fix: 13 bugs found via systematic code review and testing
Multiplayer: - Add WaitingScreen between class select and game start; previously selecting a class immediately started the game and locked the room, preventing other players from joining - Add periodic lobby room list refresh (2s interval) - Add LeaveRoom method for backing out of waiting room Combat & mechanics: - Mark invalid attack targets with TargetIdx=-1 to suppress misleading "0 dmg" combat log entries - Make Freeze effect actually skip frozen player's action (was purely cosmetic before - expired during tick before action processing) - Implement Life Siphon relic heal-on-damage effect (was defined but never applied in combat) - Fix combo matching to track used actions and prevent reuse Game modes: - Wire up weekly mutations to GameSession via ApplyWeeklyMutation() - Implement 3 mutation runtime effects: no_shop, glass_cannon, elite_flood - Pass HardMode toggle from lobby UI through Context to GameSession - Apply HardMode difficulty multipliers (1.5x monsters, 2x shop, 0.5x heal) Polish: - Set starting room (index 0) to always be Empty (safe start) - Distinguish shop purchase errors: "Not enough gold" vs "Inventory full" - Record random events in codex for discovery tracking Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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@@ -57,6 +57,7 @@ func ResolveAttacks(intents []AttackIntent, monsters []*entity.Monster, coopBonu
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results[i] = AttackResult{TargetIdx: -1, Damage: totalDmg, IsAoE: true}
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} else {
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if intent.TargetIdx < 0 || intent.TargetIdx >= len(monsters) {
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results[i] = AttackResult{TargetIdx: -1} // mark as invalid
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continue
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}
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m := monsters[intent.TargetIdx]
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@@ -75,10 +75,12 @@ func DetectCombos(actions map[string]ComboAction) []ComboDef {
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}
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func matchesCombo(required []ComboAction, actions map[string]ComboAction) bool {
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used := make(map[string]bool)
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for _, req := range required {
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found := false
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for _, act := range actions {
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if act.Class == req.Class && act.ActionType == req.ActionType {
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for id, act := range actions {
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if !used[id] && act.Class == req.Class && act.ActionType == req.ActionType {
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used[id] = true
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found = true
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break
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}
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