feat: replace all hardcoded constants with config values

Replace hardcoded game constants with values from the config system:
- GameSession now receives *config.Config from Lobby
- TurnTimeout, MaxFloors, SkillUses, InventoryLimit use config values
- combat.AttemptFlee accepts fleeChance param
- combat.ResolveAttacks accepts coopBonus param
- entity.NewMonster accepts scaling param
- Solo HP/DEF reduction uses config SoloHPReduction
- Lobby JoinRoom uses config MaxPlayers

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-03-25 13:08:52 +09:00
parent ad1482ae03
commit f85775dd3e
10 changed files with 56 additions and 43 deletions

View File

@@ -31,7 +31,7 @@ type AttackResult struct {
IsAoE bool
}
func ResolveAttacks(intents []AttackIntent, monsters []*entity.Monster) []AttackResult {
func ResolveAttacks(intents []AttackIntent, monsters []*entity.Monster, coopBonus float64) []AttackResult {
targetCount := make(map[int]int)
targetOrder := make(map[int]int)
for i, intent := range intents {
@@ -63,7 +63,7 @@ func ResolveAttacks(intents []AttackIntent, monsters []*entity.Monster) []Attack
dmg := CalcDamage(intent.PlayerATK, m.DEF, intent.Multiplier)
coopApplied := false
if targetCount[intent.TargetIdx] >= 2 && targetOrder[intent.TargetIdx] != i {
dmg = int(math.Round(float64(dmg) * 1.10))
dmg = int(math.Round(float64(dmg) * (1.0 + coopBonus)))
coopApplied = true
}
m.TakeDamage(dmg)
@@ -77,8 +77,8 @@ func ResolveAttacks(intents []AttackIntent, monsters []*entity.Monster) []Attack
return results
}
func AttemptFlee() bool {
return rand.Float64() < 0.5
func AttemptFlee(fleeChance float64) bool {
return rand.Float64() < fleeChance
}
func MonsterAI(m *entity.Monster, players []*entity.Player, turnNumber int) (targetIdx int, isAoE bool) {

View File

@@ -25,7 +25,7 @@ func TestCoopBonus(t *testing.T) {
{PlayerATK: 12, TargetIdx: 0, Multiplier: 1.0, IsAoE: false},
{PlayerATK: 15, TargetIdx: 0, Multiplier: 1.0, IsAoE: false},
}
results := ResolveAttacks(attackers, []*entity.Monster{entity.NewMonster(entity.MonsterSlime, 1)})
results := ResolveAttacks(attackers, []*entity.Monster{entity.NewMonster(entity.MonsterSlime, 1, 1.15)}, 0.10)
if !results[1].CoopApplied {
t.Error("Second attacker should get co-op bonus")
}
@@ -37,10 +37,10 @@ func TestAoENoCoopBonus(t *testing.T) {
{PlayerATK: 20, TargetIdx: -1, Multiplier: 0.8, IsAoE: true},
}
monsters := []*entity.Monster{
entity.NewMonster(entity.MonsterSlime, 1),
entity.NewMonster(entity.MonsterSlime, 1),
entity.NewMonster(entity.MonsterSlime, 1, 1.15),
entity.NewMonster(entity.MonsterSlime, 1, 1.15),
}
results := ResolveAttacks(attackers, monsters)
results := ResolveAttacks(attackers, monsters, 0.10)
if results[0].CoopApplied {
t.Error("AoE should not trigger co-op bonus")
}
@@ -68,7 +68,7 @@ func TestMonsterAITauntDeadWarrior(t *testing.T) {
func TestFleeChance(t *testing.T) {
successes := 0
for i := 0; i < 100; i++ {
if AttemptFlee() {
if AttemptFlee(0.50) {
successes++
}
}

