feat: status effects (poison/burn), boss patterns, new relics
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -248,6 +248,21 @@ func renderPartyPanel(players []*entity.Player, submittedActions map[string]stri
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hpBar := renderHPBar(p.HP, p.MaxHP, 16)
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sb.WriteString(fmt.Sprintf(" %s %d/%d\n", hpBar, p.HP, p.MaxHP))
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if len(p.Effects) > 0 {
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var effects []string
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for _, e := range p.Effects {
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switch e.Type {
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case entity.StatusPoison:
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effects = append(effects, styleHeal.Render(fmt.Sprintf("☠Poison(%dt)", e.Duration)))
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case entity.StatusBurn:
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effects = append(effects, styleDamage.Render(fmt.Sprintf("🔥Burn(%dt)", e.Duration)))
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case entity.StatusFreeze:
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effects = append(effects, styleFlee.Render(fmt.Sprintf("❄Freeze(%dt)", e.Duration)))
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}
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}
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sb.WriteString(" " + strings.Join(effects, " ") + "\n")
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}
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sb.WriteString(fmt.Sprintf(" ATK:%-3d DEF:%-3d ", p.EffectiveATK(), p.EffectiveDEF()))
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sb.WriteString(styleGold.Render(fmt.Sprintf("G:%d", p.Gold)))
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sb.WriteString("\n")
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