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/cmd_move.go | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'internal/game/cmd_move.go') diff --git a/internal/game/cmd_move.go b/internal/game/cmd_move.go index 4772a2c..72c3236 100644 --- a/internal/game/cmd_move.go +++ b/internal/game/cmd_move.go @@ -75,7 +75,7 @@ func (g *Game) doMove(sess *net.Session, dir string, isWalk bool) { // fire in completeMove once the player arrives. ExitDef.Condition (above, // evaluated by exitDisplayState) gates whether the exit is passable at // all; each on_traverse entry has its own additional Condition gate. - p.MovePendingTrigger = g.matchExitTrigger(sess, p, exitDef) + p.MovePendingTrigger = g.matchExitTrigger(sess, exitDef) inCombat := g.Combat.Get(p.Name) != nil @@ -130,7 +130,7 @@ func (g *Game) doMove(sess *net.Session, dir string, isWalk bool) { // Condition (and item filter, n/a for traverse) passes for this player, or nil // if the exit has no matching on_traverse entry. The matched trigger's Steps // run as a sequence once the player arrives in the target room. -func (g *Game) matchExitTrigger(sess *net.Session, p *player.Player, exitDef world.ExitDef) *behavior.Trigger { +func (g *Game) matchExitTrigger(sess *net.Session, exitDef world.ExitDef) *behavior.Trigger { for i := range exitDef.OnTraverse { t := &exitDef.OnTraverse[i] if t.Condition != nil && !g.checkCondition(sess, t.Condition) { @@ -195,7 +195,7 @@ func (g *Game) completeMove(sess *net.Session, p *player.Player) { if pendingTrigger != nil { g.runTrigger(sess, p, []behavior.Trigger{*pendingTrigger}, p.RoomID, nil, false) } - g.AccountStore.SaveCharacter(p) + g.saveCharacter(p) g.World.SeedGroundItems(p.RoomID) g.seedRoomMobs(p.RoomID) -- cgit v1.2.3