- 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>
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>