diff options
| author | historia <[not public]> | 2026-10-06 12:57:23 -0400 |
|---|---|---|
| committer | historia <[not public]> | 2026-10-06 12:57:23 -0400 |
| commit | 9666676766bf21364f4fc4d0d1d336e72f2a91b4 (patch) | |
| tree | 0cade34091d7602790dc38cd44053f0b74bbadf2 /internal/game/cmd_move.go | |
| parent | 4bc1daaf259e0c19c5fe4a12ec8bc7f6e5a735c1 (diff) | |
| download | thehouseoficarus-9666676766bf21364f4fc4d0d1d336e72f2a91b4.tar.gz | |
refactor: split casino.go, dedup helpers, remove audit docs
Diffstat (limited to 'internal/game/cmd_move.go')
| -rw-r--r-- | internal/game/cmd_move.go | 22 |
1 files changed, 22 insertions, 0 deletions
diff --git a/internal/game/cmd_move.go b/internal/game/cmd_move.go index 35cccba..96c2d2d 100644 --- a/internal/game/cmd_move.go +++ b/internal/game/cmd_move.go @@ -233,6 +233,28 @@ func (g *Game) completeMove(sess *net.Session, p *player.Player) { g.checkAggro(sess) } +// relocatePlayer tears down every in-flight movement, combat, action, rest and +// sequence state before moving p to roomID. Admin/trigger teleports bypass the +// normal move queue, so they must run the same teardown completeMove/goto +// perform or a stashed move/escape can later drag the player back and combat +// can follow them across rooms. +func (g *Game) relocatePlayer(sess *net.Session, p *player.Player, roomID int) { + p.ClearMoveState() + if g.Combat.Get(p.Name) != nil { + g.stopCombat(p.Name) + } + g.cancelAction(p) + g.cancelBgAction(p) + g.cancelRest(p.Name) + g.cancelSequences(p.Name) + if ss, ok := g.safespot.Get(p.Name); ok { + g.forceLeaveSafespot(sess, p, &ss, "") + } + p.RoomID = roomID + p.HazardTimer = 0 + p.Stats.RecordRoomVisit(roomID) +} + func (g *Game) seedRoomMobs(roomID int) { room, err := g.World.LoadRoom(roomID) if err != nil || len(room.Mobs) == 0 { |
