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>
This commit is contained in:
@@ -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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@@ -108,6 +108,9 @@ func GenerateFloor(floorNum int, rng *rand.Rand) *Floor {
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leaf.roomIdx = i
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}
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// First room is always empty (safe starting area)
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rooms[0].Type = RoomEmpty
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// Last room is boss
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rooms[len(rooms)-1].Type = RoomBoss
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@@ -40,6 +40,11 @@ func (s *GameSession) EnterRoom(roomIdx int) {
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s.state.CombatTurn = 0
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s.signalCombat()
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case dungeon.RoomShop:
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if s.hasMutation("no_shop") {
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s.addLog("The shop is closed! (Weekly mutation)")
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room.Cleared = true
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return
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}
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s.generateShopItems()
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s.state.Phase = PhaseShop
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case dungeon.RoomTreasure:
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@@ -98,9 +103,15 @@ func (s *GameSession) spawnMonsters() {
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m.MaxHP = m.HP
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m.DEF = int(float64(m.DEF) * s.cfg.Combat.SoloHPReduction)
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}
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if rand.Float64() < 0.20 {
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if s.hasMutation("elite_flood") || rand.Float64() < 0.20 {
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entity.ApplyPrefix(m, entity.RandomPrefix())
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}
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if s.HardMode {
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mult := s.cfg.Difficulty.HardModeMonsterMult
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m.HP = int(float64(m.HP) * mult)
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m.MaxHP = m.HP
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m.ATK = int(float64(m.ATK) * mult)
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}
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s.state.Monsters[i] = m
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}
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@@ -140,6 +151,12 @@ func (s *GameSession) spawnBoss() {
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boss.MaxHP = boss.HP
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boss.DEF = int(float64(boss.DEF) * s.cfg.Combat.SoloHPReduction)
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}
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if s.HardMode {
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mult := s.cfg.Difficulty.HardModeMonsterMult
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boss.HP = int(float64(boss.HP) * mult)
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boss.MaxHP = boss.HP
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boss.ATK = int(float64(boss.ATK) * mult)
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}
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s.state.Monsters = []*entity.Monster{boss}
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// Reset skill uses for all players at combat start
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@@ -186,6 +203,12 @@ func (s *GameSession) generateShopItems() {
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potionHeal := 30 + floor
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potionPrice := 20 + floor/2
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if s.HardMode {
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mult := s.cfg.Difficulty.HardModeShopMult
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potionPrice = int(float64(potionPrice) * mult)
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weaponPrice = int(float64(weaponPrice) * mult)
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armorPrice = int(float64(armorPrice) * mult)
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}
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s.state.ShopItems = []entity.Item{
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{Name: "HP Potion", Type: entity.ItemConsumable, Bonus: potionHeal, Price: potionPrice},
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{Name: weaponName(floor), Type: entity.ItemWeapon, Bonus: weaponBonus, Price: weaponPrice},
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@@ -221,6 +244,7 @@ func armorName(floor int) string {
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func (s *GameSession) triggerEvent() {
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event := PickRandomEvent()
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s.state.LastEventName = event.Name
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s.addLog(fmt.Sprintf("Event: %s — %s", event.Name, event.Description))
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// Auto-resolve with a random choice
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@@ -345,6 +369,12 @@ func (s *GameSession) spawnMiniBoss() {
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miniBoss.MaxHP = miniBoss.HP
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miniBoss.DEF = int(float64(miniBoss.DEF) * s.cfg.Combat.SoloHPReduction)
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}
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if s.HardMode {
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mult := s.cfg.Difficulty.HardModeMonsterMult
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miniBoss.HP = int(float64(miniBoss.HP) * mult)
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miniBoss.MaxHP = miniBoss.HP
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miniBoss.ATK = int(float64(miniBoss.ATK) * mult)
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}
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s.state.Monsters = []*entity.Monster{miniBoss}
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s.addLog(fmt.Sprintf("A mini-boss appears: %s!", miniBoss.Name))
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@@ -161,6 +161,25 @@ func (l *Lobby) JoinRoom(code, playerName, fingerprint string) error {
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return nil
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}
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func (l *Lobby) LeaveRoom(code, fingerprint string) {
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l.mu.Lock()
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defer l.mu.Unlock()
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room, ok := l.rooms[code]
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if !ok {
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return
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}
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for i, p := range room.Players {
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if p.Fingerprint == fingerprint {
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room.Players = append(room.Players[:i], room.Players[i+1:]...)
