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| 1563091de1 |
56
CLAUDE.md
56
CLAUDE.md
@@ -16,12 +16,66 @@ go test ./entity/ -run TestName # Run a specific test
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go vet ./... # Lint
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```
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Docker:
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Docker (local):
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```bash
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docker build -t catacombs .
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docker-compose up # SSH on :2222, HTTP on :8080
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```
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## Deployment (tolelom.xyz)
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The game runs as a Docker container on the Mac Mini server, behind Caddy reverse proxy.
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**Server structure:**
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```
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~/server/
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├── docker-compose.yml # All services (caddy, gitea, catacombs, etc.)
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├── caddy/Caddyfile # Reverse proxy config
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└── apps/catacombs/ # Git clone of this repo
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```
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**First-time setup:**
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```bash
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cd ~/server
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git clone https://git.tolelom.xyz/tolelom/Catacombs.git apps/catacombs
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```
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Add to `docker-compose.yml` services:
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```yaml
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catacombs:
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build: ./apps/catacombs
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restart: always
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logging: *default-logging
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volumes:
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- catacombs_data:/app/data
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networks:
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- web
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deploy:
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resources:
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limits:
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memory: 64m
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pids: 200
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```
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Add `catacombs_data:` to the `volumes:` section.
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Add to `caddy/Caddyfile`:
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```
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catacombs.tolelom.xyz {
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encode gzip zstd
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reverse_proxy catacombs:8080
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}
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```
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**Deploy / Update:**
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```bash
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cd ~/server/apps/catacombs && git pull
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cd ~/server && docker compose up -d --build catacombs
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docker restart server-caddy-1 # only needed if Caddyfile changed
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```
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**Access:** https://catacombs.tolelom.xyz/static/
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## Architecture
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**Package dependency flow:** `main` → `server`/`web`/`store` → `game` → `dungeon` → `entity` → `combat`
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@@ -57,6 +57,7 @@ func ResolveAttacks(intents []AttackIntent, monsters []*entity.Monster, coopBonu
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results[i] = AttackResult{TargetIdx: -1, Damage: totalDmg, IsAoE: true}
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} else {
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if intent.TargetIdx < 0 || intent.TargetIdx >= len(monsters) {
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results[i] = AttackResult{TargetIdx: -1} // mark as invalid
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continue
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}
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m := monsters[intent.TargetIdx]
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@@ -27,7 +27,7 @@ var comboDefs = []ComboDef{
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{Class: entity.ClassMage, ActionType: "skill"},
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{Class: entity.ClassWarrior, ActionType: "attack"},
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},
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Effect: ComboEffect{DamageMultiplier: 1.5, Message: "💥 ICE SHATTER! Frozen enemies shatter!"},
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Effect: ComboEffect{DamageMultiplier: 1.5, Message: "💥 ICE SHATTER! 동결된 적이 산산조각!"},
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},
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{
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Name: "Holy Assault",
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@@ -35,7 +35,7 @@ var comboDefs = []ComboDef{
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{Class: entity.ClassHealer, ActionType: "skill"},
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{Class: entity.ClassWarrior, ActionType: "attack"},
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},
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Effect: ComboEffect{DamageMultiplier: 1.3, HealAll: 10, Message: "✨ HOLY ASSAULT! Blessed strikes heal the party!"},
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Effect: ComboEffect{DamageMultiplier: 1.3, HealAll: 10, Message: "✨ HOLY ASSAULT! 축복받은 공격이 파티를 치유!"},
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},
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{
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Name: "Shadow Strike",
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@@ -43,7 +43,7 @@ var comboDefs = []ComboDef{
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{Class: entity.ClassRogue, ActionType: "skill"},
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{Class: entity.ClassMage, ActionType: "attack"},
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},
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Effect: ComboEffect{DamageMultiplier: 1.4, Message: "🗡️ SHADOW STRIKE! Magical shadows amplify the attack!"},
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Effect: ComboEffect{DamageMultiplier: 1.4, Message: "🗡️ SHADOW STRIKE! 마법의 그림자가 공격을 증폭!"},
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},
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{
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Name: "Full Assault",
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@@ -52,7 +52,7 @@ var comboDefs = []ComboDef{
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{Class: entity.ClassMage, ActionType: "attack"},
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{Class: entity.ClassRogue, ActionType: "attack"},
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},
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Effect: ComboEffect{DamageMultiplier: 1.3, BonusDamage: 5, Message: "⚔️ FULL ASSAULT! Combined attack overwhelms!"},
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Effect: ComboEffect{DamageMultiplier: 1.3, BonusDamage: 5, Message: "⚔️ FULL ASSAULT! 합동 공격으로 압도!"},
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},
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{
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Name: "Restoration",
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@@ -60,7 +60,7 @@ var comboDefs = []ComboDef{
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{Class: entity.ClassHealer, ActionType: "skill"},
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{Class: entity.ClassRogue, ActionType: "item"},
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},
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Effect: ComboEffect{HealAll: 20, Message: "💚 RESTORATION! Combined healing surges!"},
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Effect: ComboEffect{HealAll: 20, Message: "💚 RESTORATION! 합동 치유가 폭발적으로 발동!"},
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},
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}
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@@ -75,10 +75,12 @@ func DetectCombos(actions map[string]ComboAction) []ComboDef {
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}
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func matchesCombo(required []ComboAction, actions map[string]ComboAction) bool {
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used := make(map[string]bool)
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for _, req := range required {
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found := false
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for _, act := range actions {
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if act.Class == req.Class && act.ActionType == req.ActionType {
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for id, act := range actions {
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if !used[id] && act.Class == req.Class && act.ActionType == req.ActionType {
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used[id] = true
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found = true
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break
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}
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@@ -63,7 +63,7 @@ func defaults() Config {
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return Config{
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Server: ServerConfig{SSHPort: 2222, HTTPPort: 8080},
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Game: GameConfig{
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TurnTimeoutSec: 5, MaxPlayers: 4, MaxFloors: 20,
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TurnTimeoutSec: 10, MaxPlayers: 4, MaxFloors: 20,
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CoopBonus: 0.10, InventoryLimit: 10, SkillUses: 3,
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},
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Combat: CombatConfig{FleeChance: 0.50, MonsterScaling: 1.15, SoloHPReduction: 0.50},
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@@ -16,8 +16,8 @@ func TestLoadDefaults(t *testing.T) {
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if cfg.Server.HTTPPort != 8080 {
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t.Errorf("expected HTTP port 8080, got %d", cfg.Server.HTTPPort)
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}
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if cfg.Game.TurnTimeoutSec != 5 {
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t.Errorf("expected turn timeout 5, got %d", cfg.Game.TurnTimeoutSec)
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if cfg.Game.TurnTimeoutSec != 10 {
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t.Errorf("expected turn timeout 10, got %d", cfg.Game.TurnTimeoutSec)
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}
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if cfg.Game.MaxPlayers != 4 {
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t.Errorf("expected max players 4, got %d", cfg.Game.MaxPlayers)
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@@ -1,6 +1,9 @@
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package dungeon
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import "math/rand"
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import (
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"math/rand"
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"sort"
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)
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const (
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MapWidth = 60
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@@ -35,18 +38,25 @@ func GenerateFloor(floorNum int, rng *rand.Rand) *Floor {
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var leaves []*bspNode
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collectLeaves(root, &leaves)
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// Shuffle leaves so room assignment is varied
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rng.Shuffle(len(leaves), func(i, j int) {
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leaves[i], leaves[j] = leaves[j], leaves[i]
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})
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// We want 5-8 rooms. If we have more leaves, merge some; if fewer, accept it.
