rescue puts a short lag on the character who was rescued (WAIT_STATE(victim, PULSE_VIOLENCE / 3) in do_rescue, src/act_offe.cpp). If that character has a delayed action pending at the time, WAIT_STATE_FULL completes it early with subcmd = -1 and aborts it (src/utils.h, WAIT_STATE_FULL), so being rescued can cut off what you were doing.

This is existing behaviour for any rescue (a player rescuing you, or order followers rescue <name>). The rescue keywords in #311 make one case more common: order followers rescue leader sends every charmed follower at the leader, so with two or more pets the leader can be lagged once per successful rescue in a single command.

To decide:

  • Should being rescued interrupt the rescued character's pending action at all?
  • Should several rescues of the same character in one round stack their lag?

Not yet checked: which delayed actions this can actually cut off (for example, whether spell casting is one of them, which depends on its delay priority versus the rescue's 50).

Dominant language
C++
Stars
3
Forks
4
Avg merge
18h 36m
Merged PRs (30d)
87

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