Add config package that loads game settings from YAML files with
sensible defaults for server, game, combat, dungeon, and backup
settings. Includes config.yaml with all defaults documented.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
13 tasks covering config package, server wiring, constant replacement,
structured logging, UI Screen interface extraction, and emote system.
All reviewed and corrected for module paths, signatures, and coverage.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- Archfiend → Archlich (matches codebase)
- Clarify AoE pattern moves from Guardian to Archlich final boss
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Fix critical issues from spec review:
- Correct model.go line count (712, not 19K) and adjust Phase 1-1 scope
- Acknowledge existing chat/freeze implementations, rescope accordingly
- Add data model definitions (structs, BoltDB schemas) for all new entities
- Move logging and config externalization to Phase 1 (foundation)
- Align floor themes with boss patterns
- Add testing strategy, data migration plan, and admin API contract
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Comprehensive enhancement plan for Catacombs covering 4 phases:
UI refactoring, combat/dungeon expansion, retention systems, and
operational stability.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
WebSocket-to-SSH proxy on :8080. Browser connects via xterm.js,
server bridges to localhost:2222 SSH. Single HTML file, CDN deps.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Replace shallow struct copy with full deep copy of Players, Monsters,
Floor/Rooms, Inventory, Relics, ShopItems, and CombatLog slices so
concurrent readers via GetState never alias the combatLoop's live data.
Co-Authored-By: Claude Sonnet 4.6 <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>
- Add targetCursor to Model; Tab cycles through monsters in combat
- Pass targetCursor to renderGame/renderHUD; show "> " marker on selected enemy
- Attack and Skill actions use targetCursor as TargetIdx
- Update action bar to show [Tab]Target hint
- Replace unanimous-flee block with per-player flee; solo mode transitions to PhaseExploring immediately on success
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>