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path: root/internal/game/cmd_trigger_combat.go
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Diffstat (limited to 'internal/game/cmd_trigger_combat.go')
-rw-r--r--internal/game/cmd_trigger_combat.go9
1 files changed, 4 insertions, 5 deletions
diff --git a/internal/game/cmd_trigger_combat.go b/internal/game/cmd_trigger_combat.go
index 2f51057..f9a6bf1 100644
--- a/internal/game/cmd_trigger_combat.go
+++ b/internal/game/cmd_trigger_combat.go
@@ -18,14 +18,14 @@ import (
// level and the mob's Science stat (plus ScienceDefense) respectively — the
// mob's Defense stat is not involved. Science has no attack styles, so no style
// bonus applies.
-func (g *Game) scienceAttack(sess *net.Session, p *player.Player, mob *world.MobInstance, mod *ModDef) bool {
+func (g *Game) scienceAttack(sess *net.Session, p *player.Player, mob *world.MobInstance, mod *ModDef) {
if p.Level(player.Science) < mod.Level {
sess.WriteLine(fmt.Sprintf("You need level %d science to trigger %s.", mod.Level, mod.Name))
- return false
+ return
}
if g.processConsumeQueue(p, sess) {
- return true
+ return
}
g.consumeJunkCost(p, mod)
@@ -78,7 +78,7 @@ func (g *Game) scienceAttack(sess *net.Session, p *player.Player, mob *world.Mob
g.awardSkillXP(sess, p, player.Hitpoints, hpXP)
gains = append(gains, xpGain{string(player.Hitpoints), hpXP})
- g.AccountStore.SaveCharacter(p)
+ g.saveCharacter(p)
mobName := mobDisplayName(mob, true)
prefix := fmt.Sprintf("%s hits %s for %s damage.",
@@ -91,7 +91,6 @@ func (g *Game) scienceAttack(sess *net.Session, p *player.Player, mob *world.Mob
} else {
sess.WriteLine(g.colorize(sess, "miss", fmt.Sprintf("%s fails to connect.", mod.Name)))
}
- return true
}
func (g *Game) findInventoryItem(p *player.Player, input string) (int, *player.InventorySlot) {