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package game
import (
"fmt"
"strings"
"thehouseoficarus/internal/combat"
"thehouseoficarus/internal/net"
"thehouseoficarus/internal/player"
"thehouseoficarus/internal/world"
)
// HazardTick rolls environmental attacks against every player standing in a
// hazardous room. It reuses the combat formulas exactly: the hazard "attacks"
// and the player defends with their Defense level + equipment bonus selected by
// the hazard's attack type. It runs independently of combat, so a player can be
// hit by BOTH a mob and the room hazard in the same area. It deliberately never
// touches movement state — a hazard hit does NOT interrupt walking.
func (g *Game) HazardTick() {
if g.Hub == nil {
return
}
for _, sess := range g.Hub.AllSessions() {
p := sess.Player
if p == nil {
continue
}
room, err := g.World.LoadRoom(p.RoomID)
if err != nil || room.Hazard == "" {
p.HazardTimer = 0
continue
}
hz, err := g.World.LoadHazard(room.Hazard)
if err != nil || hz == nil {
p.HazardTimer = 0
continue
}
// A safespot shields the player from all hazard damage while hidden.
if g.safespotBlocksHazard(p) {
continue
}
// The right protective gear negates the hazard entirely.
if hz.RequiredItem != "" && g.hasEquipped(p, hz.RequiredItem) {
continue
}
speed := hz.Speed
if speed <= 0 {
speed = 5
}
p.HazardTimer++
if float64(p.HazardTimer) >= speed {
p.HazardTimer = 0
g.rollHazard(sess, p, hz)
}
}
}
func (g *Game) hasEquipped(p *player.Player, itemID string) bool {
for _, id := range p.Equipment {
if id == itemID {
return true
}
}
return false
}
func (g *Game) rollHazard(sess *net.Session, p *player.Player, hz *world.HazardDef) {
attackType := hz.AttackType
if attackType == "" {
attackType = "crush"
}
attRoll := combat.EffectiveRoll(hz.Attack, 0, hz.AttackBonus)
_, _, defStyleBonus := combat.AttackStyleBonus(string(p.AttackStyle))
totals := g.playerEquipBonuses(p)
equipDef := combat.SelectBonus(attackType,
totals.StabDefense, totals.SlashDefense, totals.CrushDefense,
totals.ScienceDefense, totals.RangedDefense)
defRoll := combat.EffectiveRoll(
p.Level(player.Defense)+g.techLevelBonus(p, "defense")+g.buffLevelBonus(p, "defense"),
defStyleBonus, equipDef)
if combat.HitCheck(attRoll, defRoll) {
g.applyHazardHit(sess, p, hz)
} else {
miss := hz.MissMessage
if miss == "" {
miss = fmt.Sprintf("You weather the %s.", hz.Name)
}
sess.WriteLine("\n" + g.colorize(sess, "miss", miss))
g.writePrompt(sess)
}
}
func (g *Game) applyHazardHit(sess *net.Session, p *player.Player, hz *world.HazardDef) {
maxHit := hz.MaxHit
if maxHit < 1 {
maxHit = 1
}
dmg := combat.RollDamage(maxHit)
dmg = g.damageAfterTechProtection(p, hz.AttackType, dmg)
if dmg < 0 {
dmg = 0
}
p.HP -= dmg
if p.HP < 0 {
p.HP = 0
}
p.StartRegen()
g.AccountStore.SaveCharacter(p)
msg := hz.HitMessage
switch {
case msg == "":
msg = fmt.Sprintf("The %s hits you for %d damage.", hz.Name, dmg)
case strings.Contains(msg, "%d"):
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)
// NB: a hazard never clears MoveState, so it cannot interrupt a walk the way
// a mob hit ("Can't escape!") does.
if p.HP <= 0 {
g.killPlayer(sess, p, nil)
return
}
g.writePrompt(sess)
}
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