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authorhistoria <[not public]>2026-09-19 03:15:59 -0400
committerhistoria <[not public]>2026-09-19 03:15:59 -0400
commit0e60567a7a0addb9421769ee7be7853bfa8788cb (patch)
tree7645112db0e4eae95b8a83c1e4f9aab38bede655 /internal/game/room_reconcile.go
parentcc33072eced3d5460512c09c42ec4531c807d7af (diff)
downloadthehouseoficarus-0e60567a7a0addb9421769ee7be7853bfa8788cb.tar.gz
refactor: simplifcation, change how rooms are stored in player yaml, remove legacy code
Diffstat (limited to 'internal/game/room_reconcile.go')
-rw-r--r--internal/game/room_reconcile.go3
1 files changed, 3 insertions, 0 deletions
diff --git a/internal/game/room_reconcile.go b/internal/game/room_reconcile.go
index 7491776..31b66f6 100644
--- a/internal/game/room_reconcile.go
+++ b/internal/game/room_reconcile.go
@@ -14,6 +14,9 @@ func (g *Game) ReconcileRoom(roomID int) {
return
}
g.World.ReconcileRoomState(roomID, room)
+ // Guard-watch cycle timers are keyed by room:object; an object edit can
+ // remove the object the timer belonged to, so drop the room's timers.
+ g.clearGuardWatchRoom(roomID)
if g.MobStore != nil {
g.MobStore.RemoveMobsInRoom(roomID)
g.MobStore.SeedMobs(roomID, room.Mobs)