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break
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}
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}
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// Remove empty waiting rooms
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if len(room.Players) == 0 && room.Status == RoomWaiting {
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delete(l.rooms, code)
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}
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}
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func (l *Lobby) SetPlayerClass(code, fingerprint, class string) {
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l.mu.Lock()
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defer l.mu.Unlock()
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@@ -24,11 +24,11 @@ var Mutations = []Mutation{
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{ID: "speed_run", Name: "Speed Run", Description: "Turn timeout halved",
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Apply: func(cfg *config.GameConfig) { cfg.TurnTimeoutSec = max(cfg.TurnTimeoutSec/2, 2) }},
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{ID: "no_shop", Name: "Shop Closed", Description: "Shops are unavailable",
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Apply: func(cfg *config.GameConfig) {}},
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Apply: func(cfg *config.GameConfig) {}}, // handled at runtime in EnterRoom
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{ID: "glass_cannon", Name: "Glass Cannon", Description: "Double damage, half HP",
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Apply: func(cfg *config.GameConfig) {}},
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Apply: func(cfg *config.GameConfig) {}}, // handled at runtime in AddPlayer/spawnMonsters
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{ID: "elite_flood", Name: "Elite Flood", Description: "All monsters are elite",
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Apply: func(cfg *config.GameConfig) {}},
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Apply: func(cfg *config.GameConfig) {}}, // handled at runtime in spawnMonsters
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}
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// GetWeeklyMutation returns the mutation for the current week,
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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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@@ -142,8 +142,8 @@ func TestBuyItemInventoryFull(t *testing.T) {
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}
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s.mu.Unlock()
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if s.BuyItem("fp-buyer", 0) {
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t.Error("should not buy when inventory is full")
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if result := s.BuyItem("fp-buyer", 0); result != BuyInventoryFull {
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t.Errorf("expected BuyInventoryFull, got %d", result)
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}
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}
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42
game/turn.go
42
game/turn.go
@@ -72,6 +72,14 @@ collecting:
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}
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func (s *GameSession) resolvePlayerActions() {
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// Record frozen players BEFORE ticking effects (freeze expires on tick)
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frozenPlayers := make(map[string]bool)
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for _, p := range s.state.Players {
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if !p.IsOut() && p.HasEffect(entity.StatusFreeze) {
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frozenPlayers[p.Fingerprint] = true
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}
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}
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// Tick status effects with floor theme damage bonus
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theme := dungeon.GetTheme(s.state.FloorNum)
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for _, p := range s.state.Players {
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@@ -117,6 +125,11 @@ func (s *GameSession) resolvePlayerActions() {
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if p.IsOut() {
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continue
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}
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// Frozen players skip their action
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if frozenPlayers[p.Fingerprint] {
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s.addLog(fmt.Sprintf("%s is frozen and cannot act!", p.Name))
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continue
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}
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action, ok := s.actions[p.Fingerprint]
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if !ok {
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continue
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@@ -179,6 +192,9 @@ func (s *GameSession) resolvePlayerActions() {
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if p.Skills != nil {
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healAmount += p.Skills.GetSkillPower(p.Class) / 2
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}
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if s.HardMode {
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healAmount = int(float64(healAmount) * s.cfg.Difficulty.HardModeHealMult)
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}
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before := target.HP
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target.Heal(healAmount)
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s.addLog(fmt.Sprintf("%s healed %s for %d HP", p.Name, target.Name, target.HP-before))
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@@ -194,7 +210,11 @@ func (s *GameSession) resolvePlayerActions() {
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for i, item := range p.Inventory {
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if item.Type == entity.ItemConsumable {
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before := p.HP
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p.Heal(item.Bonus)
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healAmt := item.Bonus
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if s.HardMode {
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healAmt = int(float64(healAmt) * s.cfg.Difficulty.HardModeHealMult)
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}
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p.Heal(healAmt)
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p.Inventory = append(p.Inventory[:i], p.Inventory[i+1:]...)