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// Ensure at least 5 leaves by re-generating if needed (BSP should produce enough).
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// Cap at 8 rooms.
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// We want 5-8 rooms. If we have more leaves, shuffle and trim.
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targetRooms := 5 + rng.Intn(4) // 5..8
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if len(leaves) > targetRooms {
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rng.Shuffle(len(leaves), func(i, j int) {
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leaves[i], leaves[j] = leaves[j], leaves[i]
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})
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leaves = leaves[:targetRooms]
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}
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// Sort leaves by physical position (left-to-right, top-to-bottom)
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// so room indices match their map positions
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sort.Slice(leaves, func(i, j int) bool {
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ci := leaves[i].y + leaves[i].h/2
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cj := leaves[j].y + leaves[j].h/2
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if ci != cj {
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return ci < cj
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}
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return leaves[i].x+leaves[i].w/2 < leaves[j].x+leaves[j].w/2
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})
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// If we somehow have fewer than 5, that's fine — the BSP with 60x20 and min 12x8 gives ~5-8 naturally.
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// Place rooms inside each leaf
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@@ -108,6 +118,9 @@ func GenerateFloor(floorNum int, rng *rand.Rand) *Floor {
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leaf.roomIdx = i
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}
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// First room is always empty (safe starting area)
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rooms[0].Type = RoomEmpty
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// Last room is boss
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rooms[len(rooms)-1].Type = RoomBoss
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@@ -59,33 +59,66 @@ func roomOwnership(floor *Floor) [][]int {
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return owner
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}
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// corridorVisibility determines if a corridor tile should be visible.
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// A corridor is visible if it's adjacent to a visible or visited room.
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func corridorVisible(floor *Floor, owner [][]int, x, y int) Visibility {
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best := Hidden
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// Check neighboring tiles for room ownership
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for dy := -1; dy <= 1; dy++ {
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for dx := -1; dx <= 1; dx++ {
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ny, nx := y+dy, x+dx
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if ny >= 0 && ny < floor.Height && nx >= 0 && nx < floor.Width {
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ri := owner[ny][nx]
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if ri >= 0 {
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v := GetRoomVisibility(floor, ri)
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if v > best {
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best = v
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// buildCorridorVisibility flood-fills corridor visibility from visible/visited rooms.
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// Returns a map of (y,x) → Visibility for all corridor tiles.
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func buildCorridorVisibility(floor *Floor, owner [][]int) [][]Visibility {
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vis := make([][]Visibility, floor.Height)
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for y := 0; y < floor.Height; y++ {
|
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vis[y] = make([]Visibility, floor.Width)
|
||||
}
|
||||
|
||||
// Seed: corridor tiles adjacent to visible/visited rooms
|
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type pos struct{ y, x int }
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queue := []pos{}
|
||||
|
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for y := 0; y < floor.Height; y++ {
|
||||
for x := 0; x < floor.Width; x++ {
|
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if floor.Tiles[y][x] != TileCorridor {
|
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continue
|
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}
|
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best := Hidden
|
||||
for dy := -1; dy <= 1; dy++ {
|
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for dx := -1; dx <= 1; dx++ {
|
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ny, nx := y+dy, x+dx
|
||||
if ny >= 0 && ny < floor.Height && nx >= 0 && nx < floor.Width {
|
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ri := owner[ny][nx]
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if ri >= 0 {
|
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v := GetRoomVisibility(floor, ri)
|
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if v > best {
|
||||
best = v
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
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if best > Hidden {
|
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vis[y][x] = best
|
||||
queue = append(queue, pos{y, x})
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Flood-fill along corridor tiles (4-directional)
|
||||
dirs := [4][2]int{{-1, 0}, {1, 0}, {0, -1}, {0, 1}}
|
||||
for len(queue) > 0 {
|
||||
cur := queue[0]
|
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queue = queue[1:]
|
||||
for _, d := range dirs {
|
||||
ny, nx := cur.y+d[0], cur.x+d[1]
|
||||
if ny >= 0 && ny < floor.Height && nx >= 0 && nx < floor.Width {
|
||||
if floor.Tiles[ny][nx] == TileCorridor && vis[ny][nx] < vis[cur.y][cur.x] {
|
||||
vis[ny][nx] = vis[cur.y][cur.x]
|
||||
queue = append(queue, pos{ny, nx})
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// Also check along the corridor path: if this corridor connects two rooms,
|
||||
// it should be visible if either room is visible/visited.
|
||||
// The adjacency check above handles most cases.
|
||||
return best
|
||||
|
||||
return vis
|
||||
}
|
||||
|
||||
// wallVisibility determines if a wall tile should be shown based on adjacent rooms.
|
||||
func wallVisible(floor *Floor, owner [][]int, x, y int) Visibility {
|
||||
// wallVisibility determines if a wall tile should be shown based on adjacent rooms/corridors.
