feat: lobby shows player names and classes in room listing

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-03-24 14:47:53 +09:00
parent 29387ebaa0
commit 533e460968
4 changed files with 85 additions and 14 deletions

View File

@@ -13,10 +13,17 @@ const (
RoomPlaying
)
type LobbyPlayer struct {
Name string
Class string // empty until class selected
Fingerprint string
Ready bool
}
type LobbyRoom struct {
Code string
Name string
Players []string
Players []LobbyPlayer
Status RoomStatus
Session *GameSession
}
@@ -45,7 +52,7 @@ func (l *Lobby) CreateRoom(name string) string {
return code
}
func (l *Lobby) JoinRoom(code, playerName string) error {
func (l *Lobby) JoinRoom(code, playerName, fingerprint string) error {
l.mu.Lock()
defer l.mu.Unlock()
room, ok := l.rooms[code]
@@ -58,10 +65,49 @@ func (l *Lobby) JoinRoom(code, playerName string) error {
if room.Status != RoomWaiting {
return fmt.Errorf("room %s already in progress", code)
}
room.Players = append(room.Players, playerName)
room.Players = append(room.Players, LobbyPlayer{Name: playerName, Fingerprint: fingerprint})
return nil
}
func (l *Lobby) SetPlayerClass(code, fingerprint, class string) {
l.mu.Lock()
defer l.mu.Unlock()
if room, ok := l.rooms[code]; ok {
for i := range room.Players {
if room.Players[i].Fingerprint == fingerprint {
room.Players[i].Class = class
}
}
}
}
func (l *Lobby) SetPlayerReady(code, fingerprint string, ready bool) {
l.mu.Lock()
defer l.mu.Unlock()
if room, ok := l.rooms[code]; ok {
for i := range room.Players {
if room.Players[i].Fingerprint == fingerprint {
room.Players[i].Ready = ready
}
}
}
}
func (l *Lobby) AllReady(code string) bool {
l.mu.RLock()
defer l.mu.RUnlock()
room, ok := l.rooms[code]
if !ok || len(room.Players) == 0 {
return false
}
for _, p := range room.Players {
if !p.Ready {
return false
}
}
return true
}
func (l *Lobby) GetRoom(code string) *LobbyRoom {
l.mu.RLock()
defer l.mu.RUnlock()

View File

@@ -17,7 +17,7 @@ func TestCreateRoom(t *testing.T) {
func TestJoinRoom(t *testing.T) {
lobby := NewLobby()
code := lobby.CreateRoom("Test Room")
err := lobby.JoinRoom(code, "player1")
err := lobby.JoinRoom(code, "player1", "fp-player1")
if err != nil {
t.Errorf("Join failed: %v", err)
}
@@ -30,7 +30,7 @@ func TestJoinRoom(t *testing.T) {
func TestRoomStatusTransition(t *testing.T) {
l := NewLobby()
code := l.CreateRoom("Test")
l.JoinRoom(code, "Alice")
l.JoinRoom(code, "Alice", "fp-alice")
r := l.GetRoom(code)
if r.Status != RoomWaiting {
t.Errorf("new room should be Waiting, got %d", r.Status)
@@ -40,7 +40,7 @@ func TestRoomStatusTransition(t *testing.T) {
if r.Status != RoomPlaying {
t.Errorf("started room should be Playing, got %d", r.Status)
}
err := l.JoinRoom(code, "Bob")
err := l.JoinRoom(code, "Bob", "fp-bob")
if err == nil {
t.Error("should not be able to join a Playing room")
}
@@ -50,9 +50,9 @@ func TestJoinRoomFull(t *testing.T) {
lobby := NewLobby()
code := lobby.CreateRoom("Test Room")
for i := 0; i < 4; i++ {
lobby.JoinRoom(code, "player")
lobby.JoinRoom(code, "player", "fp-player")
}
err := lobby.JoinRoom(code, "player5")
err := lobby.JoinRoom(code, "player5", "fp-player5")
if err == nil {
t.Error("Should reject 5th player")
}

View File

@@ -20,10 +20,16 @@ type lobbyState struct {
type roomInfo struct {
Code string
Name string
Players int
Players []playerInfo
Status string
}
type playerInfo struct {
Name string
Class string
Ready bool
}
func renderLobby(state lobbyState, width, height int) string {
headerStyle := lipgloss.NewStyle().
Foreground(lipgloss.Color("205")).
@@ -43,7 +49,21 @@ func renderLobby(state lobbyState, width, height int) string {
marker = "> "
}
roomList += fmt.Sprintf("%s%s [%s] (%d/4) %s\n",
marker, r.Name, r.Code, r.Players, r.Status)
marker, r.Name, r.Code, len(r.Players), r.Status)
// Show players in selected room
if i == state.cursor {
for _, p := range r.Players {
cls := p.Class
if cls == "" {
cls = "..."
}
readyMark := " "
if p.Ready {
readyMark = "✓ "
}
roomList += fmt.Sprintf(" %s%s (%s)\n", readyMark, p.Name, cls)
}
}
}
if roomList == "" {
roomList = " No rooms available. Create one!"

View File

@@ -209,7 +209,7 @@ func (m Model) updateLobby(msg tea.Msg) (tea.Model, tea.Cmd) {
if m.lobbyState.joining {
if isEnter(key) && len(m.lobbyState.codeInput) == 4 {
if m.lobby != nil {
if err := m.lobby.JoinRoom(m.lobbyState.codeInput, m.playerName); err == nil {
if err := m.lobby.JoinRoom(m.lobbyState.codeInput, m.playerName, m.fingerprint); err == nil {
m.roomCode = m.lobbyState.codeInput
m.screen = screenClassSelect
}
@@ -231,7 +231,7 @@ func (m Model) updateLobby(msg tea.Msg) (tea.Model, tea.Cmd) {
if isKey(key, "c") {
if m.lobby != nil {
code := m.lobby.CreateRoom(m.playerName + "'s Room")
m.lobby.JoinRoom(code, m.playerName)
m.lobby.JoinRoom(code, m.playerName, m.fingerprint)
m.roomCode = code
m.screen = screenClassSelect
}
@@ -249,7 +249,7 @@ func (m Model) updateLobby(msg tea.Msg) (tea.Model, tea.Cmd) {
} else if isEnter(key) {
if m.lobby != nil && len(m.lobbyState.rooms) > 0 {
r := m.lobbyState.rooms[m.lobbyState.cursor]
if err := m.lobby.JoinRoom(r.Code, m.playerName); err == nil {
if err := m.lobby.JoinRoom(r.Code, m.playerName, m.fingerprint); err == nil {
m.roomCode = r.Code
m.screen = screenClassSelect
}
@@ -274,6 +274,7 @@ func (m Model) updateClassSelect(msg tea.Msg) (tea.Model, tea.Cmd) {
} else if isEnter(key) {
if m.lobby != nil {
selectedClass := classOptions[m.classState.cursor].class
m.lobby.SetPlayerClass(m.roomCode, m.fingerprint, selectedClass.String())
room := m.lobby.GetRoom(m.roomCode)
if room != nil {
if room.Session == nil {
@@ -523,10 +524,14 @@ func (m Model) withRefreshedLobby() Model {
if r.Status == game.RoomPlaying {
status = "Playing"
}
players := make([]playerInfo, len(r.Players))
for j, p := range r.Players {
players[j] = playerInfo{Name: p.Name, Class: p.Class, Ready: p.Ready}
}
m.lobbyState.rooms[i] = roomInfo{
Code: r.Code,
Name: r.Name,
Players: len(r.Players),
Players: players,
Status: status,
}
}