feat: status effects (poison/burn), boss patterns, new relics
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -220,6 +220,8 @@ func (s *GameSession) GetState() GameState {
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copy(cp.Inventory, p.Inventory)
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cp.Relics = make([]entity.Relic, len(p.Relics))
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copy(cp.Relics, p.Relics)
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cp.Effects = make([]entity.ActiveEffect, len(p.Effects))
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copy(cp.Effects, p.Effects)
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players[i] = &cp
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}
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