|
||||
func wallVisible(floor *Floor, owner [][]int, corrVis [][]Visibility, x, y int) Visibility {
|
||||
best := Hidden
|
||||
for dy := -1; dy <= 1; dy++ {
|
||||
for dx := -1; dx <= 1; dx++ {
|
||||
@@ -101,9 +134,8 @@ func wallVisible(floor *Floor, owner [][]int, x, y int) Visibility {
|
||||
}
|
||||
}
|
||||
if floor.Tiles[ny][nx] == TileCorridor {
|
||||
cv := corridorVisible(floor, owner, nx, ny)
|
||||
if cv > best {
|
||||
best = cv
|
||||
if corrVis[ny][nx] > best {
|
||||
best = corrVis[ny][nx]
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -155,6 +187,9 @@ func RenderFloor(floor *Floor, currentRoom int, showFog bool) string {
|
||||
playerPos = [2]int{r.Y + r.H/2, r.X + r.W/2}
|
||||
}
|
||||
|
||||
// Pre-compute corridor visibility via flood-fill
|
||||
corrVis := buildCorridorVisibility(floor, owner)
|
||||
|
||||
buf := make([]byte, 0, floor.Width*floor.Height*4)
|
||||
|
||||
for y := 0; y < floor.Height; y++ {
|
||||
@@ -173,9 +208,9 @@ func RenderFloor(floor *Floor, currentRoom int, showFog bool) string {
|
||||
vis = Hidden
|
||||
}
|
||||
case TileCorridor:
|
||||
vis = corridorVisible(floor, owner, x, y)
|
||||
vis = corrVis[y][x]
|
||||
case TileWall:
|
||||
vis = wallVisible(floor, owner, x, y)
|
||||
vis = wallVisible(floor, owner, corrVis, x, y)
|
||||
default:
|
||||
vis = Hidden
|
||||
}
|
||||
|
||||
@@ -16,7 +16,7 @@ const (
|
||||
)
|
||||
|
||||
func (r RoomType) String() string {
|
||||
return [...]string{"Combat", "Treasure", "Shop", "Event", "Empty", "Boss", "Secret", "MiniBoss"}[r]
|
||||
return [...]string{"전투", "보물", "상점", "이벤트", "빈 방", "보스", "비밀", "미니보스"}[r]
|
||||
}
|
||||
|
||||
type Tile int
|
||||
|
||||
@@ -179,22 +179,22 @@ func (p *Player) TickEffects() []string {
|
||||
if p.HP <= 0 {
|
||||
p.HP = 1 // Poison can't kill, leaves at 1 HP
|
||||
}
|
||||
msgs = append(msgs, fmt.Sprintf("%s takes %d poison damage", p.Name, e.Value))
|
||||
msgs = append(msgs, fmt.Sprintf("%s 독 피해 %d", p.Name, e.Value))
|
||||
case StatusBurn:
|
||||
p.HP -= e.Value
|
||||
if p.HP <= 0 {
|
||||
p.HP = 0
|
||||
p.Dead = true
|
||||
}
|
||||
msgs = append(msgs, fmt.Sprintf("%s takes %d burn damage", p.Name, e.Value))
|
||||
msgs = append(msgs, fmt.Sprintf("%s 화상 피해 %d", p.Name, e.Value))
|
||||
case StatusFreeze:
|
||||
msgs = append(msgs, fmt.Sprintf("%s is frozen!", p.Name))
|
||||
msgs = append(msgs, fmt.Sprintf("%s 동결됨!", p.Name))
|
||||
case StatusBleed:
|
||||
p.HP -= e.Value
|
||||
msgs = append(msgs, fmt.Sprintf("%s takes %d bleed damage", p.Name, e.Value))
|
||||
msgs = append(msgs, fmt.Sprintf("%s 출혈 피해 %d", p.Name, e.Value))
|
||||
e.Value++ // Bleed intensifies each turn
|
||||
case StatusCurse:
|
||||
msgs = append(msgs, fmt.Sprintf("%s is cursed! Healing reduced", p.Name))
|
||||
msgs = append(msgs, fmt.Sprintf("%s 저주 상태! 회복량 감소", p.Name))
|
||||
}
|
||||
if p.HP < 0 {
|
||||
p.HP = 0
|
||||
|
||||
@@ -200,7 +200,7 @@ func TestBleedEffect(t *testing.T) {
|
||||
p.AddEffect(ActiveEffect{Type: StatusBleed, Duration: 3, Value: 2})
|
||||
|
||||
msgs := p.TickEffects()
|
||||
if len(msgs) == 0 || !strings.Contains(msgs[0], "bleed") {
|
||||
if len(msgs) == 0 || !strings.Contains(msgs[0], "출혈") {
|
||||
t.Error("expected bleed damage message")
|
||||
}
|
||||
if p.HP != startHP-2 {
|
||||
@@ -231,7 +231,7 @@ func TestFreezeTickMessage(t *testing.T) {
|
||||
p := NewPlayer("Test", ClassMage)
|
||||
p.AddEffect(ActiveEffect{Type: StatusFreeze, Duration: 1, Value: 0})
|
||||
msgs := p.TickEffects()
|
||||
if len(msgs) == 0 || !strings.Contains(msgs[0], "frozen") {
|
||||
if len(msgs) == 0 || !strings.Contains(msgs[0], "동결") {
|
||||
t.Error("expected freeze message")
|
||||
}
|
||||
// Freeze duration 1 -> removed after tick
|
||||
|
||||
@@ -1,11 +1,11 @@
|
||||
package game
|
||||
|
||||
var emotes = map[string]string{
|
||||
"/hi": "👋 waves hello!",
|
||||
"/gg": "🎉 says GG!",
|
||||
"/go": "⚔️ says Let's go!",
|
||||
"/wait": "✋ says Wait!",
|
||||
"/help": "🆘 calls for help!",
|
||||
"/hi": "👋 인사합니다!",
|
||||
"/gg": "🎉 GG!",
|
||||
"/go": "⚔️ 가자!",
|
||||
"/wait": "✋ 기다려!",
|
||||
"/help": "🆘 도움 요청!",
|
||||
}
|
||||
|
||||
func ParseEmote(input string) (string, bool) {
|
||||
|
||||
@@ -8,11 +8,11 @@ func TestParseEmote(t *testing.T) {
|
||||
isEmote bool
|
||||
expected string
|
||||
}{
|
||||
{"/hi", true, "👋 waves hello!"},
|
||||
{"/gg", true, "🎉 says GG!"},
|
||||
{"/go", true, "⚔️ says Let's go!"},
|
||||
{"/wait", true, "✋ says Wait!"},
|
||||
{"/help", true, "🆘 calls for help!"},
|
||||
{"/hi", true, "👋 인사합니다!"},
|
||||
{"/gg", true, "🎉 GG!"},
|
||||
{"/go", true, "⚔️ 가자!"},
|
||||
{"/wait", true, "✋ 기다려!"},
|
||||
{"/help", true, "🆘 도움 요청!"},
|
||||
{"/unknown", false, ""},
|
||||
{"hello", false, ""},
|
||||
{"", false, ""},
|
||||
|
||||
@@ -20,6 +20,11 @@ func (s *GameSession) EnterRoom(roomIdx int) {
|
||||
}
|
||||
}
|
||||
|
||||
s.enterRoomLocked(roomIdx)
|
||||
}
|
||||
|
||||
// enterRoomLocked performs room entry logic. Caller must hold s.mu.
