diff options
| author | historia <[not public]> | 2026-09-16 17:05:17 -0400 |
|---|---|---|
| committer | historia <[not public]> | 2026-09-16 17:05:17 -0400 |
| commit | 1dad15698845d370e998f7cc5feb8aece3fab58f (patch) | |
| tree | 8d58058782de9f422573e1f8efd5d130ce7d1ce9 /internal/game/combat_attack.go | |
| parent | a6cf03a6ae98e4fb675da25046d148e92bcf7206 (diff) | |
| download | thehouseoficarus-1dad15698845d370e998f7cc5feb8aece3fab58f.tar.gz | |
refactor: remove dead code, consolidate save/error handling, add lint gate
Diffstat (limited to 'internal/game/combat_attack.go')
| -rw-r--r-- | internal/game/combat_attack.go | 20 |
1 files changed, 10 insertions, 10 deletions
diff --git a/internal/game/combat_attack.go b/internal/game/combat_attack.go index bd16999..80994e1 100644 --- a/internal/game/combat_attack.go +++ b/internal/game/combat_attack.go @@ -288,7 +288,7 @@ func (g *Game) playerAttack(sess *net.Session, p *player.Player, mob *world.MobI } if combat.HitCheck(attRoll, defRoll) { - g.applyPlayerHit(sess, p, mob, attackType, weaponType, maxHit) + g.applyPlayerHit(sess, p, mob, weaponType, maxHit) } else { g.applyPlayerMiss(sess, p, mob, weaponType) } @@ -354,10 +354,10 @@ func (g *Game) playerAttackUnarmed(sess *net.Session, p *player.Player, mob *wor return } - attackType, _, attRoll, defRoll, maxHit := g.calculateUnarmedAttackRoll(p, mob) + _, _, attRoll, defRoll, maxHit := g.calculateUnarmedAttackRoll(p, mob) if combat.HitCheck(attRoll, defRoll) { - g.applyPlayerHit(sess, p, mob, attackType, item.EquipMeleeWeapon, maxHit) + g.applyPlayerHit(sess, p, mob, item.EquipMeleeWeapon, maxHit) } else { g.applyPlayerMiss(sess, p, mob, item.EquipMeleeWeapon) } @@ -379,7 +379,7 @@ func (g *Game) calculateUnarmedAttackRoll(p *player.Player, mob *world.MobInstan return } -func (g *Game) applyPlayerHit(sess *net.Session, p *player.Player, mob *world.MobInstance, attackType string, weaponType item.EquipmentType, maxHit int) { +func (g *Game) applyPlayerHit(sess *net.Session, p *player.Player, mob *world.MobInstance, weaponType item.EquipmentType, maxHit int) { dmg := combat.RollDamage(maxHit) mob.HP -= dmg @@ -403,14 +403,14 @@ func (g *Game) applyPlayerHit(sess *net.Session, p *player.Player, mob *world.Mo gains := g.awardCombatXP(sess, p, dmg, isRanged) if isRanged { - g.consumeAmmo(sess, p) + g.consumeAmmo(p) } if mob.IsTask() { - g.writeTaskProgress(sess, p, mob, dmg, gains) + g.writeTaskProgress(sess, p, mob, gains) } else { mobName := mobDisplayName(mob, true) - attacker := mobDisplayNameCap(mob, true) + attacker := mobDisplayNameCap(mob) prefix := fmt.Sprintf("You hit %s for %s damage.", g.colorize(sess, "mob", mobName), g.colorize(sess, "damage_dealt", g.dmgDisplay(sess, dmg))) prefix = padCombatPrefix(prefix, fmt.Sprintf("You hit %s for > %d < damage.", mobName, 999), @@ -430,7 +430,7 @@ func (g *Game) applyPlayerMiss(sess *net.Session, p *player.Player, mob *world.M sess.WriteLine(g.colorize(sess, "miss", fmt.Sprintf("You miss %s.", mobDisplayName(mob, true)))) if weaponType == item.EquipRangedWeapon { - g.consumeAmmo(sess, p) + g.consumeAmmo(p) if p.AmmoQty <= 0 { sess.WriteLine("You've run out of ammo!") g.Combat.Leave(p.Name) @@ -438,7 +438,7 @@ func (g *Game) applyPlayerMiss(sess *net.Session, p *player.Player, mob *world.M } } -func (g *Game) consumeAmmo(sess *net.Session, p *player.Player) { +func (g *Game) consumeAmmo(p *player.Player) { ammoID := p.Equipment[item.SlotAmmo] p.AmmoQty-- @@ -455,5 +455,5 @@ func (g *Game) consumeAmmo(sess *net.Session, p *player.Player) { } } - g.AccountStore.SaveCharacter(p) + g.saveCharacter(p) } |
