feat: game session, turn system, lobby, and room events

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-03-23 23:55:08 +09:00
parent 8849bf5220
commit 13d468943a
6 changed files with 705 additions and 0 deletions

133
game/session.go Normal file
View File

@@ -0,0 +1,133 @@
package game
import (
"sync"
"github.com/tolelom/catacombs/dungeon"
"github.com/tolelom/catacombs/entity"
)
type GamePhase int
const (
PhaseExploring GamePhase = iota
PhaseCombat
PhaseShop
PhaseResult
)
type PlayerAction struct {
Type ActionType
TargetIdx int
}
type ActionType int
const (
ActionAttack ActionType = iota
ActionSkill
ActionItem
ActionFlee
ActionWait
)
type GameState struct {
Floor *dungeon.Floor
Players []*entity.Player
Monsters []*entity.Monster
Phase GamePhase
FloorNum int
TurnNum int
CombatTurn int // reset per combat encounter
SoloMode bool
GameOver bool
Victory bool
ShopItems []entity.Item
}
type GameSession struct {
mu sync.Mutex
state GameState
actions map[string]PlayerAction // playerName -> action
actionCh chan playerActionMsg
}
type playerActionMsg struct {
PlayerName string
Action PlayerAction
}
func NewGameSession() *GameSession {
return &GameSession{
state: GameState{
FloorNum: 1,
},
actions: make(map[string]PlayerAction),
actionCh: make(chan playerActionMsg, 4),
}
}
// StartGame determines solo mode from actual player count at game start
func (s *GameSession) StartGame() {
s.mu.Lock()
s.state.SoloMode = len(s.state.Players) == 1
s.mu.Unlock()
s.StartFloor()
}
func (s *GameSession) AddPlayer(p *entity.Player) {
s.mu.Lock()
defer s.mu.Unlock()
s.state.Players = append(s.state.Players, p)
}
func (s *GameSession) StartFloor() {
s.mu.Lock()
defer s.mu.Unlock()
s.state.Floor = dungeon.GenerateFloor(s.state.FloorNum)
s.state.Phase = PhaseExploring
s.state.TurnNum = 0
// Revive dead players at 30% HP
for _, p := range s.state.Players {
if p.IsDead() {
p.Revive(0.30)
}
}
}
func (s *GameSession) GetState() GameState {
s.mu.Lock()
defer s.mu.Unlock()
return s.state
}
func (s *GameSession) SubmitAction(playerName string, action PlayerAction) {
s.actionCh <- playerActionMsg{PlayerName: playerName, Action: action}
}
// BuyItem handles shop purchases
func (s *GameSession) BuyItem(playerName string, itemIdx int) bool {
s.mu.Lock()
defer s.mu.Unlock()
if s.state.Phase != PhaseShop || itemIdx < 0 || itemIdx >= len(s.state.ShopItems) {
return false
}
item := s.state.ShopItems[itemIdx]
for _, p := range s.state.Players {
if p.Name == playerName && p.Gold >= item.Price {
p.Gold -= item.Price
p.Inventory = append(p.Inventory, item)
return true
}
}
return false
}
// LeaveShop exits the shop phase
func (s *GameSession) LeaveShop() {
s.mu.Lock()
defer s.mu.Unlock()
s.state.Phase = PhaseExploring
s.state.Floor.Rooms[s.state.Floor.CurrentRoom].Cleared = true
}