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authorhistoria <[not public]>2026-09-18 16:13:49 -0400
committerhistoria <[not public]>2026-09-18 16:13:49 -0400
commit194164a77eb4f2479b94c19e6f0e1278ab608781 (patch)
tree53413add8ed6f32a34d1733397e380cc98ef70ef /internal/game/act_agility.go
parent67e01aab85607b9e601185c7d62dff576af3bb43 (diff)
downloadthehouseoficarus-194164a77eb4f2479b94c19e6f0e1278ab608781.tar.gz
fix: more casino, economy, gameplay, security, and world data hardening gaps
Diffstat (limited to 'internal/game/act_agility.go')
-rw-r--r--internal/game/act_agility.go4
1 files changed, 4 insertions, 0 deletions
diff --git a/internal/game/act_agility.go b/internal/game/act_agility.go
index fd16102..9842365 100644
--- a/internal/game/act_agility.go
+++ b/internal/game/act_agility.go
@@ -159,6 +159,10 @@ func (g *Game) obstacleFail(sess *net.Session, p *player.Player, d *behavior.Obs
if p.HP < 1 {
p.HP = 1
}
+ // Match the combat/hazard damage paths: without StartRegen the first
+ // RegenTick sees a zero timer and heals on the very next tick instead of
+ // waiting the full regen interval.
+ p.StartRegen()
sess.WriteLine(g.colorize(sess, "damage_taken",
fmt.Sprintf("You take %s damage. HP: %d/%d", g.dmgDisplay(sess, damage), p.HP, p.MaxHP())))