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package game
import (
"fmt"
"strings"
"thehouseoficarus/internal/net"
)
func (g *Game) executeAttack(sess *net.Session, args []string, rawInput string) {
if len(args) == 0 {
p := sess.Player
target := g.resolveDefaultMob(p.RoomID)
if target == "" {
sess.WriteLine("Attack what?")
return
}
g.doAttack(sess, target)
} else {
g.doAttack(sess, strings.Join(args, " "))
}
}
// executeWork is the non-violent alias of attack. It routes to the same engine;
// doAttack auto-detects whether the target is a task worksite or a combat mob.
func (g *Game) executeWork(sess *net.Session, args []string, rawInput string) {
if len(args) == 0 {
p := sess.Player
target := g.resolveDefaultMob(p.RoomID)
if target == "" {
sess.WriteLine("Work on what?")
return
}
g.doAttack(sess, target)
} else {
g.doAttack(sess, strings.Join(args, " "))
}
}
func (g *Game) respawnMob(instanceID string) {
inst := g.MobStore.GetInstance(instanceID)
if inst == nil {
return
}
homeRoom := inst.HomeRoomID
g.MobStore.SetInstanceRoom(instanceID, homeRoom)
inst.HP = inst.MaxHP
g.MobStore.RollIdleDescription(inst)
if g.Hub != nil {
for _, sess := range g.Hub.PlayersInRoom(homeRoom) {
if p := sess.Player; p != nil && p.OptionBool("mob_spawn") {
mobLvl := mobCombatLevel(inst)
levelStr := g.levelColorize(sess, p.CombatLevel(), mobLvl, fmt.Sprintf("(level %d)", mobLvl))
sess.WriteLine(fmt.Sprintf("%s %s spawns in the area.", g.colorize(sess, "mob", mobDisplayName(inst, false)), levelStr))
}
}
}
}
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