Commit Graph

6 Commits

Author SHA1 Message Date
d44bba5364 feat: add simple login for web users to persist game data
Web users had no persistent fingerprint, losing codex/achievements/
rankings on reconnect. Now web users enter nickname + password:
- New accounts: set password (min 4 chars, bcrypt hashed)
- Existing accounts: verify password to log in
- On success: deterministic fingerprint SHA256(web:nickname) assigned
- SSH users with real key fingerprints skip password entirely

New files: store/passwords.go, store/passwords_test.go

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-26 07:16:20 +09:00
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
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
083a895be2 fix: address review issues in screen extraction
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-25 14:01:55 +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
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