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s.addLog(fmt.Sprintf("%s used %s, restored %d HP", p.Name, item.Name, p.HP-before))
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found = true
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@@ -274,6 +294,12 @@ func (s *GameSession) resolvePlayerActions() {
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}
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}
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// Build name→player map for relic effects
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playerByName := make(map[string]*entity.Player)
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for _, p := range s.state.Players {
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playerByName[p.Name] = p
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}
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if len(intents) > 0 && len(s.state.Monsters) > 0 {
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results := combat.ResolveAttacks(intents, s.state.Monsters, s.cfg.Game.CoopBonus)
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for i, r := range results {
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@@ -292,6 +318,20 @@ func (s *GameSession) resolvePlayerActions() {
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}
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s.addLog(fmt.Sprintf("%s hit %s for %d dmg%s", owner, target.Name, r.Damage, coopStr))
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}
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// Apply Life Siphon relic: heal percentage of damage dealt
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if r.Damage > 0 {
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if p := playerByName[owner]; p != nil && !p.IsOut() {
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for _, rel := range p.Relics {
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if rel.Effect == entity.RelicLifeSteal {
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heal := r.Damage * rel.Value / 100
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if heal > 0 {
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p.Heal(heal)
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s.addLog(fmt.Sprintf(" %s's Life Siphon heals %d HP", p.Name, heal))
|
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}
|
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}
|
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}
|
||||
}
|
||||
}
|
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}
|
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}
|
||||
|
||||
|
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@@ -36,6 +36,8 @@ func (s *ClassSelectScreen) Update(msg tea.Msg, ctx *Context) (Screen, tea.Cmd)
|
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if room != nil {
|
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if room.Session == nil {
|
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room.Session = game.NewGameSession(ctx.Lobby.Cfg())
|
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room.Session.HardMode = ctx.HardMode
|
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room.Session.ApplyWeeklyMutation()
|
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}
|
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ctx.Session = room.Session
|
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player := entity.NewPlayer(ctx.PlayerName, selectedClass)
|