|
||||
func (s *GameSession) enterRoomLocked(roomIdx int) {
|
||||
s.state.Floor.CurrentRoom = roomIdx
|
||||
dungeon.UpdateVisibility(s.state.Floor)
|
||||
room := s.state.Floor.Rooms[roomIdx]
|
||||
@@ -40,6 +45,11 @@ func (s *GameSession) EnterRoom(roomIdx int) {
|
||||
s.state.CombatTurn = 0
|
||||
s.signalCombat()
|
||||
case dungeon.RoomShop:
|
||||
if s.hasMutation("no_shop") {
|
||||
s.addLog("상점이 닫혔습니다! (주간 변이)")
|
||||
room.Cleared = true
|
||||
return
|
||||
}
|
||||
s.generateShopItems()
|
||||
s.state.Phase = PhaseShop
|
||||
case dungeon.RoomTreasure:
|
||||
@@ -98,9 +108,15 @@ func (s *GameSession) spawnMonsters() {
|
||||
m.MaxHP = m.HP
|
||||
m.DEF = int(float64(m.DEF) * s.cfg.Combat.SoloHPReduction)
|
||||
}
|
||||
if rand.Float64() < 0.20 {
|
||||
if s.hasMutation("elite_flood") || rand.Float64() < 0.20 {
|
||||
entity.ApplyPrefix(m, entity.RandomPrefix())
|
||||
}
|
||||
if s.HardMode {
|
||||
mult := s.cfg.Difficulty.HardModeMonsterMult
|
||||
m.HP = int(float64(m.HP) * mult)
|
||||
m.MaxHP = m.HP
|
||||
m.ATK = int(float64(m.ATK) * mult)
|
||||
}
|
||||
s.state.Monsters[i] = m
|
||||
}
|
||||
|
||||
@@ -140,6 +156,12 @@ func (s *GameSession) spawnBoss() {
|
||||
boss.MaxHP = boss.HP
|
||||
boss.DEF = int(float64(boss.DEF) * s.cfg.Combat.SoloHPReduction)
|
||||
}
|
||||
if s.HardMode {
|
||||
mult := s.cfg.Difficulty.HardModeMonsterMult
|
||||
boss.HP = int(float64(boss.HP) * mult)
|
||||
boss.MaxHP = boss.HP
|
||||
boss.ATK = int(float64(boss.ATK) * mult)
|
||||
}
|
||||
s.state.Monsters = []*entity.Monster{boss}
|
||||
|
||||
// Reset skill uses for all players at combat start
|
||||
@@ -152,7 +174,7 @@ func (s *GameSession) grantTreasure() {
|
||||
floor := s.state.FloorNum
|
||||
for _, p := range s.state.Players {
|
||||
if len(p.Inventory) >= s.cfg.Game.InventoryLimit {
|
||||
s.addLog(fmt.Sprintf("%s's inventory is full!", p.Name))
|
||||
s.addLog(fmt.Sprintf("%s의 인벤토리가 가득 찼습니다!", p.Name))
|
||||
continue
|
||||
}
|
||||
if rand.Float64() < 0.5 {
|
||||
@@ -161,14 +183,14 @@ func (s *GameSession) grantTreasure() {
|
||||
Name: weaponName(floor), Type: entity.ItemWeapon, Bonus: bonus,
|
||||
}
|
||||
p.Inventory = append(p.Inventory, item)
|
||||
s.addLog(fmt.Sprintf("%s found %s (ATK+%d)", p.Name, item.Name, item.Bonus))
|
||||
s.addLog(fmt.Sprintf("%s %s 발견 (ATK+%d)", p.Name, item.Name, item.Bonus))
|
||||
} else {
|
||||
bonus := 2 + rand.Intn(4) + floor/4
|
||||
item := entity.Item{
|
||||
Name: armorName(floor), Type: entity.ItemArmor, Bonus: bonus,
|
||||
}
|
||||
p.Inventory = append(p.Inventory, item)
|
||||
s.addLog(fmt.Sprintf("%s found %s (DEF+%d)", p.Name, item.Name, item.Bonus))
|
||||
s.addLog(fmt.Sprintf("%s %s 발견 (DEF+%d)", p.Name, item.Name, item.Bonus))
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -186,6 +208,12 @@ func (s *GameSession) generateShopItems() {
|
||||
potionHeal := 30 + floor
|
||||
potionPrice := 20 + floor/2
|
||||
|
||||
if s.HardMode {
|
||||
mult := s.cfg.Difficulty.HardModeShopMult
|
||||
potionPrice = int(float64(potionPrice) * mult)
|
||||
weaponPrice = int(float64(weaponPrice) * mult)
|
||||
armorPrice = int(float64(armorPrice) * mult)
|
||||
}
|
||||
s.state.ShopItems = []entity.Item{
|
||||
{Name: "HP Potion", Type: entity.ItemConsumable, Bonus: potionHeal, Price: potionPrice},
|
||||
{Name: weaponName(floor), Type: entity.ItemWeapon, Bonus: weaponBonus, Price: weaponPrice},
|
||||
@@ -221,7 +249,8 @@ func armorName(floor int) string {
|
||||
|
||||
func (s *GameSession) triggerEvent() {
|
||||
event := PickRandomEvent()
|
||||
s.addLog(fmt.Sprintf("Event: %s — %s", event.Name, event.Description))
|
||||
s.state.LastEventName = event.Name
|
||||
s.addLog(fmt.Sprintf("이벤트: %s — %s", event.Name, event.Description))
|
||||
|
||||
// Auto-resolve with a random choice
|
||||
choice := event.Choices[rand.Intn(len(event.Choices))]
|
||||
@@ -243,10 +272,10 @@ func (s *GameSession) triggerEvent() {
|
||||
if outcome.HPChange > 0 {
|
||||
before := target.HP
|
||||
target.Heal(outcome.HPChange)
|
||||
s.addLog(fmt.Sprintf(" %s heals %d HP", target.Name, target.HP-before))
|
||||
s.addLog(fmt.Sprintf(" %s HP %d 회복", target.Name, target.HP-before))
|
||||
} else if outcome.HPChange < 0 {
|
||||
target.TakeDamage(-outcome.HPChange)
|
||||
s.addLog(fmt.Sprintf(" %s takes %d damage", target.Name, -outcome.HPChange))
|
||||
s.addLog(fmt.Sprintf(" %s %d 피해를 받음", target.Name, -outcome.HPChange))
|
||||
}
|
||||
|
||||
if outcome.GoldChange != 0 {
|
||||
@@ -255,9 +284,9 @@ func (s *GameSession) triggerEvent() {
|
||||
target.Gold = 0
|
||||
}
|
||||
if outcome.GoldChange > 0 {
|
||||
s.addLog(fmt.Sprintf(" %s gains %d gold", target.Name, outcome.GoldChange))
|
||||
s.addLog(fmt.Sprintf(" %s 골드 %d 획득", target.Name, outcome.GoldChange))
|
||||
} else {
|
||||
s.addLog(fmt.Sprintf(" %s loses %d gold", target.Name, -outcome.GoldChange))
|
||||
s.addLog(fmt.Sprintf(" %s 골드 %d 잃음", target.Name, -outcome.GoldChange))
|
||||
}
|
||||
}
|
||||
|
||||
@@ -268,27 +297,27 @@ func (s *GameSession) triggerEvent() {
|
||||
bonus := 3 + rand.Intn(6) + floor/3
|
||||
item := entity.Item{Name: weaponName(floor), Type: entity.ItemWeapon, Bonus: bonus}
|
||||
target.Inventory = append(target.Inventory, item)
|
||||
s.addLog(fmt.Sprintf(" %s found %s (ATK+%d)", target.Name, item.Name, item.Bonus))
|
||||
s.addLog(fmt.Sprintf(" %s %s 발견 (ATK+%d)", target.Name, item.Name, item.Bonus))
|
||||
} else {
|
||||
bonus := 2 + rand.Intn(4) + floor/4
|
||||
item := entity.Item{Name: armorName(floor), Type: entity.ItemArmor, Bonus: bonus}
|
||||
target.Inventory = append(target.Inventory, item)
|
||||
s.addLog(fmt.Sprintf(" %s found %s (DEF+%d)", target.Name, item.Name, item.Bonus))
|
||||
s.addLog(fmt.Sprintf(" %s %s 발견 (DEF+%d)", target.Name, item.Name, item.Bonus))
|
||||
}
|
||||
} else {
|
||||
s.addLog(fmt.Sprintf(" %s's inventory is full!", target.Name))
|
||||
s.addLog(fmt.Sprintf(" %s의 인벤토리가 가득 찼습니다!", target.Name))
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func (s *GameSession) grantSecretTreasure() {
|
||||
s.addLog("You discovered a secret room filled with treasure!")
