From 3102525d97aa6f1ad152c74b2ccfbd4b3a9b83f5 Mon Sep 17 00:00:00 2001 From: historia <[not public]> Date: Fri, 26 Jun 2026 02:52:31 -0400 Subject: feat: simplified conversation trees and output won't overwrite prompts now --- internal/game/sys_hazard.go | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'internal/game/sys_hazard.go') diff --git a/internal/game/sys_hazard.go b/internal/game/sys_hazard.go index 29bf65e..c3b52b7 100644 --- a/internal/game/sys_hazard.go +++ b/internal/game/sys_hazard.go @@ -92,7 +92,7 @@ func (g *Game) rollHazard(sess *net.Session, p *player.Player, hz *world.HazardD if miss == "" { miss = fmt.Sprintf("You weather the %s.", hz.Name) } - sess.WriteLine("\n" + g.colorize(sess, "miss", miss)) + sess.WriteLine(g.colorize(sess, "miss", miss)) g.writePrompt(sess) } } @@ -123,7 +123,7 @@ func (g *Game) applyHazardHit(sess *net.Session, p *player.Player, hz *world.Haz msg = fmt.Sprintf(msg, dmg) } hpSuffix := fmt.Sprintf(" %s [%d/%d]", g.hpBar(sess, p.HP, p.MaxHP()), p.HP, p.MaxHP()) - sess.WriteLine("\n" + g.colorize(sess, "damage_taken", msg) + hpSuffix) + sess.WriteLine(g.colorize(sess, "damage_taken", msg) + hpSuffix) // NB: a hazard never clears MoveState, so it cannot interrupt a walk the way // a mob hit ("Can't escape!") does. -- cgit v1.2.3