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_trigger_combat.go | 9 ++++----- 1 file changed, 4 insertions(+), 5 deletions(-) (limited to 'internal/game/cmd_trigger_combat.go') 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) { -- cgit v1.2.3