fix: sync multiplayer exploration via vote system and fix combat bugs
- Add room vote system for multiplayer exploration (prevents players from independently moving the party to different rooms) - Fix Healer skill targeting: use ally cursor (Shift+Tab) instead of monster cursor, preventing wrong-target or out-of-bounds access - Prevent duplicate action submissions in the same combat turn - Drain stale actions from channel between turns - Block dead players from submitting actions Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
126
ui/game_view.go
126
ui/game_view.go
@@ -17,6 +17,7 @@ import (
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type GameScreen struct {
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gameState game.GameState
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targetCursor int
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allyCursor int // for Healer skill targeting allies
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moveCursor int
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chatting bool
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chatInput string
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@@ -289,18 +290,27 @@ func (s *GameScreen) Update(msg tea.Msg, ctx *Context) (Screen, tea.Cmd) {
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return s, nil
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}
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neighbors := s.getNeighbors()
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// Block input if this player already voted in multiplayer
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alreadyVoted := false
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if !s.gameState.SoloMode && s.gameState.MoveVotes != nil {
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_, alreadyVoted = s.gameState.MoveVotes[ctx.Fingerprint]
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}
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if isUp(key) {
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if s.moveCursor > 0 {
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if !alreadyVoted && s.moveCursor > 0 {
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s.moveCursor--
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}
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} else if isDown(key) {
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if s.moveCursor < len(neighbors)-1 {
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if !alreadyVoted && s.moveCursor < len(neighbors)-1 {
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s.moveCursor++
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}
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} else if isEnter(key) {
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if ctx.Session != nil && len(neighbors) > 0 {
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if ctx.Session != nil && len(neighbors) > 0 && !alreadyVoted {
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roomIdx := neighbors[s.moveCursor]
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ctx.Session.EnterRoom(roomIdx)
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if s.gameState.SoloMode {
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ctx.Session.EnterRoom(roomIdx)
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} else {
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ctx.Session.SubmitMoveVote(ctx.Fingerprint, roomIdx)
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}
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s.gameState = ctx.Session.GetState()
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s.moveCursor = 0
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if s.gameState.Phase == game.PhaseCombat {
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@@ -324,17 +334,37 @@ func (s *GameScreen) Update(msg tea.Msg, ctx *Context) (Screen, tea.Cmd) {
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return s, s.pollState()
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}
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if isKey(key, "tab") || key.Type == tea.KeyTab {
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if len(s.gameState.Monsters) > 0 {
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s.targetCursor = (s.targetCursor + 1) % len(s.gameState.Monsters)
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if key.Type == tea.KeyShiftTab {
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// Shift+Tab: cycle ally target (for Healer)
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if len(s.gameState.Players) > 0 {
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s.allyCursor = (s.allyCursor + 1) % len(s.gameState.Players)
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}
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} else {
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// Tab: cycle enemy target
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if len(s.gameState.Monsters) > 0 {
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s.targetCursor = (s.targetCursor + 1) % len(s.gameState.Monsters)
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}
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}
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return s, s.pollState()
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}
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if ctx.Session != nil {
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// Determine current player's class for skill targeting
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myClass := entity.ClassWarrior
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for _, p := range s.gameState.Players {
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if p.Fingerprint == ctx.Fingerprint {
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myClass = p.Class
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break
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}
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}
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switch key.String() {
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case "1":
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ctx.Session.SubmitAction(ctx.Fingerprint, game.PlayerAction{Type: game.ActionAttack, TargetIdx: s.targetCursor})
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case "2":
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ctx.Session.SubmitAction(ctx.Fingerprint, game.PlayerAction{Type: game.ActionSkill, TargetIdx: s.targetCursor})
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skillTarget := s.targetCursor
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if myClass == entity.ClassHealer {
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skillTarget = s.allyCursor
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}
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ctx.Session.SubmitAction(ctx.Fingerprint, game.PlayerAction{Type: game.ActionSkill, TargetIdx: skillTarget})
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case "3":
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ctx.Session.SubmitAction(ctx.Fingerprint, game.PlayerAction{Type: game.ActionItem})
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case "4":
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@@ -350,12 +380,12 @@ func (s *GameScreen) Update(msg tea.Msg, ctx *Context) (Screen, tea.Cmd) {
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}
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func (s *GameScreen) View(ctx *Context) string {
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return renderGame(s.gameState, ctx.Width, ctx.Height, s.targetCursor, s.moveCursor, s.chatting, s.chatInput, ctx.Fingerprint)
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return renderGame(s.gameState, ctx.Width, ctx.Height, s.targetCursor, s.allyCursor, s.moveCursor, s.chatting, s.chatInput, ctx.Fingerprint)
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}
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func renderGame(state game.GameState, width, height int, targetCursor int, moveCursor int, chatting bool, chatInput string, fingerprint string) string {
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func renderGame(state game.GameState, width, height int, targetCursor int, allyCursor int, moveCursor int, chatting bool, chatInput string, fingerprint string) string {
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mapView := renderMap(state.Floor)
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hudView := renderHUD(state, targetCursor, moveCursor, fingerprint)
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hudView := renderHUD(state, targetCursor, allyCursor, moveCursor, fingerprint)
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logView := renderCombatLog(state.CombatLog)
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if chatting {
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@@ -391,7 +421,7 @@ func renderMap(floor *dungeon.Floor) string {
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return header + "\n" + dungeon.RenderFloor(floor, floor.CurrentRoom, true)
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}
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func renderHUD(state game.GameState, targetCursor int, moveCursor int, fingerprint string) string {
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func renderHUD(state game.GameState, targetCursor int, allyCursor int, moveCursor int, fingerprint string) string {
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var sb strings.Builder
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border := lipgloss.NewStyle().
