Since companions can only be baby or adult (not egg), egg-only items
like Shell Repair Kit should never appear in the companion flow.
Changes:
- Update resolveItemsForAction to use centralized canUseItemForStage
- Add item-stage validation in useBlobbiItemUse mutation
- Egg-only items are now filtered at both display and use layers
The filtering is now enforced by:
1. resolveItemsForAction - items won't appear in hanging items menu
2. useBlobbiItemUse - validation prevents use even if somehow displayed
- Create shared ItemEffectDisplay component as single source for effect rendering
- Update BlobbiInventoryModal to show ALL effects (was truncated to 2)
- Update BlobbiShopItemRow to show ALL effects (was truncated to 3)
- Update BlobbiPurchaseDialog to use shared component
- Use canonical stat display order: hunger, happiness, energy, hygiene, health
- Deprecate formatEffectSummary in favor of ItemEffectDisplay component
The root cause was effect display truncation in the UI, not inconsistent data.
All item definitions remain in blobbi-shop-items.ts (single source of truth).
- Replace releasedItemIds (Set) with releasedCountByItemId (Map) to track
how many instances of each item type have been released
- Generate unique instanceId for each dropped item (format: itemId-timestamp-counter)
- Hanging items now show remaining quantity (quantity - releasedCount)
- Multiple instances of the same item type can exist on the ground simultaneously
- Each dropped instance tracks independently via instanceId
- Update all callbacks and state tracking to use instanceId instead of item.id
- When item is used successfully, decrement releasedCount for that item type
This enables the desired UX where clicking a hanging item immediately shows
a new copy in the hanging slot (if quantity > 1), while the released instance
falls independently.
Major architectural fix for Blobbi companion item-use system:
1. Created shared useBlobbiItemUse hook
- Works standalone outside of BlobbiPage
- Uses same real item-use logic as BlobbiPage
- Built-in per-item cooldown tracking
- Fetches companion/profile data on-demand when needed
2. Refactored BlobbiActionsContext
- Now has built-in fallback using useBlobbiItemUse
- Item use works from ANY page, not just /blobbi
- BlobbiPage registration is optional (provides better cache access)
- No more 'canUseItems = false' when BlobbiPage not mounted
3. Fixed retry/flood issues in HangingItems
- Added per-item cooldown (3s on failure, 0.5s on success)
- Implemented zone ENTRY detection (not continuous overlap)
- Items only trigger auto-use when ENTERING the Blobbi zone
- Items must leave zone before re-triggering
- Multiple protection layers prevent spam
4. Fixed useBlobbonautProfile side-effect
- Moved setBootCache from useMemo to useEffect
- Added ref-based signature tracking to prevent loops
- Proper cleanup and stable dependencies
Files changed:
- NEW: src/blobbi/companion/interaction/useBlobbiItemUse.ts
- src/blobbi/companion/interaction/BlobbiActionsContext.tsx
- src/blobbi/companion/interaction/HangingItems.tsx
- src/blobbi/companion/interaction/index.ts
- src/blobbi/companion/components/BlobbiCompanionLayer.tsx
- src/hooks/useBlobbonautProfile.ts
Root cause analysis and fixes:
1. Drag-to-use freeze/loop (HangingItems):
- Problem: When dropping on Blobbi, item position was set ON Blobbi,
triggering contact detection to also call attemptUseItem, creating a loop
- Problem: attemptUseItem had itemsBeingUsed as a dependency, so when it
changed (inside the callback), the callback identity changed, re-triggering
the contact detection effect
- Fix: Changed itemsBeingUsed from state to ref to avoid callback recreation
- Fix: When dropping on Blobbi, reset item to ORIGINAL position before
attempting use (prevents contact detection from firing)
- Fix: Made attemptUseItem have no dependencies (uses refs for everything)
- Fix: Gated all console.log calls behind import.meta.env.DEV
2. useBlobbonautProfile console flood:
- Problem: Unconditional console.log at line 63 ran on EVERY render
- Problem: queryFn had multiple console.logs that ran on every query
- Fix: Removed/commented out all console.logs in the hook
- Analysis: The hook itself was NOT causing extra renders - it was just
exposing the render frequency with its logging
3. BlobbiActionsContext registration instability:
- Problem: Registration used useState which triggered re-renders on every
update, and the registration effect depended on useItem identity