View File

@@ -54,11 +54,11 @@ type Monster struct {
Pattern BossPattern
}
func NewMonster(mt MonsterType, floor int) *Monster {
func NewMonster(mt MonsterType, floor int, scaling float64) *Monster {
base := monsterDefs[mt]
scale := 1.0
if !base.IsBoss && floor > base.MinFloor {
scale = math.Pow(1.15, float64(floor-base.MinFloor))
scale = math.Pow(scaling, float64(floor-base.MinFloor))
}
hp := int(math.Round(float64(base.HP) * scale))
atk := int(math.Round(float64(base.ATK) * scale))

View File

@@ -6,11 +6,11 @@ import (
)
func TestMonsterScaling(t *testing.T) {
slime := NewMonster(MonsterSlime, 1)
slime := NewMonster(MonsterSlime, 1, 1.15)
if slime.HP != 20 || slime.ATK != 5 {
t.Errorf("Slime floor 1: got HP=%d ATK=%d, want HP=20 ATK=5", slime.HP, slime.ATK)
}
slimeF3 := NewMonster(MonsterSlime, 3)
slimeF3 := NewMonster(MonsterSlime, 3, 1.15)
expectedHP := int(math.Round(20 * math.Pow(1.15, 2)))
if slimeF3.HP != expectedHP {
t.Errorf("Slime floor 3: got HP=%d, want %d", slimeF3.HP, expectedHP)
@@ -18,7 +18,7 @@ func TestMonsterScaling(t *testing.T) {
}
func TestBossStats(t *testing.T) {
boss := NewMonster(MonsterBoss5, 5)
boss := NewMonster(MonsterBoss5, 5, 1.15)
if boss.HP != 150 || boss.ATK != 15 || boss.DEF != 8 {
t.Errorf("Boss5: got HP=%d ATK=%d DEF=%d, want 150/15/8", boss.HP, boss.ATK, boss.DEF)
}
@@ -26,12 +26,12 @@ func TestBossStats(t *testing.T) {
func TestMonsterDEFScaling(t *testing.T) {
// Slime base DEF=1, minFloor=1. At floor 5, scale = 1.15^4 ≈ 1.749
m := NewMonster(MonsterSlime, 5)
m := NewMonster(MonsterSlime, 5, 1.15)
if m.DEF <= 1 {
t.Errorf("Slime DEF at floor 5 should be scaled above base 1, got %d", m.DEF)
}
// Boss DEF should NOT scale
boss := NewMonster(MonsterBoss5, 5)
boss := NewMonster(MonsterBoss5, 5, 1.15)
if boss.DEF != 8 {
t.Errorf("Boss5 DEF should be base 8, got %d", boss.DEF)
}
@@ -51,7 +51,7 @@ func TestTickTaunt(t *testing.T) {
func TestMonsterAtMinFloor(t *testing.T) {
// Slime at floor 1 (minFloor=1) should have base stats
m := NewMonster(MonsterSlime, 1)
m := NewMonster(MonsterSlime, 1, 1.15)
if m.HP != 20 || m.ATK != 5 || m.DEF != 1 {
t.Errorf("Slime at min floor should be base stats, got HP=%d ATK=%d DEF=%d", m.HP, m.ATK, m.DEF)
}