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Border(lipgloss.NormalBorder()).
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@@ -418,7 +448,15 @@ func renderHUD(state game.GameState, targetCursor int, moveCursor int, fingerpri
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if state.Phase == game.PhaseCombat {
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// Two-panel layout: PARTY | ENEMIES
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partyContent := renderPartyPanel(state.Players, state.SubmittedActions)
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// Determine if current player is Healer for ally targeting display
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isHealer := false
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for _, p := range state.Players {
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if p.Fingerprint == fingerprint && p.Class == entity.ClassHealer {
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isHealer = true
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break
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}
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}
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partyContent := renderPartyPanel(state.Players, state.SubmittedActions, isHealer, allyCursor)
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enemyContent := renderEnemyPanel(state.Monsters, targetCursor)
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partyPanel := lipgloss.NewStyle().
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@@ -440,7 +478,11 @@ func renderHUD(state game.GameState, targetCursor int, moveCursor int, fingerpri
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sb.WriteString("\n")
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// Action bar
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sb.WriteString(styleAction.Render("[1]공격 [2]스킬 [3]아이템 [4]도주 [5]대기 [Tab]대상 [/]채팅"))
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if isHealer {
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sb.WriteString(styleAction.Render("[1]공격 [2]스킬 [3]아이템 [4]도주 [5]대기 [Tab]적 [Shift+Tab]아군 [/]채팅"))
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} else {
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sb.WriteString(styleAction.Render("[1]공격 [2]스킬 [3]아이템 [4]도주 [5]대기 [Tab]대상 [/]채팅"))
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}
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sb.WriteString("\n")
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// Timer
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@@ -474,10 +516,44 @@ func renderHUD(state game.GameState, targetCursor int, moveCursor int, fingerpri
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}
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}
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} else if state.Phase == game.PhaseExploring {
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// Count votes per room for display
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votesPerRoom := make(map[int]int)
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if state.MoveVotes != nil {
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for _, room := range state.MoveVotes {
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votesPerRoom[room]++
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}
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}
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myVoted := false
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if !state.SoloMode && state.MoveVotes != nil {
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_, myVoted = state.MoveVotes[fingerprint]
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}
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if state.Floor != nil && state.Floor.CurrentRoom >= 0 && state.Floor.CurrentRoom < len(state.Floor.Rooms) {
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current := state.Floor.Rooms[state.Floor.CurrentRoom]
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if len(current.Neighbors) > 0 {
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sb.WriteString("\n")
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// Show vote status in multiplayer
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if !state.SoloMode {
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aliveCount := 0
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votedCount := 0
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for _, p := range state.Players {
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if !p.IsDead() {
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aliveCount++
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if state.MoveVotes != nil {
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if _, ok := state.MoveVotes[p.Fingerprint]; ok {
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votedCount++
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}
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}
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}
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}
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voteStyle := lipgloss.NewStyle().Foreground(lipgloss.Color("214")).Bold(true)
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if myVoted {
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sb.WriteString(voteStyle.Render(fmt.Sprintf("투표 완료! 대기 중... (%d/%d)", votedCount, aliveCount)))
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} else {
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sb.WriteString(voteStyle.Render(fmt.Sprintf("이동할 방을 선택하세요 (%d/%d 투표)", votedCount, aliveCount)))
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}
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sb.WriteString("\n")
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}
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selectedStyle := lipgloss.NewStyle().Foreground(lipgloss.Color("46")).Bold(true)
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normalStyle := lipgloss.NewStyle().Foreground(lipgloss.Color("255"))
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for i, n := range current.Neighbors {
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@@ -493,7 +569,13 @@ func renderHUD(state game.GameState, targetCursor int, moveCursor int, fingerpri
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marker = "> "
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style = selectedStyle
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}
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sb.WriteString(style.Render(fmt.Sprintf("%s방 %d: %s", marker, n, status)))
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voteInfo := ""
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if !state.SoloMode {
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if count, ok := votesPerRoom[n]; ok {
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voteInfo = fmt.Sprintf(" [%d표]", count)
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}
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}
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sb.WriteString(style.Render(fmt.Sprintf("%s방 %d: %s%s", marker, n, status, voteInfo)))
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sb.WriteString("\n")
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}
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}
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@@ -523,7 +605,11 @@ func renderHUD(state game.GameState, targetCursor int, moveCursor int, fingerpri
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break
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}
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}
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sb.WriteString("[Up/Down] 선택 [Enter] 이동 [Q] 종료")
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if !state.SoloMode && myVoted {
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sb.WriteString("[Q] 종료 — 다른 파티원의 투표를 기다리는 중...")
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} else {
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sb.WriteString("[Up/Down] 선택 [Enter] 이동 [Q] 종료")
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}
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}
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if state.Phase == game.PhaseCombat {
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@@ -599,12 +685,16 @@ func renderHPBar(current, max, width int) string {
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emptyStyle.Render(strings.Repeat("░", empty))
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}
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func renderPartyPanel(players []*entity.Player, submittedActions map[string]string) string {
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func renderPartyPanel(players []*entity.Player, submittedActions map[string]string, showAllyCursor bool, allyCursor int) string {
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var sb strings.Builder
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sb.WriteString(styleHeader.Render(" 아군") + "\n\n")
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for _, p := range players {
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nameStr := stylePlayer.Render(fmt.Sprintf(" ♦ %s", p.Name))
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for i, p := range players {
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marker := " ♦"
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if showAllyCursor && i == allyCursor {
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marker = " >♦"
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}
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nameStr := stylePlayer.Render(fmt.Sprintf("%s %s", marker, p.Name))
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classStr := styleSystem.Render(fmt.Sprintf(" (%s)", p.Class))
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status := ""
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if p.IsDead() {
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