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@@ -44,11 +46,8 @@ func (s *ClassSelectScreen) Update(msg tea.Msg, ctx *Context) (Screen, tea.Cmd)
|
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if ctx.Lobby != nil {
|
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ctx.Lobby.RegisterSession(ctx.Fingerprint, ctx.RoomCode)
|
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}
|
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ctx.Session.StartGame()
|
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ctx.Lobby.StartRoom(ctx.RoomCode)
|
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gs := NewGameScreen()
|
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gs.gameState = ctx.Session.GetState()
|
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return gs, gs.pollState()
|
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ws := NewWaitingScreen()
|
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return ws, ws.pollWaiting()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -16,4 +16,5 @@ type Context struct {
|
||||
Store *store.DB
|
||||
Session *game.GameSession
|
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RoomCode string
|
||||
HardMode bool
|
||||
}
|
||||
|
||||
@@ -86,6 +86,15 @@ func (s *GameScreen) Update(msg tea.Msg, ctx *Context) (Screen, tea.Cmd) {
|
||||
}
|
||||
}
|
||||
|
||||
// Record codex entries for events
|
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if ctx.Store != nil && s.gameState.LastEventName != "" {
|
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key := "event:" + s.gameState.LastEventName
|
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if !s.codexRecorded[key] {
|
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ctx.Store.RecordCodexEntry(ctx.Fingerprint, "event", s.gameState.LastEventName)
|
||||
s.codexRecorded[key] = true
|
||||
}
|
||||
}
|
||||
|
||||
s.prevPhase = s.gameState.Phase
|
||||
}
|
||||
|
||||
|
||||
@@ -41,6 +41,12 @@ func NewLobbyScreen() *LobbyScreen {
|
||||
return &LobbyScreen{}
|
||||
}
|
||||
|
||||
func (s *LobbyScreen) pollLobby() tea.Cmd {
|
||||
return tea.Tick(time.Second*2, func(t time.Time) tea.Msg {
|
||||
return tickMsg{}
|
||||
})
|
||||
}
|
||||
|
||||
func (s *LobbyScreen) refreshLobby(ctx *Context) {
|
||||
if ctx.Lobby == nil {
|
||||
return
|
||||
@@ -71,6 +77,11 @@ func (s *LobbyScreen) refreshLobby(ctx *Context) {
|
||||
}
|
||||
|
||||
func (s *LobbyScreen) Update(msg tea.Msg, ctx *Context) (Screen, tea.Cmd) {
|
||||
switch msg.(type) {
|
||||
case tickMsg:
|
||||
s.refreshLobby(ctx)
|
||||
return s, s.pollLobby()
|
||||
}
|
||||
if key, ok := msg.(tea.KeyMsg); ok {
|
||||
// Join-by-code input mode
|
||||
if s.joining {
|
||||
@@ -132,6 +143,7 @@ func (s *LobbyScreen) Update(msg tea.Msg, ctx *Context) (Screen, tea.Cmd) {
|
||||
room.Session = game.NewGameSession(ctx.Lobby.Cfg())
|
||||
room.Session.DailyMode = true
|
||||
room.Session.DailyDate = time.Now().Format("2006-01-02")
|
||||
room.Session.ApplyWeeklyMutation()
|
||||
ctx.Session = room.Session
|
||||
}
|
||||
return NewClassSelectScreen(), nil
|
||||
@@ -139,6 +151,7 @@ func (s *LobbyScreen) Update(msg tea.Msg, ctx *Context) (Screen, tea.Cmd) {
|
||||
}
|
||||
} else if isKey(key, "h") && s.hardUnlocked {
|
||||
s.hardMode = !s.hardMode
|
||||
ctx.HardMode = s.hardMode
|
||||
} else if isKey(key, "q") {
|
||||
if ctx.Lobby != nil {
|
||||
ctx.Lobby.PlayerOffline(ctx.Fingerprint)
|
||||
|
||||
@@ -110,6 +110,7 @@ const (
|
||||
screenTitle screen = iota
|
||||
screenLobby
|
||||
