Add the fishing mini-game#31
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… client) Implements Free Realms fishing end-to-end on the server (opcode 138). The client is a terminal that animates the bobber/fish but the bite simulation is driven entirely server-side. Core loop: cast -> bobber + underwater school -> fish gets interested -> bites (lunge + splash) -> fight -> reel-up -> catch banner + inventory grant. Reel timing gates a catch vs a miss. Catches persist to the DB and survive relog. Content: - Per-hole fish tables for all six holes, feeding the Fish Finder with real species names and icons. - Treasure chest (static catchable-head + money-shot burst) and junk catches. - Multiplayer sync of fishing visuals to nearby players. Gear: - Equipped rod -> cast-distance tier (short/greater/deepest). - Lures -> +10% catch chance for their fish; Treasure Magnet -> +treasure. Activated from the tackle box via the action bar. Ambient scenery (WIP): wandering fish + fishing-spot markers in the water. Debug: tp/tporigin and /pos chat commands. Docs: FISHING_HANDOFF.md (map), FISHING_RE_NOTES.md (wire-level RE), FISHING_WIKI.md (hole/fish/lure data), FISHING_1TO1_PLAN.md (roadmap).
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Implements the Free Realms fishing mini-game end-to-end on the server, reverse-engineered from the client (opcode 138). The client only animates the bobber/fish; the bite simulation is driven entirely server-side.
Core loop
Cast → bobber + underwater school → fish gets interested → bites (lunge + splash) → fight → reel-up → catch banner + inventory grant. Reel timing gates a catch vs a miss. Catches persist to the DB and survive relog.
Content
Gear
Ambient scenery (WIP)
Wandering fish + fishing-spot markers in the water. Renders; movement/placement still being tuned.
Debug tooling
tp/tporiginand/poschat commands.Docs
FISHING_HANDOFF.md— the map / onboardingFISHING_RE_NOTES.md— wire-level reverse-engineering notesFISHING_WIKI.md— hole / fish / lure dataFISHING_1TO1_PLAN.md— remaining-work roadmap