|
||||
s.addLog("보물로 가득 찬 비밀의 방을 발견했습니다!")
|
||||
floor := s.state.FloorNum
|
||||
// Double treasure: grant two items per player
|
||||
for _, p := range s.state.Players {
|
||||
for i := 0; i < 2; i++ {
|
||||
if len(p.Inventory) >= s.cfg.Game.InventoryLimit {
|
||||
s.addLog(fmt.Sprintf("%s's inventory is full!", p.Name))
|
||||
s.addLog(fmt.Sprintf("%s의 인벤토리가 가득 찼습니다!", p.Name))
|
||||
break
|
||||
}
|
||||
if rand.Float64() < 0.5 {
|
||||
@@ -297,14 +326,14 @@ func (s *GameSession) grantSecretTreasure() {
|
||||
Name: weaponName(floor), Type: entity.ItemWeapon, Bonus: bonus,
|
||||
}
|
||||
p.Inventory = append(p.Inventory, item)
|
||||
s.addLog(fmt.Sprintf("%s found %s (ATK+%d)", p.Name, item.Name, item.Bonus))
|
||||
s.addLog(fmt.Sprintf("%s %s 발견 (ATK+%d)", p.Name, item.Name, item.Bonus))
|
||||
} else {
|
||||
bonus := 2 + rand.Intn(4) + floor/4
|
||||
item := entity.Item{
|
||||
Name: armorName(floor), Type: entity.ItemArmor, Bonus: bonus,
|
||||
}
|
||||
p.Inventory = append(p.Inventory, item)
|
||||
s.addLog(fmt.Sprintf("%s found %s (DEF+%d)", p.Name, item.Name, item.Bonus))
|
||||
s.addLog(fmt.Sprintf("%s %s 발견 (DEF+%d)", p.Name, item.Name, item.Bonus))
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -345,8 +374,14 @@ func (s *GameSession) spawnMiniBoss() {
|
||||
miniBoss.MaxHP = miniBoss.HP
|
||||
miniBoss.DEF = int(float64(miniBoss.DEF) * s.cfg.Combat.SoloHPReduction)
|
||||
}
|
||||
if s.HardMode {
|
||||
mult := s.cfg.Difficulty.HardModeMonsterMult
|
||||
miniBoss.HP = int(float64(miniBoss.HP) * mult)
|
||||
miniBoss.MaxHP = miniBoss.HP
|
||||
miniBoss.ATK = int(float64(miniBoss.ATK) * mult)
|
||||
}
|
||||
s.state.Monsters = []*entity.Monster{miniBoss}
|
||||
s.addLog(fmt.Sprintf("A mini-boss appears: %s!", miniBoss.Name))
|
||||
s.addLog(fmt.Sprintf("미니보스 등장: %s!", miniBoss.Name))
|
||||
|
||||
// Reset skill uses for all players at combat start
|
||||
for _, p := range s.state.Players {
|
||||
|
||||
@@ -117,10 +117,10 @@ func (l *Lobby) InvitePlayer(roomCode, fingerprint string) error {
|
||||
defer l.mu.Unlock()
|
||||
p, ok := l.online[fingerprint]
|
||||
if !ok {
|
||||
return fmt.Errorf("player not online")
|
||||
return fmt.Errorf("플레이어가 온라인이 아닙니다")
|
||||
}
|
||||
if p.InRoom != "" {
|
||||
return fmt.Errorf("player already in a room")
|
||||
return fmt.Errorf("플레이어가 이미 방에 있습니다")
|
||||
}
|
||||
// Store the invite as a pending field
|
||||
p.InRoom = "invited:" + roomCode
|
||||
@@ -148,19 +148,38 @@ func (l *Lobby) JoinRoom(code, playerName, fingerprint string) error {
|
||||
defer l.mu.Unlock()
|
||||
room, ok := l.rooms[code]
|
||||
if !ok {
|
||||
return fmt.Errorf("room %s not found", code)
|
||||
return fmt.Errorf("방 %s을(를) 찾을 수 없습니다", code)
|
||||
}
|
||||
if len(room.Players) >= l.cfg.Game.MaxPlayers {
|
||||
return fmt.Errorf("room %s is full", code)
|
||||
return fmt.Errorf("방 %s이(가) 가득 찼습니다", code)
|
||||
}
|
||||
if room.Status != RoomWaiting {
|
||||
return fmt.Errorf("room %s already in progress", code)
|
||||
return fmt.Errorf("방 %s이(가) 이미 진행 중입니다", code)
|
||||
}
|
||||
room.Players = append(room.Players, LobbyPlayer{Name: playerName, Fingerprint: fingerprint})
|
||||
slog.Info("player joined", "room", code, "player", playerName)
|
||||
return nil
|
||||
}
|
||||
|
||||
func (l *Lobby) LeaveRoom(code, fingerprint string) {
|
||||
l.mu.Lock()
|
||||
defer l.mu.Unlock()
|
||||
room, ok := l.rooms[code]
|
||||
if !ok {
|
||||
return
|
||||
}
|
||||
for i, p := range room.Players {
|
||||
if p.Fingerprint == fingerprint {
|
||||
room.Players = append(room.Players[:i], room.Players[i+1:]...)