screenClassSelect
|
||||
screenWaiting
|
||||
screenGame
|
||||
screenShop
|
||||
screenResult
|
||||
@@ -129,6 +130,8 @@ func (m Model) screenType() screen {
|
||||
return screenLobby
|
||||
case *ClassSelectScreen:
|
||||
return screenClassSelect
|
||||
case *WaitingScreen:
|
||||
return screenWaiting
|
||||
case *GameScreen:
|
||||
return screenGame
|
||||
case *ShopScreen:
|
||||
|
||||
@@ -111,14 +111,22 @@ func TestClassSelectToGame(t *testing.T) {
|
||||
t.Fatalf("should be at class select, got %d", m3.screenType())
|
||||
}
|
||||
|
||||
// Press Enter to select Warrior (default cursor=0)
|
||||
// Press Enter to select Warrior (default cursor=0) → WaitingScreen
|
||||
result, _ = m3.Update(tea.KeyMsg{Type: tea.KeyEnter})
|
||||
m4 := result.(Model)
|
||||
|
||||
if m4.screenType() != screenGame {
|
||||
t.Errorf("after class select Enter: screen=%d, want screenGame(3)", m4.screenType())
|
||||
if m4.screenType() != screenWaiting {
|
||||
t.Fatalf("after class select Enter: screen=%d, want screenWaiting(%d)", m4.screenType(), screenWaiting)
|
||||
}
|
||||
if m4.session() == nil {
|
||||
|
||||
// Press Enter to ready up (solo room → immediately starts game)
|
||||
result, _ = m4.Update(tea.KeyMsg{Type: tea.KeyEnter})
|
||||
m5 := result.(Model)
|
||||
|
||||
if m5.screenType() != screenGame {
|
||||
t.Errorf("after ready Enter: screen=%d, want screenGame(%d)", m5.screenType(), screenGame)
|
||||
}
|
||||
if m5.session() == nil {
|
||||
t.Error("session should be set")
|
||||
}
|
||||
}
|
||||
|
||||
@@ -45,7 +45,7 @@ func (s *NicknameScreen) Update(msg tea.Msg, ctx *Context) (Screen, tea.Cmd) {
|
||||
}
|
||||
ls := NewLobbyScreen()
|
||||
ls.refreshLobby(ctx)
|
||||
return ls, nil
|
||||
return ls, ls.pollLobby()
|
||||
} else if isKey(key, "esc") || key.Type == tea.KeyEsc {
|
||||
s.input = ""
|
||||
return NewTitleScreen(), nil
|
||||
|
||||
@@ -35,7 +35,7 @@ func (s *ResultScreen) Update(msg tea.Msg, ctx *Context) (Screen, tea.Cmd) {
|
||||
ctx.RoomCode = ""
|
||||
ls := NewLobbyScreen()
|
||||
ls.refreshLobby(ctx)
|
||||
return ls, nil
|
||||
return ls, ls.pollLobby()
|
||||
} else if isQuit(key) {
|
||||
return s, tea.Quit
|
||||
}
|
||||
|
||||
@@ -25,10 +25,15 @@ func (s *ShopScreen) Update(msg tea.Msg, ctx *Context) (Screen, tea.Cmd) {
|
||||
case "1", "2", "3":
|
||||
if ctx.Session != nil {
|
||||
idx := int(key.String()[0] - '1')
|
||||
if ctx.Session.BuyItem(ctx.Fingerprint, idx) {
|
||||
switch ctx.Session.BuyItem(ctx.Fingerprint, idx) {
|
||||
case game.BuyOK:
|
||||
s.shopMsg = "Purchased!"
|
||||
} else {
|
||||
case game.BuyNoGold:
|
||||
s.shopMsg = "Not enough gold!"
|
||||
case game.BuyInventoryFull:
|
||||
s.shopMsg = "Inventory full!"
|
||||
default:
|
||||
s.shopMsg = "Cannot buy that!"
|
||||
}
|
||||
s.gameState = ctx.Session.GetState()
|
||||
}
|
||||
|
||||
@@ -50,7 +50,7 @@ func (s *TitleScreen) Update(msg tea.Msg, ctx *Context) (Screen, tea.Cmd) {
|
||||
}
|
||||
ls := NewLobbyScreen()
|
||||
ls.refreshLobby(ctx)
|
||||
return ls, nil
|
||||
return ls, ls.pollLobby()
|
||||
} else if isKey(key, "h") {
|
||||
return NewHelpScreen(), nil
|
||||
} else if isKey(key, "s") {
|
||||
|
||||
119
ui/waiting_view.go
Normal file
119
ui/waiting_view.go
Normal file
@@ -0,0 +1,119 @@
|
||||
package ui
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"time"
|
||||
|
||||
tea "github.com/charmbracelet/bubbletea"
|
||||
"github.com/charmbracelet/lipgloss"
|
||||
)
|
||||
|
||||
// WaitingScreen shows room members and lets players ready up before starting.
