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-rw-r--r--internal/combat/state.go7
-rw-r--r--internal/combat/state_test.go21
2 files changed, 27 insertions, 1 deletions
diff --git a/internal/combat/state.go b/internal/combat/state.go
index 8e4c68d..e1ee8e7 100644
--- a/internal/combat/state.go
+++ b/internal/combat/state.go
@@ -27,10 +27,15 @@ func NewTracker() *Tracker {
}
}
-// Enter records that playerName is now fighting mobID.
+// Enter records that playerName is now fighting mobID. If the player was
+// already fighting, the previous mob is released so it does not stay marked
+// "in combat" forever (which would block every other player from attacking it).
func (t *Tracker) Enter(playerName, mobID string) {
t.mu.Lock()
defer t.mu.Unlock()
+ if prev, ok := t.combatants[playerName]; ok {
+ delete(t.mobTargets, prev.MobID)
+ }
t.combatants[playerName] = &State{
PlayerName: playerName,
MobID: mobID,
diff --git a/internal/combat/state_test.go b/internal/combat/state_test.go
new file mode 100644
index 0000000..8005ba3
--- /dev/null
+++ b/internal/combat/state_test.go
@@ -0,0 +1,21 @@
+package combat
+
+import "testing"
+
+// Regression: re-entering combat must release the previous mob, or that mob
+// stays "in combat" forever and no other player can attack it.
+func TestTrackerEnterReleasesPreviousMob(t *testing.T) {
+ tr := NewTracker()
+ tr.Enter("alice", "mobA")
+ tr.Enter("alice", "mobB")
+ if tr.IsMobInCombat("mobA") {
+ t.Fatal("mobA still marked in combat after alice switched targets")
+ }
+ if !tr.IsMobInCombat("mobB") {
+ t.Fatal("mobB not marked in combat")
+ }
+ tr.Leave("alice")
+ if tr.IsMobInCombat("mobB") {
+ t.Fatal("mobB still marked in combat after leave")
+ }
+}