- Fix: Refactored to use refs instead of state for registration data
- Fix: Added subscription pattern for manual notification only when
canUseItems actually changes (major state change)
- Fix: Consumer hook's useItem callback is now stable (reads from ref)
- Fix: Provider context value is now stable (never changes identity)
Guards now preventing repeated item-use attempts:
- itemsBeingUsedRef.current check at start of attemptUseItem
- Contact detection skips items in itemsBeingUsedRef
- Drag-drop resets item position BEFORE calling attemptUseItem
- attemptUseItem has no dependencies that could trigger recreation
Part 1: Context Wiring Fix
- Refactored BlobbiActionsContext to use registration pattern
- BlobbiActionsProvider now mounted at app level in AppRouter (wraps BlobbiCompanionLayer)
- BlobbiPage registers its item-use function via useBlobbiActionsRegistration hook
- BlobbiCompanionLayer now receives real context with canUseItems: true
- Added debug logs to confirm context state changes
Part 2: Drag-and-Drop for Released Items
- Added 'dragging' state to ReleasedItemState
- Implemented pointer event handlers for drag detection (threshold-based)
- Items can be dragged after landing on the ground
- Visual feedback: items scale up when over Blobbi, glow effect on Blobbi
- Drop-on-Blobbi triggers real item use flow
- Drop elsewhere leaves item at drop position
All three item use paths (contact, click, drag-drop) use the same
real onItemUse callback, ensuring consistent behavior and proper
kind 31124 event publishing.
- Add BlobbiActionsContext to bridge companion UI with item use functionality
- Create useCompanionItemUse hook with category-to-action mapping (food→feed, toy→play, etc.)
- Update HangingItems with async onItemUse callback and success/failure handling
- Wire BlobbiCompanionLayer to use context-provided item actions
- Provide BlobbiActionsProvider in BlobbiPage so items actually update stats
- Items only disappear after successful use, stay on screen if use fails
Visual flash fix:
- Pass wasResolvedFromStuck flag through to BlobbiCompanion
- When entry was resolved from stuck and phase is 'complete', skip entry
animation position and use motion.position directly
- This prevents the one-frame flash where 'complete' phase returns
groundPosition before acknowledgeCompletion() runs
Gravity fix:
- Increase gravity from 800 to 3500 px/s² to match entry animation feel
- Previous value caused slow floaty descent after drag release
- New value creates responsive, natural-feeling fall that matches the
scripted entry fall animation
The handoff now works cleanly:
1. User drags Blobbi while stuck_permanent
2. User releases → isDragging=false, motion.position=drag release point
3. resolvePermanentStuck() sets wasResolvedFromStuck=true, phase='complete'
4. BlobbiCompanion sees wasResolvedFromStuck+complete → uses motion.position
5. Physics system applies gravity from the exact release position
6. acknowledgeCompletion() runs → phase='idle' → normal motion continues
- Add wasResolvedFromStuck flag to track whether entry completed via
stuck rescue vs natural animation completion
- Skip setPosition(groundPosition) when entry was resolved from stuck
rescue, since motion.position already has the correct drag release
position from the user's drag interaction
- Motion system now continues naturally from the drag release position,
handling gravity/falling as expected
- Increase trulyStuckChance from 20% to 40% for more visible stuck behavior
- Add wiggle/struggle animation when Blobbi is truly stuck at ceiling
- Fix bug where stuck_permanent would auto-resolve after 50ms because
isDragging starts as false - now tracks whether user has actually
started dragging before allowing resolve on release
Ground Proximity Detection:
- BlobbiCompanion now calculates distanceFromGround from actual Y position
- isOnGround = not entering, not dragging, and within 5px of ground position
- Both values passed to BlobbiCompanionVisual as new props
Shadow Visibility Rules:
- Shadow only shows when isOnGround is true
- Shadow hidden during: dragging, entry animations (fall/rise), falling
- Shadow fades smoothly over SHADOW_FADE_DISTANCE (30px)
- Additional subtle fade during float animation for breathing effect
Shadow Visual Changes:
- Position: bottom -12px → -20px (farther from body, feels like floor)
- Width: 55% → 50% of size (slightly narrower)
- Height: 10% → 8% of size (thinner, more subtle)
- Blur: 3px → 4px (softer edge)