|
||||
break
|
||||
}
|
||||
}
|
||||
// Remove empty waiting rooms
|
||||
if len(room.Players) == 0 && room.Status == RoomWaiting {
|
||||
delete(l.rooms, code)
|
||||
}
|
||||
}
|
||||
|
||||
func (l *Lobby) SetPlayerClass(code, fingerprint, class string) {
|
||||
l.mu.Lock()
|
||||
defer l.mu.Unlock()
|
||||
|
||||
@@ -19,16 +19,16 @@ type Mutation struct {
|
||||
|
||||
// Mutations is the list of all available mutations.
|
||||
var Mutations = []Mutation{
|
||||
{ID: "no_skills", Name: "Skill Lockout", Description: "Class skills are disabled",
|
||||
{ID: "no_skills", Name: "스킬 봉인", Description: "직업 스킬 사용 불가",
|
||||
Apply: func(cfg *config.GameConfig) { cfg.SkillUses = 0 }},
|
||||
{ID: "speed_run", Name: "Speed Run", Description: "Turn timeout halved",
|
||||
{ID: "speed_run", Name: "스피드 런", Description: "턴 제한 시간 절반",
|
||||
Apply: func(cfg *config.GameConfig) { cfg.TurnTimeoutSec = max(cfg.TurnTimeoutSec/2, 2) }},
|
||||
{ID: "no_shop", Name: "Shop Closed", Description: "Shops are unavailable",
|
||||
Apply: func(cfg *config.GameConfig) {}},
|
||||
{ID: "glass_cannon", Name: "Glass Cannon", Description: "Double damage, half HP",
|
||||
Apply: func(cfg *config.GameConfig) {}},
|
||||
{ID: "elite_flood", Name: "Elite Flood", Description: "All monsters are elite",
|
||||
Apply: func(cfg *config.GameConfig) {}},
|
||||
{ID: "no_shop", Name: "상점 폐쇄", Description: "상점 이용 불가",
|
||||
Apply: func(cfg *config.GameConfig) {}}, // handled at runtime in EnterRoom
|
||||
{ID: "glass_cannon", Name: "유리 대포", Description: "피해 2배, HP 절반",
|
||||
Apply: func(cfg *config.GameConfig) {}}, // handled at runtime in AddPlayer/spawnMonsters
|
||||
{ID: "elite_flood", Name: "엘리트 범람", Description: "모든 몬스터가 엘리트",
|
||||
Apply: func(cfg *config.GameConfig) {}}, // handled at runtime in spawnMonsters
|
||||
}
|
||||
|
||||
// GetWeeklyMutation returns the mutation for the current week,
|
||||
|
||||
@@ -28,211 +28,211 @@ func GetRandomEvents() []RandomEvent {
|
||||
return []RandomEvent{
|
||||
{
|
||||
Name: "altar",
|
||||
Description: "You discover an ancient altar glowing with strange energy.",
|
||||
Description: "이상한 에너지로 빛나는 고대 제단을 발견했습니다.",
|
||||
Choices: []EventChoice{
|
||||
{
|
||||
Label: "Pray at the altar",
|
||||
Label: "제단에서 기도하기",
|
||||
Resolve: func(floor int) EventOutcome {
|
||||
if rand.Float64() < 0.6 {
|
||||
heal := 15 + floor*2
|
||||
return EventOutcome{HPChange: heal, Description: "The altar blesses you with healing light."}
|
||||
return EventOutcome{HPChange: heal, Description: "제단이 치유의 빛으로 축복합니다."}
|
||||
}
|
||||
dmg := 10 + floor
|
||||
return EventOutcome{HPChange: -dmg, Description: "The altar's energy lashes out at you!"}
|
||||
return EventOutcome{HPChange: -dmg, Description: "제단의 에너지가 당신을 공격합니다!"}
|
||||
},
|
||||
},
|
||||
{
|
||||
Label: "Offer gold",
|
||||
Label: "골드 바치기",
|
||||
Resolve: func(floor int) EventOutcome {
|
||||
cost := 10 + floor
|
||||
return EventOutcome{GoldChange: -cost, ItemDrop: true, Description: "You offer gold and receive a divine gift."}
|
||||
return EventOutcome{GoldChange: -cost, ItemDrop: true, Description: "골드를 바치고 신성한 선물을 받았습니다."}
|
||||
},
|
||||
},
|
||||
{
|
||||
Label: "Walk away",
|
||||
Label: "그냥 지나가기",
|
||||
Resolve: func(floor int) EventOutcome {
|
||||
return EventOutcome{Description: "You leave the altar undisturbed."}
|
||||
return EventOutcome{Description: "제단을 건드리지 않고 떠납니다."}
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
{
|
||||
Name: "fountain",
|
||||
Description: "A shimmering fountain bubbles in the center of the room.",
|
||||
Description: "방 중앙에서 빛나는 분수가 솟아오릅니다.",
|
||||
Choices: []EventChoice{
|
||||
{
|
||||
Label: "Drink from the fountain",
|
||||
Label: "분수의 물 마시기",
|
||||
Resolve: func(floor int) EventOutcome {
|
||||
heal := 20 + floor*2
|
||||
return EventOutcome{HPChange: heal, Description: "The water rejuvenates you!"}
|
||||
return EventOutcome{HPChange: heal, Description: "물이 당신을 활기차게 합니다!"}
|
||||
},
|
||||
},
|
||||
{
|
||||
Label: "Toss a coin",
|
||||
Label: "동전 던지기",
|
||||
Resolve: func(floor int) EventOutcome {
|
||||
if rand.Float64() < 0.5 {
|
||||
gold := 15 + floor*3
|
||||
return EventOutcome{GoldChange: gold, Description: "The fountain rewards your generosity!"}
|
||||
return EventOutcome{GoldChange: gold, Description: "분수가 당신의 관대함에 보답합니다!"}
|
||||
}
|
||||
return EventOutcome{GoldChange: -5, Description: "The coin sinks and nothing happens."}
|
||||
return EventOutcome{GoldChange: -5, Description: "동전이 가라앉고 아무 일도 일어나지 않습니다."}
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
{
|
||||
Name: "merchant",
|
||||
Description: "A hooded merchant appears from the shadows.",
|
||||
Description: "두건을 쓴 상인이 어둠 속에서 나타납니다.",
|
||||
Choices: []EventChoice{
|
||||
{
|
||||
Label: "Trade gold for healing",
|
||||
Label: "골드로 치료 거래",
|
||||
Resolve: func(floor int) EventOutcome {
|
||||
cost := 15 + floor
|
||||
heal := 25 + floor*2
|
||||
