From 1dad15698845d370e998f7cc5feb8aece3fab58f Mon Sep 17 00:00:00 2001 From: historia <[not public]> Date: Wed, 16 Sep 2026 17:05:17 -0400 Subject: refactor: remove dead code, consolidate save/error handling, add lint gate --- internal/game/act_effects.go | 18 +++++++++--------- 1 file changed, 9 insertions(+), 9 deletions(-) (limited to 'internal/game/act_effects.go') diff --git a/internal/game/act_effects.go b/internal/game/act_effects.go index a49bd84..4438eb6 100644 --- a/internal/game/act_effects.go +++ b/internal/game/act_effects.go @@ -113,14 +113,14 @@ func (g *Game) applyStep(sess *net.Session, p *player.Player, step *behavior.Ste // 5. set_player_flags (and globals, folded in so the SetAll happens once). if len(step.SetGlobalFlags) > 0 || len(step.SetPlayerFlags) > 0 { g.applyFlagMutations(p, step.SetGlobalFlags, step.SetPlayerFlags) - g.AccountStore.SaveCharacter(p) + g.saveCharacter(p) } // 6. take_item if step.TakeItem != "" { if p.HasItem(step.TakeItem) { p.RemoveItem(step.TakeItem, 1) - g.AccountStore.SaveCharacter(p) + g.saveCharacter(p) } } @@ -133,7 +133,7 @@ func (g *Game) applyStep(sess *net.Session, p *player.Player, step *behavior.Ste } } else { p.SetInvSlot(slot, &player.InventorySlot{ItemID: step.GiveItem, Quantity: 1}) - g.AccountStore.SaveCharacter(p) + g.saveCharacter(p) } } @@ -153,7 +153,7 @@ func (g *Game) applyStep(sess *net.Session, p *player.Player, step *behavior.Ste if maxHP := p.MaxHP(); p.HP > maxHP { p.HP = maxHP } - g.AccountStore.SaveCharacter(p) + g.saveCharacter(p) if sess != nil { sess.WriteLine(fmt.Sprintf("You regain %d hitpoints.", step.Heal)) } @@ -164,13 +164,13 @@ func (g *Game) applyStep(sess *net.Session, p *player.Player, step *behavior.Ste if step.Credits < 0 { if p.Credits >= -step.Credits { p.Credits += step.Credits - g.AccountStore.SaveCharacter(p) + g.saveCharacter(p) } else if sess != nil { sess.WriteLine(fmt.Sprintf("You don't have enough credits. (Need %d, have %d)", -step.Credits, p.Credits)) } } else { p.Credits += step.Credits - g.AccountStore.SaveCharacter(p) + g.saveCharacter(p) } } @@ -195,7 +195,7 @@ func (g *Game) applyStep(sess *net.Session, p *player.Player, step *behavior.Ste // 14. aps_node — dynamic room-id flag, kept as a dedicated effect. if step.ApsNode { g.setPlayerFlag(p, "aps_node_"+strconv.Itoa(p.RoomID), true) - g.AccountStore.SaveCharacter(p) + g.saveCharacter(p) } } @@ -230,7 +230,7 @@ func (g *Game) giveTriggerDrop(sess *net.Session, p *player.Player, drop *behavi if sess != nil { sess.WriteLine(fmt.Sprintf("You receive %d credits.", qty)) } - g.AccountStore.SaveCharacter(p) + g.saveCharacter(p) return } @@ -249,7 +249,7 @@ func (g *Game) giveTriggerDrop(sess *net.Session, p *player.Player, drop *behavi p.SetInvSlot(freeSlot, &player.InventorySlot{ItemID: drop.ItemID, Quantity: qty}) sess.WriteLine(fmt.Sprintf("You receive %s.", g.itemColorize(sess, lootDef, name))) - g.AccountStore.SaveCharacter(p) + g.saveCharacter(p) } // applyTalkStep fires a talk node/option's Action (a single Step) -- cgit v1.2.3