View File

@@ -81,21 +81,21 @@ func (s *GameSession) spawnMonsters() {
for i := 0; i < count; i++ {
mt := valid[rand.Intn(len(valid))]
m := entity.NewMonster(mt, floor)
m := entity.NewMonster(mt, floor, s.cfg.Combat.MonsterScaling)
if s.state.SoloMode {
m.HP = m.HP / 2
m.HP = int(float64(m.HP) * s.cfg.Combat.SoloHPReduction)
if m.HP < 1 {
m.HP = 1
}
m.MaxHP = m.HP
m.DEF = m.DEF / 2
m.DEF = int(float64(m.DEF) * s.cfg.Combat.SoloHPReduction)
}
s.state.Monsters[i] = m
}
// Reset skill uses for all players at combat start
for _, p := range s.state.Players {
p.SkillUses = 3
p.SkillUses = s.cfg.Game.SkillUses
}
}
@@ -113,7 +113,7 @@ func (s *GameSession) spawnBoss() {
default:
mt = entity.MonsterBoss5
}
boss := entity.NewMonster(mt, s.state.FloorNum)
boss := entity.NewMonster(mt, s.state.FloorNum, s.cfg.Combat.MonsterScaling)
switch mt {
case entity.MonsterBoss5:
boss.Pattern = entity.PatternAoE
@@ -125,22 +125,22 @@ func (s *GameSession) spawnBoss() {
boss.Pattern = entity.PatternHeal
}
if s.state.SoloMode {
boss.HP = boss.HP / 2
boss.HP = int(float64(boss.HP) * s.cfg.Combat.SoloHPReduction)
boss.MaxHP = boss.HP
boss.DEF = boss.DEF / 2
boss.DEF = int(float64(boss.DEF) * s.cfg.Combat.SoloHPReduction)
}
s.state.Monsters = []*entity.Monster{boss}
// Reset skill uses for all players at combat start
for _, p := range s.state.Players {
p.SkillUses = 3
p.SkillUses = s.cfg.Game.SkillUses
}
}
func (s *GameSession) grantTreasure() {
floor := s.state.FloorNum
for _, p := range s.state.Players {
if len(p.Inventory) >= 10 {
if len(p.Inventory) >= s.cfg.Game.InventoryLimit {
s.addLog(fmt.Sprintf("%s's inventory is full!", p.Name))
continue
}

View File

@@ -53,6 +53,10 @@ func NewLobby(cfg *config.Config) *Lobby {
}
}
func (l *Lobby) Cfg() *config.Config {
return l.cfg
}
func (l *Lobby) RegisterSession(fingerprint, roomCode string) {
l.mu.Lock()
defer l.mu.Unlock()
@@ -144,7 +148,7 @@ func (l *Lobby) JoinRoom(code, playerName, fingerprint string) error {
if !ok {
return fmt.Errorf("room %s not found", code)
}
if len(room.Players) >= 4 {
if len(room.Players) >= l.cfg.Game.MaxPlayers {
return fmt.Errorf("room %s is full", code)
}
if room.Status != RoomWaiting {

View File

@@ -5,6 +5,7 @@ import (
"sync"
"time"
"github.com/tolelom/catacombs/config"
"github.com/tolelom/catacombs/dungeon"
"github.com/tolelom/catacombs/entity"
)
@@ -71,6 +72,7 @@ func (s *GameSession) clearLog() {
type GameSession struct {
mu sync.Mutex
cfg *config.Config
state GameState
started bool
actions map[string]PlayerAction // playerName -> action
@@ -85,8 +87,9 @@ type playerActionMsg struct {
Action PlayerAction
}
func NewGameSession() *GameSession {
func NewGameSession(cfg *config.Config) *GameSession {
return &GameSession{
cfg: cfg,
state: GameState{
FloorNum: 1,
},
@@ -340,7 +343,7 @@ func (s *GameSession) BuyItem(playerID string, itemIdx int) bool {
item := s.state.ShopItems[itemIdx]
for _, p := range s.state.Players {
if p.Fingerprint == playerID && p.Gold >= item.Price {
if len(p.Inventory) >= 10 {
if len(p.Inventory) >= s.cfg.Game.InventoryLimit {
return false
}
p.Gold -= item.Price

