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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@@ -55,6 +55,7 @@ type GameState struct {
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TurnResolving bool // true while logs are being replayed
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BossKilled bool
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FleeSucceeded bool
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LastEventName string // name of the most recent random event (for codex)
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}
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func (s *GameSession) addLog(msg string) {
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@@ -93,6 +94,11 @@ type playerActionMsg struct {
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Action PlayerAction
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}
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// hasMutation returns true if the session has the given mutation active.
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func (s *GameSession) hasMutation(id string) bool {
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return s.ActiveMutation != nil && s.ActiveMutation.ID == id
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}
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func NewGameSession(cfg *config.Config) *GameSession {
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return &GameSession{
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cfg: cfg,
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@@ -107,6 +113,13 @@ func NewGameSession(cfg *config.Config) *GameSession {
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}
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}
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// ApplyWeeklyMutation sets the current week's mutation on this session.
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func (s *GameSession) ApplyWeeklyMutation() {
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mut := GetWeeklyMutation()
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s.ActiveMutation = &mut
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mut.Apply(&s.cfg.Game)
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}
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func (s *GameSession) Stop() {
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select {
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case <-s.done:
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@@ -206,6 +219,14 @@ func (s *GameSession) AddPlayer(p *entity.Player) {
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if p.Skills == nil {
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p.Skills = &entity.PlayerSkills{BranchIndex: -1}
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}
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if s.hasMutation("glass_cannon") {
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p.ATK *= 2
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p.MaxHP /= 2
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if p.MaxHP < 1 {
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p.MaxHP = 1
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}
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p.HP = p.MaxHP
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}
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s.state.Players = append(s.state.Players, p)
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}
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@@ -304,6 +325,7 @@ func (s *GameSession) GetState() GameState {
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TurnResolving: s.state.TurnResolving,
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BossKilled: s.state.BossKilled,
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FleeSucceeded: s.state.FleeSucceeded,
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LastEventName: s.state.LastEventName,
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}
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}
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@@ -368,25 +390,38 @@ func (s *GameSession) AllocateSkillPoint(fingerprint string, branchIdx int) erro
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return fmt.Errorf("player not found")
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}
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// BuyResult describes the outcome of a shop purchase attempt.
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type BuyResult int
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const (
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BuyOK BuyResult = iota
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BuyNoGold
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BuyInventoryFull
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BuyFailed
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)
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// BuyItem handles shop purchases
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func (s *GameSession) BuyItem(playerID string, itemIdx int) bool {
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func (s *GameSession) BuyItem(playerID string, itemIdx int) BuyResult {
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s.mu.Lock()
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defer s.mu.Unlock()
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if s.state.Phase != PhaseShop || itemIdx < 0 || itemIdx >= len(s.state.ShopItems) {
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return false
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return BuyFailed
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}
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item := s.state.ShopItems[itemIdx]
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for _, p := range s.state.Players {
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if p.Fingerprint == playerID && p.Gold >= item.Price {
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if p.Fingerprint == playerID {
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if p.Gold < item.Price {
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return BuyNoGold
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}
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if len(p.Inventory) >= s.cfg.Game.InventoryLimit {
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return false
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return BuyInventoryFull
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}
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p.Gold -= item.Price
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p.Inventory = append(p.Inventory, item)
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return true
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return BuyOK
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}
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}
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return false
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return BuyFailed
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}
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// SendChat appends a chat message to the combat log
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