|
||||
type WaitingScreen struct {
|
||||
ready bool
|
||||
}
|
||||
|
||||
func NewWaitingScreen() *WaitingScreen {
|
||||
return &WaitingScreen{}
|
||||
}
|
||||
|
||||
func (s *WaitingScreen) pollWaiting() tea.Cmd {
|
||||
return tea.Tick(time.Second, func(t time.Time) tea.Msg {
|
||||
return tickMsg{}
|
||||
})
|
||||
}
|
||||
|
||||
func (s *WaitingScreen) startGame(ctx *Context) (Screen, tea.Cmd) {
|
||||
room := ctx.Lobby.GetRoom(ctx.RoomCode)
|
||||
if room != nil && room.Session != nil {
|
||||
ctx.Session = room.Session
|
||||
ctx.Session.StartGame()
|
||||
ctx.Lobby.StartRoom(ctx.RoomCode)
|
||||
gs := NewGameScreen()
|
||||
gs.gameState = ctx.Session.GetState()
|
||||
return gs, gs.pollState()
|
||||
}
|
||||
return s, s.pollWaiting()
|
||||
}
|
||||
|
||||
func (s *WaitingScreen) Update(msg tea.Msg, ctx *Context) (Screen, tea.Cmd) {
|
||||
switch msg.(type) {
|
||||
case tickMsg:
|
||||
// Check if all players are ready → start game
|
||||
if ctx.Lobby != nil && ctx.Lobby.AllReady(ctx.RoomCode) {
|
||||
return s.startGame(ctx)
|
||||
}
|
||||
return s, s.pollWaiting()
|
||||
}
|
||||
|
||||
if key, ok := msg.(tea.KeyMsg); ok {
|
||||
if isEnter(key) && !s.ready {
|
||||
s.ready = true
|
||||
if ctx.Lobby != nil {
|
||||
ctx.Lobby.SetPlayerReady(ctx.RoomCode, ctx.Fingerprint, true)
|
||||
// Solo: if only 1 player in room, start immediately
|
||||
room := ctx.Lobby.GetRoom(ctx.RoomCode)
|
||||
if room != nil && len(room.Players) == 1 {
|
||||
return s.startGame(ctx)
|
||||
}
|
||||
}
|
||||
} else if isKey(key, "esc") || key.Type == tea.KeyEsc {
|
||||
// Leave room — unready and go back to lobby
|
||||
if ctx.Lobby != nil {
|
||||
ctx.Lobby.SetPlayerReady(ctx.RoomCode, ctx.Fingerprint, false)
|
||||
ctx.Lobby.LeaveRoom(ctx.RoomCode, ctx.Fingerprint)
|
||||
}
|
||||
ctx.RoomCode = ""
|
||||
ls := NewLobbyScreen()
|
||||
ls.refreshLobby(ctx)
|
||||
return ls, nil
|
||||
}
|
||||
}
|
||||
return s, nil
|
||||
}
|
||||
|
||||
func (s *WaitingScreen) View(ctx *Context) string {
|
||||
headerStyle := lipgloss.NewStyle().
|
||||
Foreground(lipgloss.Color("205")).
|
||||
Bold(true)
|
||||
|
||||
readyStyle := lipgloss.NewStyle().
|
||||
Foreground(lipgloss.Color("46"))
|
||||
|
||||
notReadyStyle := lipgloss.NewStyle().
|
||||
Foreground(lipgloss.Color("240"))
|
||||
|
||||
header := headerStyle.Render(fmt.Sprintf("── Waiting Room [%s] ──", ctx.RoomCode))
|
||||
|
||||
playerList := ""
|
||||
if ctx.Lobby != nil {
|
||||
room := ctx.Lobby.GetRoom(ctx.RoomCode)
|
||||
if room != nil {
|
||||
for _, p := range room.Players {
|
||||
status := notReadyStyle.Render("...")
|
||||
if p.Ready {
|
||||
status = readyStyle.Render("READY")
|
||||
}
|
||||
cls := p.Class
|
||||
if cls == "" {
|
||||
cls = "?"
|
||||
}
|
||||
playerList += fmt.Sprintf(" %s (%s) %s\n", p.Name, cls, status)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
menu := "[Enter] Ready"
|
||||
if s.ready {
|
||||
menu = "Waiting for other players..."
|
||||
}
|
||||
menu += " [Esc] Leave"
|
||||
|
||||
return lipgloss.JoinVertical(lipgloss.Left,
|
||||
header,
|
||||
"",
|
||||
playerList,
|
||||
"",
|
||||
menu,
|
||||
)
|
||||
}
|
||||
Reference in New Issue
Block a user