- Max opacity: 0.4 → 0.35 (more subtle)
- Added CSS opacity transition for smooth fade in/out
States Where Shadow Is Hidden:
- Being dragged (isDragging)
- Fall entry animation (isEntering, entryType='fall')
- Rise entry animation (isEntering, entryType='rise')
- Any state where distanceFromGround >= 30px
- Any off-ground position (y < groundPosition.y - 5)
States Where Shadow Is Visible:
- Idle on ground
- Walking on ground
- Floating (with subtle fade based on float offset)
Animation Bug Fix:
- Root cause: useEffect with releasedItems dependency only ran AFTER
state update, but animation check happened once at effect start
- Fix: Use refs to track animation state and latest releasedItems
- runAnimationLoop() is now a stable callback that reads from refs
- handleItemClick calls runAnimationLoop via setTimeout(0) to ensure
state update is processed first
- isAnimatingRef prevents duplicate animation loops
- Animation now starts immediately on first item click
Size Reductions (Hanging Items):
- Circle size: 72px → 56px
- Emoji size: 2.25rem → 1.75rem
- Item spacing: 100px → 80px
- Line length: 120px → 100px
- Badge size: 24px → 20px
Size Reductions (Released/Landed Items):
- Falling emoji: 2.5rem → 1.875rem
- Landed hitbox: 48px → 40px
- Contact radius: 60px → 50px
- Fall duration: 700ms → 600ms
Preserved Behavior:
- Hanging items use line + circle
- Only emoji falls after release (no circle)
- Continuous object from falling to landed
- Landed items remain on ground
- Contact detection still removes items
Falling Visual - Only Emoji Falls:
- When clicked, the hanging circle/container disappears immediately
- Only the emoji itself falls (no enclosing circle, no badge)
- ReleasedItem component renders just the emoji with drop shadow
- Slightly larger emoji size for falling/landed state (2.5rem)
Continuous Object Lifecycle:
- Single ReleasedItemData tracks item through entire lifecycle
- States: hanging → falling → landed (same object throughout)
- Position animated via requestAnimationFrame (not CSS animation)
- No disappear-and-respawn: emoji smoothly transitions from fall to ground
- Fall uses eased animation: accelerates then slows near ground
Contact Detection with Blobbi:
- Receives companionPosition and companionSize from parent
- Checks distance between Blobbi center and each landed item
- Contact threshold: companionSize/2 + 60px radius
- On contact: item removed, onItemCollected callback fired
- Works both ways: Blobbi walks into item OR item lands near Blobbi
- Manual pickup also supported (clicking landed item)
State Model:
- releasedItemIds: Set<string> - tracks which items left hanging state
- releasedItems: Map<string, ReleasedItemData> - full lifecycle data
- ReleasedItemData contains: item, state, x, y, startY, targetY, fallStartTime
Future-Ready Structure:
- onItemCollected callback ready for effects/reactions
- Position data available for drag implementation
- State model supports attraction behavior
- Clean separation: hanging container vs released items
Action Menu Fixes:
- Remove useMemo for position calculations to avoid stale values
- Calculate button positions directly each render
- Menu now follows Blobbi continuously during all states
(idle, walking, floating, dragging, settling)
Hanging Items System:
- New HangingItems component replaces CompanionItemBubbles
- Items appear as circles hanging from vertical lines at top of screen
- Wider horizontal spacing (80px between items)
- Playful, spatial presentation instead of modal-like container
Click-to-Fall Animation:
- Clicking an item releases it from the hanger
- Line and quantity badge disappear instantly
- Item falls with rotation animation (800ms)
- Structured for future extension (drag, attraction, reactions)
Pointer Events:
- Container uses pointer-events-none
- Individual items use pointer-events-auto
- All items are now properly clickable
Removed:
- CompanionItemBubbles component (deleted)
- Modal-like container presentation
- Close button (no longer needed)
- Expose rendered position from BlobbiCompanion via onPositionUpdate callback
- Track actual visual position in BlobbiCompanionLayer (includes entry animation + float offset)
- Pass rendered position to CompanionActionMenu instead of logical motion.position
- Add pointer-events-auto to action menu backdrop, buttons, and item bubbles
- Fix pointer events hierarchy (parent layer has pointer-events-none)
- Fix unused variable lint errors (entryProgress, isPermanentlyStuck, etc.)