View File

@@ -4,11 +4,18 @@ import (
"testing"
"time"
"github.com/tolelom/catacombs/config"
"github.com/tolelom/catacombs/entity"
)
func testCfg(t *testing.T) *config.Config {
t.Helper()
cfg, _ := config.Load("")
return cfg
}
func TestGetStateNoRace(t *testing.T) {
s := NewGameSession()
s := NewGameSession(testCfg(t))
p := entity.NewPlayer("Racer", entity.ClassWarrior)
p.Fingerprint = "test-fp"
s.AddPlayer(p)
@@ -40,7 +47,7 @@ func TestGetStateNoRace(t *testing.T) {
}
func TestSessionTurnTimeout(t *testing.T) {
s := NewGameSession()
s := NewGameSession(testCfg(t))
p := entity.NewPlayer("test", entity.ClassWarrior)
p.Fingerprint = "test-fp"
s.AddPlayer(p)
@@ -62,7 +69,7 @@ func TestSessionTurnTimeout(t *testing.T) {
}
func TestRevealNextLog(t *testing.T) {
s := NewGameSession()
s := NewGameSession(testCfg(t))
// No logs to reveal
if s.RevealNextLog() {
@@ -95,7 +102,7 @@ func TestRevealNextLog(t *testing.T) {
}
func TestDeepCopyIndependence(t *testing.T) {
s := NewGameSession()
s := NewGameSession(testCfg(t))
p := entity.NewPlayer("Test", entity.ClassWarrior)
p.Fingerprint = "fp-test"
p.Inventory = append(p.Inventory, entity.Item{Name: "Sword", Type: entity.ItemWeapon, Bonus: 5})
@@ -118,7 +125,7 @@ func TestDeepCopyIndependence(t *testing.T) {
}
func TestBuyItemInventoryFull(t *testing.T) {
s := NewGameSession()
s := NewGameSession(testCfg(t))
p := entity.NewPlayer("Buyer", entity.ClassWarrior)
p.Fingerprint = "fp-buyer"
p.Gold = 1000
@@ -141,7 +148,7 @@ func TestBuyItemInventoryFull(t *testing.T) {
}
func TestSendChat(t *testing.T) {
s := NewGameSession()
s := NewGameSession(testCfg(t))
s.SendChat("Alice", "hello")
st := s.GetState()
if len(st.CombatLog) != 1 || st.CombatLog[0] != "[Alice] hello" {

View File

@@ -10,8 +10,6 @@ import (
"github.com/tolelom/catacombs/entity"
)
const TurnTimeout = 5 * time.Second
func (s *GameSession) RunTurn() {
s.mu.Lock()
s.state.TurnNum++
@@ -28,9 +26,10 @@ func (s *GameSession) RunTurn() {
s.mu.Unlock()
// Collect actions with timeout
timer := time.NewTimer(TurnTimeout)
turnTimeout := time.Duration(s.cfg.Game.TurnTimeoutSec) * time.Second
timer := time.NewTimer(turnTimeout)
s.mu.Lock()
s.state.TurnDeadline = time.Now().Add(TurnTimeout)
s.state.TurnDeadline = time.Now().Add(turnTimeout)
s.mu.Unlock()
collected := 0
@@ -180,7 +179,7 @@ func (s *GameSession) resolvePlayerActions() {
s.addLog(fmt.Sprintf("%s has no items to use!", p.Name))
}
case ActionFlee:
if combat.AttemptFlee() {
if combat.AttemptFlee(s.cfg.Combat.FleeChance) {
s.addLog(fmt.Sprintf("%s fled from battle!", p.Name))
s.state.FleeSucceeded = true
if s.state.SoloMode {
@@ -215,7 +214,7 @@ func (s *GameSession) resolvePlayerActions() {
}
if len(intents) > 0 && len(s.state.Monsters) > 0 {
results := combat.ResolveAttacks(intents, s.state.Monsters)
results := combat.ResolveAttacks(intents, s.state.Monsters, s.cfg.Game.CoopBonus)
for i, r := range results {
owner := intentOwners[i]
if r.IsAoE {
@@ -287,7 +286,7 @@ func (s *GameSession) resolvePlayerActions() {
}
func (s *GameSession) advanceFloor() {
if s.state.FloorNum >= 20 {
if s.state.FloorNum >= s.cfg.Game.MaxFloors {
s.state.Phase = PhaseResult
s.state.Victory = true
s.state.GameOver = true

View File

@@ -405,7 +405,7 @@ func (m Model) updateClassSelect(msg tea.Msg) (tea.Model, tea.Cmd) {
room := m.lobby.GetRoom(m.roomCode)
if room != nil {
if room.Session == nil {
room.Session = game.NewGameSession()
room.Session = game.NewGameSession(m.lobby.Cfg())
}
m.session = room.Session
player := entity.NewPlayer(m.playerName, selectedClass)