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authorhistoria <[not public]>2026-10-06 12:57:23 -0400
committerhistoria <[not public]>2026-10-06 12:57:23 -0400
commit9666676766bf21364f4fc4d0d1d336e72f2a91b4 (patch)
tree0cade34091d7602790dc38cd44053f0b74bbadf2 /internal/game/cmd_move.go
parent4bc1daaf259e0c19c5fe4a12ec8bc7f6e5a735c1 (diff)
downloadthehouseoficarus-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.go22
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 {