Implement the first interaction layer for the Blobbi companion:
Click vs Drag detection:
- Created useClickDetection hook to distinguish clicks from drags
- Movement threshold: 5px (beyond = drag)
- Time threshold: 300ms (beyond = not a click)
- Updated BlobbiCompanion pointer/touch handlers to use detection
Action Menu (CompanionActionMenu):
- Radial/arc layout centered above Blobbi
- 5 actions: feed, play, medicine, clean, sleep
- Stage-aware: eggs only see medicine and clean
- Smooth fade-in + zoom animation with stagger
- Click outside closes menu
- Route change closes menu
Item Bubbles (CompanionItemBubbles):
- Horizontal row of item bubbles near top of screen
- Shows emoji + quantity badge for each item
- Resolves real inventory items for selected action
- Empty state message when no items available
- Staggered appearance animation
Architecture:
- /interaction/types.ts - Type definitions and config
- /interaction/useCompanionActionMenu.ts - Menu state hook
- /interaction/useClickDetection.ts - Click/drag detection
- /interaction/CompanionActionMenu.tsx - Radial menu component
- /interaction/CompanionItemBubbles.tsx - Item display component
- /interaction/index.ts - Module exports
Action to item category mapping:
- feed -> food items
- play -> toy items
- medicine -> medicine items
- clean -> hygiene items
- sleep -> (no items, direct action)
Future-ready for:
- Item falling animation
- Drag item to Blobbi
- Blobbi walking toward items
- Item consumption logic
- Per-item Blobbi reactions
Replace inline nostrconnect:// protocol logic with NLogin.fromNostrConnect(),
generateNostrConnectParams(), and generateNostrConnectURI() from upstream
@nostrify/react. Removes ~130 lines of code that is now in the library.
Split the FAB into mobile (fixed to viewport) and desktop (sticky
within the feed column) so it stays anchored to the bottom-right of
the content area instead of floating relative to the viewport edge.
Caret tracking implementation (priority order):
1. contenteditable: window.getSelection() + Range.getBoundingClientRect()
2. input/textarea: selectionStart + mirrored text measurement
3. Fallback: right-side typing region (where new text appears)
4. Last resort: field center
Changes from field-center version:
- Added getContentEditableCaretPosition() using Selection API
- Added getInputCaretPosition() with text width measurement via temp span
- Added getRightTypingRegion() as smart fallback (better than center)
- computeCaretPosition() tries each method in priority order
Event handling (event-driven, no polling):
- keydown: detect typing, update caret after DOM updates via rAF
- input: catch paste, autocomplete, non-keydown text changes
- selectionchange: update when caret moves via arrow keys or click
- focusin/focusout: track element changes, clean up on blur
Timing:
- Increased idle timeout from 2s to 4s for more stable observation
- Timeout resets on any typing event
Priority:
- Typing attention now uses 'high' priority
- Overrides generic modal attention while typing
- Keeps Blobbi focused on caret, not just modal center
Handles edge cases:
- Focus leaving field clears typing attention
- Modal close clears via overlay detection
- Switching fields updates target to new field's caret
- Graceful fallback when exact caret rect unavailable
- Caret position clamped to element bounds
When user types in a text input inside a modal/dialog, Blobbi now:
- Detects focus on text inputs (input, textarea, contenteditable, role=textbox)
- Only activates when the field is inside an overlay (modal, dialog, sheet, drawer)
- Locks attention to the focused field's center while typing continues
- Releases attention after 2s idle timeout (no typing)
- Properly cleans up when focus changes or modal closes
Implementation:
- New useTypingAttention hook handles focus/blur/keydown events
- Integrated into useBlobbiAttention with priority below 'high' but above 'low'
- Typing attention overrides random gaze and mouse-follow during active typing
- Lightweight: uses event listeners, not polling; targets field center, not caret
Config:
- Added typingIdleTimeout (2000ms) to attention config
Edge cases handled:
- Focus moving between text fields updates attention target
- Focus leaving text inputs clears typing attention
- Modal close clears typing attention via overlay detection
- Only typing keys (chars, backspace, delete, enter) reset idle timer
Root cause: useBlobbiCompanionData had a separate query key (['companion-profile'])
from useBlobbonautProfile (['blobbonaut-profile']). When companion was
selected/removed via BlobbiPage, only the main profile query was invalidated,
leaving the companion layer with stale data.