return EventOutcome{HPChange: heal, GoldChange: -cost, Description: "The merchant sells you a healing draught."}
|
||||
return EventOutcome{HPChange: heal, GoldChange: -cost, Description: "상인이 치유의 물약을 팝니다."}
|
||||
},
|
||||
},
|
||||
{
|
||||
Label: "Buy a mystery item",
|
||||
Label: "미스터리 아이템 구매",
|
||||
Resolve: func(floor int) EventOutcome {
|
||||
cost := 20 + floor*2
|
||||
return EventOutcome{GoldChange: -cost, ItemDrop: true, Description: "The merchant hands you a wrapped package."}
|
||||
return EventOutcome{GoldChange: -cost, ItemDrop: true, Description: "상인이 포장된 꾸러미를 건넵니다."}
|
||||
},
|
||||
},
|
||||
{
|
||||
Label: "Decline",
|
||||
Label: "거절하기",
|
||||
Resolve: func(floor int) EventOutcome {
|
||||
return EventOutcome{Description: "The merchant vanishes into the shadows."}
|
||||
return EventOutcome{Description: "상인이 어둠 속으로 사라집니다."}
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
{
|
||||
Name: "trap_room",
|
||||
Description: "The floor is covered with suspicious pressure plates.",
|
||||
Description: "바닥이 수상한 압력판으로 덮여 있습니다.",
|
||||
Choices: []EventChoice{
|
||||
{
|
||||
Label: "Carefully navigate",
|
||||
Label: "조심히 지나가기",
|
||||
Resolve: func(floor int) EventOutcome {
|
||||
if rand.Float64() < 0.5 {
|
||||
return EventOutcome{Description: "You skillfully avoid all the traps!"}
|
||||
return EventOutcome{Description: "능숙하게 모든 함정을 피했습니다!"}
|
||||
}
|
||||
dmg := 8 + floor
|
||||
return EventOutcome{HPChange: -dmg, Description: "You trigger a trap and take damage!"}
|
||||
return EventOutcome{HPChange: -dmg, Description: "함정을 밟아 피해를 입었습니다!"}
|
||||
},
|
||||
},
|
||||
{
|
||||
Label: "Rush through",
|
||||
Label: "돌진하기",
|
||||
Resolve: func(floor int) EventOutcome {
|
||||
dmg := 5 + floor/2
|
||||
gold := 10 + floor*2
|
||||
return EventOutcome{HPChange: -dmg, GoldChange: gold, Description: "You take minor damage but find hidden gold!"}
|
||||
return EventOutcome{HPChange: -dmg, GoldChange: gold, Description: "약간의 피해를 입었지만 숨겨진 골드를 발견했습니다!"}
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
{
|
||||
Name: "shrine",
|
||||
Description: "A glowing shrine hums with divine power.",
|
||||
Description: "신성한 힘으로 울리는 빛나는 성소가 있습니다.",
|
||||
Choices: []EventChoice{
|
||||
{
|
||||
Label: "Kneel and pray",
|
||||
Label: "무릎 꿇고 기도하기",
|
||||
Resolve: func(floor int) EventOutcome {
|
||||
heal := 30 + floor*2
|
||||
return EventOutcome{HPChange: heal, Description: "The shrine fills you with renewed vigor!"}
|
||||
return EventOutcome{HPChange: heal, Description: "성소가 새로운 활력으로 가득 채워줍니다!"}
|
||||
},
|
||||
},
|
||||
{
|
||||
Label: "Take the offering",
|
||||
Label: "제물 가져가기",
|
||||
Resolve: func(floor int) EventOutcome {
|
||||
gold := 20 + floor*3
|
||||
dmg := 15 + floor
|
||||
return EventOutcome{HPChange: -dmg, GoldChange: gold, Description: "You steal the offering but anger the spirits!"}
|
||||
return EventOutcome{HPChange: -dmg, GoldChange: gold, Description: "제물을 훔쳤지만 영혼들이 분노합니다!"}
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
{
|
||||
Name: "chest",
|
||||
Description: "An ornate chest sits in the corner of the room.",
|
||||
Description: "방 구석에 화려한 상자가 놓여 있습니다.",
|
||||
Choices: []EventChoice{
|
||||
{
|
||||
Label: "Open carefully",
|
||||
Label: "조심히 열기",
|
||||
Resolve: func(floor int) EventOutcome {
|
||||
if rand.Float64() < 0.7 {
|
||||
gold := 15 + floor*2
|
||||
return EventOutcome{GoldChange: gold, Description: "The chest contains a pile of gold!"}
|
||||
return EventOutcome{GoldChange: gold, Description: "상자 안에 골드 더미가 있습니다!"}
|
||||
}
|
||||
dmg := 12 + floor
|
||||
return EventOutcome{HPChange: -dmg, Description: "The chest was a mimic! It bites you!"}
|
||||
return EventOutcome{HPChange: -dmg, Description: "상자가 미믹이었습니다! 물어뜯깁니다!"}
|
||||
},
|
||||
},
|
||||
{
|
||||
Label: "Smash it open",
|
||||
Label: "부수어 열기",
|
||||
Resolve: func(floor int) EventOutcome {
|
||||
return EventOutcome{ItemDrop: true, Description: "You smash the chest and find equipment inside!"}
|
||||
return EventOutcome{ItemDrop: true, Description: "상자를 부수고 안에서 장비를 발견했습니다!"}
|
||||
},
|
||||
},
|
||||
{
|
||||
Label: "Leave it",
|
||||
Label: "그냥 두기",
|
||||
Resolve: func(floor int) EventOutcome {
|
||||
return EventOutcome{Description: "Better safe than sorry."}
|
||||
return EventOutcome{Description: "안전한 게 최고입니다."}
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
{
|
||||
Name: "ghost",
|
||||
Description: "A spectral figure materializes before you.",
|
||||
Description: "유령 같은 형체가 눈앞에 나타납니다.",
|
||||
Choices: []EventChoice{
|
||||
{
|
||||
Label: "Speak with the ghost",
|
||||
Label: "유령과 대화하기",
|
||||
Resolve: func(floor int) EventOutcome {
|
||||
gold := 10 + floor*2
|
||||
return EventOutcome{GoldChange: gold, Description: "The ghost thanks you for listening and rewards you."}
|
||||
return EventOutcome{GoldChange: gold, Description: "유령이 들어줘서 감사하며 보상합니다."}
|
||||
},
|
||||
},
|
||||
{
|
||||
Label: "Attack the ghost",
|
||||
Label: "유령 공격하기",
|
||||
Resolve: func(floor int) EventOutcome {
