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Mascot (Stickman)

Chapter summary The behavior-control engine for the stickman-plus-dog mascot on the top edge of the status bar. Behaviors are defined in stickman/*.json (15 base + 150 rewards, all localized into 10 languages) and combine all 67 poses, 4 personalities, reactive events, followers, aura, and scale multipliers to produce natural behavior. High tiers (8–10) add staged premium effects like followers and aura, gated by the unlock field against navigation achievements. Selection is performed by the smart-select engine in MascotBehaviorEngine (v0.43.0+) using personality, weights, and repeat decay.

The "Stickman" feature — where a stick figure and a dog walk along the top edge of the status bar — is powered by the Mascot Engine. Behavior patterns are defined in JSON files inside the stickman/ folder in the data folder, and users can freely add or edit them.

Architecture Overview

The Mascot Engine consists of the following components:

  • MascotBehaviorEngine: The behavior selection engine. Combines personality settings, weights, and repeat decay to select natural, non-repetitive behaviors.
  • DogCompanionEngine: The dog companion follow/command engine. Moves autonomously based on the stick figure's state and dog commands.
  • ScriptedBehavior: A generic behavior class that executes phases sequentially based on JSON definitions.
  • MascotBehaviorLoader: A loader that automatically reads JSON files from the stickman/ folder. Load errors are silently skipped — the app will not crash.

How it works: 1. On startup, the loader reads all stickman/*.json files 2. The engine selects the next behavior based on personality, weight, and history 3. Phases of the selected behavior are executed in order, moving the stick figure according to each phase's settings 4. The dog companion follows autonomously based on the phase's dogBehavior command or the stick figure's current state