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package game
import (
"strings"
"thehouseoficarus/internal/engine"
"thehouseoficarus/internal/net"
)
func (g *Game) executeQuit(sess *net.Session, args []string, rawInput string) {
if len(args) > 0 && strings.EqualFold(args[0], "now") {
g.doQuitNow(sess)
return
}
g.doQuit(sess)
}
func (g *Game) doQuit(sess *net.Session) {
p := sess.Player
// Combat blocks quitting outright; check it before departing any casino
// game so a cancelled quit never costs the player their round.
if g.Combat.Get(p.Name) != nil {
sess.WriteLine("You can't rest during combat!")
return
}
// Depart casino games the way "stop" does: a table with a wager committed
// to the round in flight refuses and the quit is aborted, so deliberate
// exits never forfeit a stake or reveal cards mid-hand. Forfeit-on-leave
// stays reserved for genuine disconnects and "quit now".
if !g.leaveCasinoGames(p) {
sess.WriteLine(g.colorize(sess, "warning", "Type \"quit now\" to log out anyway — your bet will be forfeited."))
return
}
g.beginQuitCountdown(sess)
}
// doQuitNow force-quits past a table's mid-round refusal. The logout
// countdown starts immediately, but the seat and wager are only forfeited
// on the countdown's final tick, immediately before the disconnect — until
// then any active or free command (or "stop") cancels the countdown and
// leaves the wager intact.
func (g *Game) doQuitNow(sess *net.Session) {
p := sess.Player
if g.Combat.Get(p.Name) != nil {
sess.WriteLine("You can't rest during combat!")
return
}
if g.inCasinoGame(p.Name) {
sess.WriteLine(g.colorize(sess, "warning", "WARNING: Logging out mid-game will forfeit your bet! Type \"stop\" to cancel."))
}
g.beginQuitCountdown(sess)
}
// beginQuitCountdown runs the shared logout sequence: stop any current
// action, then count ten ticks down to the final tick that severs the
// session. Casino participation (a "quit now" mid-game) is resolved on
// that final tick via MarkDisconnected, so the countdown stays cancellable
// the whole way down.
func (g *Game) beginQuitCountdown(sess *net.Session) {
p := sess.Player
g.cancelAction(p)
g.cancelRest(p.Name)
g.broadcastAction(sess, "%s sits down to rest.", p.Name)
ticksLeft := 10
id := g.SubscribeTicks(engine.ToTicks(1), func() bool {
switch ticksLeft {
case 10:
sess.WriteLine("You sit down to rest...")
case 6:
sess.WriteLine("You catch your breath...")
case 3:
sess.WriteLine("You close your eyes...")
case 0:
g.cancelRest(p.Name)
g.restoreGodPlayer(p)
// Forfeit any committed casino wager and free the seat only
// now — immediately before the disconnect. Settling games only
// pay seated bettors, so this forfeits a mid-round stake.
g.emitCasinoEvents(g.Casino.MarkDisconnected(p.Name))
g.saveCharacter(p)
g.charsMu.Lock()
delete(g.loggedInChars, p.Name)
g.charsMu.Unlock()
if g.Hub != nil {
g.Hub.LeaveRoom(sess)
}
sess.Player = nil
sess.SetState(net.StateMenu)
g.showMenu(sess)
return false
}
ticksLeft--
return true
})
g.restTimers[p.Name] = id
}
func (g *Game) cancelRest(playerName string) {
if id, ok := g.restTimers[playerName]; ok {
g.Ticks.Unsubscribe(id)
delete(g.restTimers, playerName)
}
}
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