11 Commits

Author SHA1 Message Date
f28160d4da feat: localize all UI text to Korean
Translate all user-facing strings to Korean across 25 files:
- UI screens: title, nickname, lobby, class select, waiting, game,
  shop, result, help, leaderboard, achievements, codex, stats
- Game logic: combat logs, events, achievements, mutations, emotes,
  lobby errors, session messages
- Keep English for: class names, monster names, item names, relic names

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-25 23:47:27 +09:00
f6419b7984 fix: sort rooms by physical position so map numbers match layout
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>
2026-03-25 23:13:20 +09:00
1efb78149c fix: corridor visibility flood-fill so connected rooms appear linked
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>
2026-03-25 22:35:06 +09:00
1563091de1 fix: 13 bugs found via systematic code review and testing
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>
2026-03-25 20:45:56 +09:00
65c062a1f7 feat: seed-based dungeon generation for deterministic floors
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>
2026-03-25 15:39:21 +09:00
7f29995833 feat: add secret rooms and mini-bosses on floors 4/9/14/19
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>
2026-03-25 15:30:21 +09:00
1e155c62fb feat: add floor themes with status effect modifiers
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>
2026-03-25 15:22:17 +09:00
0dce30f23f feat: floor themes with color-coded walls (Stone/Moss/Lava/Shadow)
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-24 14:50:40 +09:00
f2ac4dbded feat: arrow-key room navigation, neighbor visibility, map UX improvements
- 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>
2026-03-24 01:04:08 +09:00
26784479b7 feat: BSP dungeon generation with 2D ASCII tile map
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>
2026-03-24 00:57:16 +09:00
8849bf5220 feat: dungeon generation — BSP rooms, room types, fog of war
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-23 23:50:43 +09:00