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>
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>