Pressing Q in game now cleans up the session and returns to lobby,
instead of calling tea.Quit which terminates the SSH connection and
shows "Connection lost" on web. Only Ctrl+C force-quits now.
Also cleans up room on exit so abandoned rooms don't persist in lobby.
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>
- 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>
- 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>
Add title, lobby, class select, game, shop, and result screens.
Rewrite model.go with 6-screen state machine and input routing.
Wire server/ssh.go and main.go with lobby and store.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Sets up Go module, Wish/BubbleTea SSH server on port 2222, placeholder
TUI model showing "Welcome to Catacombs!", Dockerfile, and docker-compose.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>