Rooms were shuffled randomly before assignment, causing room 1 and 2
to be physically far apart on the map despite being logically connected.
Now rooms are sorted top-to-bottom, left-to-right after BSP placement,
so adjacent room numbers are also physically adjacent on the map.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Long L-shaped corridors had invisible middle sections because
corridorVisible only checked 8 adjacent tiles for room proximity.
Replace with flood-fill from room edges along corridor tiles so the
entire path between connected rooms is visible.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Multiplayer:
- Add WaitingScreen between class select and game start; previously
selecting a class immediately started the game and locked the room,
preventing other players from joining
- Add periodic lobby room list refresh (2s interval)
- Add LeaveRoom method for backing out of waiting room
Combat & mechanics:
- Mark invalid attack targets with TargetIdx=-1 to suppress misleading
"0 dmg" combat log entries
- Make Freeze effect actually skip frozen player's action (was purely
cosmetic before - expired during tick before action processing)
- Implement Life Siphon relic heal-on-damage effect (was defined but
never applied in combat)
- Fix combo matching to track used actions and prevent reuse
Game modes:
- Wire up weekly mutations to GameSession via ApplyWeeklyMutation()
- Implement 3 mutation runtime effects: no_shop, glass_cannon, elite_flood
- Pass HardMode toggle from lobby UI through Context to GameSession
- Apply HardMode difficulty multipliers (1.5x monsters, 2x shop, 0.5x heal)
Polish:
- Set starting room (index 0) to always be Empty (safe start)
- Distinguish shop purchase errors: "Not enough gold" vs "Inventory full"
- Record random events in codex for discovery tracking
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Thread *rand.Rand through GenerateFloor, splitBSP, and RandomRoomType
so floors can be reproduced from a seed. This enables daily challenges
in Phase 3. All callers now create a local rng instance.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Add RoomSecret (5% chance) and RoomMiniBoss room types. Add 4 mini-boss
monsters at 60% of boss stats (Guardian's Herald, Warden's Shadow,
Overlord's Lieutenant, Archlich's Harbinger) with IsMiniBoss flag and
boss pattern logic. Secret rooms grant double treasure. Mini-boss rooms
are placed on floors 4/9/14/19 at room index 1.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Add 4 floor themes (Swamp/Volcano/Glacier/Inferno) that boost status
effect damage on matching floors. Realign boss patterns to match themes
and add PatternFreeze for the Glacier boss.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- Exploration uses Up/Down + Enter instead of number keys
- Adjacent rooms shown with cursor selection in HUD
- Neighboring rooms visible on fog of war map
- Room numbers displayed on tile map with type-colored markers
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Replace list-based room display with proper 2D tile map using Binary
Space Partitioning. Rooms are carved into a 60x20 grid, connected by
L-shaped corridors, and rendered with ANSI-colored ASCII art including
fog of war visibility.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>