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chore: update changelog for version 0.1.0-pre.1 and refine documentation
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CHANGELOG.md

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## [Unreleased]
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## [0.1.0-pre.1]
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### Added
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- Initial Pyrophobia project scaffold.

FEATURES.md

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| ID | Status | Feature | Config key | Default | Authority |
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|---|---|---|---|---|---|
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| F01 | Implemented | Hold right-click to brandish a lit main-hand torch | - | - | Universal |
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| F02 | In progress | Fire sources influence nearby animals F02a brandish scare done; ground fires later | - | range 12 / chance 0.25 / 1s | Server |
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| F02 | In progress | Fire sources influence nearby animals - F02a brandish scare done; ground fires later | - | range 12 / chance 0.25 / 1s | Server |
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| F03 | Planned | Animals can flee, disengage, investigate, or ignore fire | - | - | Server |
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| F04 | Planned | Configure fire sources, ranges, probabilities, and reactions | - | - | Server |
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| D06 | Planned | Fire reactions are configurable per fire source and animal behavior profile. |
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| D07 | Active | Brandishing uses the interact (right-click) channel and only begins with no block targeted, because vanilla assigns every block-targeted right-click of a lit torch: plain right-click places it and `CanIgnite` owns the shift ignite gesture. Block-targeted input reaches the mod untouched. |
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| D08 | Active | F01 is a `CollectibleBehavior` prepended onto lit torches in `AssetsFinalize` (both sides), not Harmony. Must run before `CanIgnite` and use `PreventSubsequent` while raised so aim-crossing a block cannot start fires. Code attach (not a JSON patch) so we can skip extinct / non-torch `BlockTorch` assets. |
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| D09 | Active | F02 ships in slices. F02a: brandished torch only no ground fires, no config. Later: placed fire sources (F02b), richer reactions (F03). |
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| D09 | Active | F02 ships in slices. F02a: brandished torch only - no ground fires, no config. Later: placed fire sources (F02b), richer reactions (F03). |
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| D10 | Active | F02a calls vanilla `AiTaskFleeEntity` / `AiTaskFleeEntityR`.InstaFleeFrom when an active aggressive targetable task is targeting the brandishing player. No custom AI task. |
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## Extension inventory
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## F02a (done)
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Brandishing players: nearby hostiles actively targeting them get a periodic chance to flee via `InstaFleeFrom`. No network channel relies on use sync for server brandish state (confirm on dedicated server).
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Brandishing players: nearby hostiles actively targeting them get a periodic chance to flee via `InstaFleeFrom`. No network channel - relies on use sync for server brandish state (confirm on dedicated server).
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**Later:** F02b ground fires, F03 reaction profiles, F04 config.
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## Design notes

docs/MODDB.html

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<h2>Pyrophobia</h2>
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<h3>Fire changes how wildlife sees you</h3>
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<p>Pyrophobia is a fire-driven wildlife deterrence mod for Vintage Story. The
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planned core mechanic lets a player raise a main-hand torch to scare off or
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discourage hostile animals.</p>
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<p>Fire sources in the world, including ground torches and firepits, will also
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influence nearby animal behavior. Some animals may retreat from fire, while
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hungry hunters may investigate an isolated fire instead. These reactions are
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intended to be configurable.</p>
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<h3>Raise a torch. Make wildlife think twice.</h3>
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<p>Pyrophobia is a fire-driven wildlife deterrence mod for Vintage Story.
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Hold right-click with a lit main-hand torch to brandish it. Nearby hostiles
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that are targeting you may break off and flee while it is raised.</p>
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<p>Ground fires, richer animal reactions, and configuration are planned for
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later releases.</p>
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<h3>Features</h3>
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<ul>
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<li><strong>Raised torch:</strong> deter hostile animals that are attacking or pursuing the player.</li>
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<li><strong>Environmental fire:</strong> let torches, firepits, and other fire sources influence wildlife.</li>
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<li><strong>Configurable reactions:</strong> tune ranges, probabilities, and animal responses.</li>
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<li><strong>Brandish stance:</strong> raise a lit torch in first and third person (open air / creature aim). Block-targeted use stays vanilla: place, relight, shift-ignite.</li>
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<li><strong>Scare hostiles:</strong> animals actively targeting you can flee while you brandish (chance-based, server-side).</li>
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</ul>
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<h3>Compatibility and installation</h3>
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<ul>
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install. For a manual installation, place the zip in the Vintage Story
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<code>Mods</code> directory without unpacking it, then restart the game or server.</p>
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<h3>Project status</h3>
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<p>This is an early development baseline. The project currently contains the
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mod scaffold and design contract; gameplay behavior is not implemented yet.</p>
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<p><strong>0.1.0-pre.1</strong> - early pre-release. Brandish + first scare
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reaction only. Feedback welcome, especially on dedicated servers.</p>

resources/modinfo.json

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"name": "Pyrophobia",
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"authors": [ "stinow" ],
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"description": "A fire-driven wildlife deterrence system for Vintage Story.",
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"version": "0.1.0",
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"version": "0.1.0-pre.1",
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"side": "universal",
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"requiredOnClient": true,
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"requiredOnServer": true,

src/Scare/BrandishScareService.cs

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namespace Pyrophobia.Scare;
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/// <summary>
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/// F02a / D03D05 / D09D10: server tick - brandishing players periodically
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/// F02a / D03-D05 / D09-D10: server tick - brandishing players periodically
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/// scare hostiles that are actively targeting them via vanilla InstaFleeFrom.
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/// (Main thread. Hardcoded knobs until F04)
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/// </summary>

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