Commit Graph

5 Commits

Author SHA1 Message Date
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
ba01c11d36 refactor: extract all screens from model.go into Screen implementations
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-25 13:26:47 +09:00
ad1482ae03 feat: wire config into main, server, and lobby
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-25 13:02:54 +09:00
43a9a0d9ad feat: nickname input screen for first-time players
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-24 15:42:06 +09:00
92741d415d feat: target selection with Tab, individual flee in solo
- 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>
2026-03-24 00:53:40 +09:00