Fix:
- Rewrote useBlobbiCompanionData to use useBlobbonautProfile instead of
duplicating the profile query
- Now shares the same query cache, so profile updates (including currentCompanion
changes) immediately propagate to the companion layer
- Added explicit null return when currentCompanionD is undefined for reactive removal
BlobbiPage duplicate prevention:
- Added check for active floating companion (isActiveFloatingCompanion)
- When the displayed Blobbi is the same as the floating companion, show a
friendly message: '{name} is out exploring right now.' with Footprints icon
- Prevents seeing two identical Blobbis (one floating, one in-page)
This makes companion selection/removal/replacement fully reactive without
requiring page refresh.
- Track companionId in useBlobbiEntryAnimation to detect companion changes
- When companion is selected/changed, trigger new entry animation immediately
- Random entry direction (fall or rise) for new companion appearances
- No transition delay for companion changes (unlike route changes)
- Companion removal hides Blobbi via existing isVisible logic
Root cause:
When entry animation completed, there was a race condition:
1. entryState.phase becomes 'complete'
2. Effect calls completeEntry() which sets isEntering = false
3. Component checks 'if (isEntering)' and switches to motion.position
4. But motion.position wasn't synced to groundPosition yet
5. Result: Blobbi snaps to old position instead of falling smoothly
The fix uses a two-phase handoff:
1. Component now checks 'isEntering || entryState.phase !== idle'
- Keeps using entry animation position during 'complete' phase
- The 'complete' phase returns groundPosition, so rendering is correct
2. Added acknowledgeCompletion() function
- Called after position is synced AND rendered (via requestAnimationFrame)
- Resets phase to 'idle' to allow normal motion to take over
- Ensures no frame shows wrong position
3. Position sync effect now:
- Detects phase === 'complete' (not just !isEntering)
- Syncs position to groundPosition
- Waits one frame with requestAnimationFrame
- Then calls acknowledgeCompletion() to handoff to motion
Files changed:
- useBlobbiEntryAnimation.ts: Add acknowledgeCompletion()
- useBlobbiCompanion.ts: Use acknowledgeCompletion after sync
- BlobbiCompanion.tsx: Check phase !== 'idle' for entry position
FALL entry changes:
- Simplified to 2 pull attempts (was wiggle-based)
- Each pull: quick down, slower up (purely vertical, no diagonal)
- Normal flow (~80%): stuck -> pull_1 -> pause_1 -> pull_2 -> pause_2 -> fall -> land
- Rare flow (~20%): stuck -> pull_1 -> pause_1 -> pull_2 -> stuck_permanent
Permanent stuck behavior:
- 20% chance on FALL entry (configurable via trulyStuckChance)
- Blobbi hangs at top, won't fall automatically
- User must drag and release to rescue
- Resolves when drag ends (after any movement away from stuck position)
Route change handling:
- Cancels current entry immediately (no continuation)
- Waits 1 second after new page appears
- Then restarts entry animation for the new route
Timing (total ~1470ms for normal fall):
- stuck: 200ms (15% visible)
- pull_1: 280ms (10% drop)
- pause_1: 140ms
- pull_2: 300ms (14% drop)
- pause_2: 100ms
- fall: 450ms
- land: 200ms
Files changed:
- companion.types.ts: New phases (pulling_1/2, pause_1/2, stuck_permanent), isTrulyStuck flag
- companionConfig.ts: New timing config for 2-pull system
- animation.ts: Simplified vertical pull calculations
- useBlobbiEntryAnimation.ts: New state machine with 20% stuck chance
- useBlobbiCompanion.ts: Pass isDragging to entry hook
- BlobbiCompanion.tsx: Updated config mapping
- Add 'stuck' phase where Blobbi's butt hangs from top edge (25% visible)
- Add 'wiggling' phase with left-right wiggle (±8px, ±6° rotation) to get loose
- Update entry state machine to handle new phases: stuck -> wiggling -> falling -> landing
- Add config values for stuckDuration (300ms) and wiggleDuration (400ms)
- Update animation utils with wiggle offset calculations
- Add vertical entry system: fall from top when navigating DOWN sidebar,
rise from bottom with inspection when navigating UP sidebar
- Add sidebarNavigation.ts utility to map routes to sidebar order
- Remove old sidebar-based entry (clipping, peeking from left)
- Fix motion sync to use groundPosition (center) instead of old restingPosition
