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authorhistoria <[not public]>2026-09-16 17:05:17 -0400
committerhistoria <[not public]>2026-09-16 17:05:17 -0400
commit1dad15698845d370e998f7cc5feb8aece3fab58f (patch)
tree8d58058782de9f422573e1f8efd5d130ce7d1ce9 /internal/game/sys_labor.go
parenta6cf03a6ae98e4fb675da25046d148e92bcf7206 (diff)
downloadthehouseoficarus-1dad15698845d370e998f7cc5feb8aece3fab58f.tar.gz
refactor: remove dead code, consolidate save/error handling, add lint gate
Diffstat (limited to 'internal/game/sys_labor.go')
-rw-r--r--internal/game/sys_labor.go2
1 files changed, 1 insertions, 1 deletions
diff --git a/internal/game/sys_labor.go b/internal/game/sys_labor.go
index f0e1d01..5bd04f5 100644
--- a/internal/game/sys_labor.go
+++ b/internal/game/sys_labor.go
@@ -27,7 +27,7 @@ func (g *Game) progressBar(sess *net.Session, progress, max int) string {
// writeTaskProgress prints the per-tick progress line for a task worksite,
// mirroring the combat hit line but framed as labor instead of damage.
-func (g *Game) writeTaskProgress(sess *net.Session, p *player.Player, mob *world.MobInstance, dmg int, gains []xpGain) {
+func (g *Game) writeTaskProgress(sess *net.Session, p *player.Player, mob *world.MobInstance, gains []xpGain) {
progress := mob.MaxHP - mob.HP
if progress < 0 {
progress = 0