- Entry now ends at center of screen, no teleport on completion
Tab switch attention:
- Added TAB_SELECTORS for Radix UI tabs with data-state='active'
- Tab changes trigger brief glance (1.2s) instead of full attention (3s)
- Uses shorter glanceCooldown (0.8s) to allow noticing multiple tabs
- Low priority so overlays can still interrupt
- Skipped tooltips entirely (too noisy)
Post-route attention:
- After entry animation completes, Blobbi looks at main content
- findMainContentPosition() tries common selectors: main, [role=main], .main-content, article
- Falls back to center-top of viewport if no main content found
- Uses postRouteDuration (2.5s) for how long to look
- Small postRouteDelay (200ms) before triggering
- Low priority so modals can immediately interrupt
Improved upward pupil movement:
- Asymmetric vertical scaling in BlobbiBabyVisual and BlobbiAdultVisual
- Looking up: full range (4px/4.5px for baby/adult)
- Looking down: reduced range (2.4px/2.7px, 0.6x) to avoid droopy look
- Updated calculateEyeOffset() with asymmetric maxDistanceY:
- 350px for looking up (easier to reach full upward gaze)
- 500px for looking down (normal distance)
- Updated generateRandomScreenGaze() to favor upward looks (-0.6 to +0.5)
New config options:
- attention.glanceDuration: 1200ms for brief tab glances
- attention.glanceCooldown: 800ms between glances
- attention.postRouteDuration: 2500ms for post-route attention
- attention.postRouteDelay: 200ms delay before post-route attention
Files changed:
- companion.types.ts: New config options
- companionConfig.ts: New timing values
- companionMachine.ts: Asymmetric calculateEyeOffset
- useBlobbiAttention.ts: Tab detection, overlay/tab separation
- useBlobbiCompanion.ts: Post-route attention trigger
- useBlobbiCompanionGaze.ts: Improved random gaze range
- BlobbiBabyVisual.tsx: Asymmetric vertical eye movement
- BlobbiAdultVisual.tsx: Asymmetric vertical eye movement
Behavioral rebalancing:
- Reduced walk chance from 75% to 30% for much calmer behavior
- Increased idle time from 2-6s to 4-10s
- Increased random gaze interval from 0.8-2.5s to 1.5-4s for more deliberate observation
- Mouse follow now more frequent (35% vs 25%), longer duration (2.5s vs 1.5s)
- Observation look duration increased from 2-4s to 3-6s
New attention system for UI changes:
- Added useBlobbiAttention hook that watches for new UI elements
- Uses MutationObserver to detect modals, dialogs, sheets, popovers appearing
- Supports Radix UI, Vaul drawer, and common dialog patterns
- New 'attending' state has highest priority, interrupts walking
- Blobbi stops and looks at new UI element for ~3 seconds
- Priority system (low/normal/high) prevents spamming
- Cooldown prevents excessive reactions (1.5s minimum between events)
Architecture for future extensibility:
- AttentionTarget type with id, position, duration, priority, source
- AttentionPriority type for behavior hierarchy
- Exported via module index for external use
- Easy to add video/audio/notification attention types later
Files changed:
- companion.types.ts: Added 'attending' state, 'attend-ui' gaze mode, AttentionTarget type
- companionConfig.ts: Rebalanced all timing values, added attention config
- companionMachine.ts: Reduced walk chance, handle attending in motion
- useBlobbiAttention.ts: New hook for UI attention detection
- useBlobbiCompanionState.ts: Handle attending state, save/restore behavior
- useBlobbiCompanionGaze.ts: Handle attend-ui gaze mode with fast snap
- useBlobbiCompanion.ts: Wire attention system through
- index.ts: Export new hook and types
- Fix competing eye systems: add disableTracking option to useBlobbiEyes
so external systems can control eye position while keeping blinking
- Add externalEyeOffset prop to BlobbiBabyVisual and BlobbiAdultVisual
for direct companion control of eye position
- Increase pupil movement visibility (4px for baby, 4.5px for adult)
- Increase movement direction gaze offset (0.85 instead of 0.7)
- Add observation target behavior: Blobbi picks a random screen position,
walks toward it, then looks at it for 2-4 seconds
- Add new 'observe-target' gaze mode and 'watching' state
- Wire eyeOffset through companion pipeline to visual components
- Clear separation of concerns: useBlobbiEyes handles blinking,
companion system handles gaze direction