|
||||
if rand.Float64() < 0.4 {
|
||||
return EventOutcome{ItemDrop: true, Description: "The ghost drops a spectral weapon as it fades!"}
|
||||
return EventOutcome{ItemDrop: true, Description: "유령이 사라지며 유령 무기를 떨어뜨립니다!"}
|
||||
}
|
||||
dmg := 15 + floor
|
||||
return EventOutcome{HPChange: -dmg, Description: "The ghost retaliates with ghostly fury!"}
|
||||
return EventOutcome{HPChange: -dmg, Description: "유령이 분노하여 반격합니다!"}
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
{
|
||||
Name: "mushroom",
|
||||
Description: "Strange glowing mushrooms grow in clusters here.",
|
||||
Description: "이상하게 빛나는 버섯들이 무리 지어 자라고 있습니다.",
|
||||
Choices: []EventChoice{
|
||||
{
|
||||
Label: "Eat a mushroom",
|
||||
Label: "버섯 먹기",
|
||||
Resolve: func(floor int) EventOutcome {
|
||||
r := rand.Float64()
|
||||
if r < 0.33 {
|
||||
heal := 20 + floor*2
|
||||
return EventOutcome{HPChange: heal, Description: "The mushroom tastes great and heals you!"}
|
||||
return EventOutcome{HPChange: heal, Description: "버섯이 맛있고 치유 효과가 있습니다!"}
|
||||
} else if r < 0.66 {
|
||||
dmg := 10 + floor
|
||||
return EventOutcome{HPChange: -dmg, Description: "The mushroom was poisonous!"}
|
||||
return EventOutcome{HPChange: -dmg, Description: "독버섯이었습니다!"}
|
||||
}
|
||||
gold := 10 + floor
|
||||
return EventOutcome{GoldChange: gold, Description: "The mushroom gives you strange visions... and gold falls from above!"}
|
||||
return EventOutcome{GoldChange: gold, Description: "버섯이 이상한 환각을 보여주고... 위에서 골드가 떨어집니다!"}
|
||||
},
|
||||
},
|
||||
{
|
||||
Label: "Collect and sell",
|
||||
Label: "채집하여 팔기",
|
||||
Resolve: func(floor int) EventOutcome {
|
||||
gold := 8 + floor
|
||||
return EventOutcome{GoldChange: gold, Description: "You carefully harvest the mushrooms for sale."}
|
||||
return EventOutcome{GoldChange: gold, Description: "조심히 버섯을 채집하여 판매합니다."}
|
||||
},
|
||||
},
|
||||
{
|
||||
Label: "Ignore them",
|
||||
Label: "무시하기",
|
||||
Resolve: func(floor int) EventOutcome {
|
||||
return EventOutcome{Description: "You wisely avoid the mysterious fungi."}
|
||||
return EventOutcome{Description: "의문의 균류를 현명하게 피합니다."}
|
||||
},
|
||||
},
|
||||
},
|
||||
|
||||
169
game/session.go
169
game/session.go
@@ -55,6 +55,8 @@ type GameState struct {
|
||||
TurnResolving bool // true while logs are being replayed
|
||||
BossKilled bool
|
||||
FleeSucceeded bool
|
||||
LastEventName string // name of the most recent random event (for codex)
|
||||
MoveVotes map[string]int // fingerprint -> voted room index (exploration)
|
||||
}
|
||||
|
||||
func (s *GameSession) addLog(msg string) {
|
||||
@@ -82,6 +84,7 @@ type GameSession struct {
|
||||
combatSignal chan struct{}
|
||||
done chan struct{}
|
||||
lastActivity map[string]time.Time // fingerprint -> last activity time
|
||||
moveVotes map[string]int // fingerprint -> voted room index
|
||||
HardMode bool
|
||||
ActiveMutation *Mutation
|
||||
DailyMode bool
|
||||
@@ -93,6 +96,11 @@ type playerActionMsg struct {
|
||||
Action PlayerAction
|
||||
}
|
||||
|
||||
// hasMutation returns true if the session has the given mutation active.
|
||||
func (s *GameSession) hasMutation(id string) bool {
|
||||
return s.ActiveMutation != nil && s.ActiveMutation.ID == id
|
||||
}
|
||||
|
||||
func NewGameSession(cfg *config.Config) *GameSession {
|
||||
return &GameSession{
|
||||
cfg: cfg,
|
||||
@@ -107,6 +115,13 @@ func NewGameSession(cfg *config.Config) *GameSession {
|
||||
}
|
||||
}
|
||||
|
||||
// ApplyWeeklyMutation sets the current week's mutation on this session.
|
||||
func (s *GameSession) ApplyWeeklyMutation() {
|
||||
mut := GetWeeklyMutation()
|
||||
s.ActiveMutation = &mut
|
||||
mut.Apply(&s.cfg.Game)
|
||||
}
|
||||
|
||||
func (s *GameSession) Stop() {
|
||||
select {
|
||||
case <-s.done:
|
||||
@@ -163,7 +178,7 @@ func (s *GameSession) combatLoop() {
|
||||
if last, ok := s.lastActivity[p.Fingerprint]; ok {
|
||||
if now.Sub(last) > 60*time.Second {
|
||||
slog.Warn("player inactive removed", "fingerprint", p.Fingerprint, "name", p.Name)
|
||||
s.addLog(fmt.Sprintf("%s removed (disconnected)", p.Name))
|
||||
s.addLog(fmt.Sprintf("%s 제거됨 (접속 끊김)", p.Name))
|
||||
changed = true
|
||||
continue
|
||||
}
|
||||
@@ -206,6 +221,14 @@ func (s *GameSession) AddPlayer(p *entity.Player) {
|
||||
if p.Skills == nil {
|
||||
p.Skills = &entity.PlayerSkills{BranchIndex: -1}
|
||||
}
|
||||
if s.hasMutation("glass_cannon") {
|
||||
p.ATK *= 2
|
||||
p.MaxHP /= 2
|
||||
if p.MaxHP < 1 {
|
||||
p.MaxHP = 1
|
||||
}
|
||||
p.HP = p.MaxHP
|
||||
}
|
||||
s.state.Players = append(s.state.Players, p)
|
||||
}
|
||||
|
||||
@@ -281,6 +304,15 @@ func (s *GameSession) GetState() GameState {
|
||||
submittedCopy[k] = v
|
||||
}
|
||||
|
||||
// Copy move votes
|
||||
var moveVotesCopy map[string]int
|
||||
if s.state.MoveVotes != nil {
|
||||
moveVotesCopy = make(map[string]int, len(s.state.MoveVotes))
|
||||
for k, v := range s.state.MoveVotes {
|
||||
moveVotesCopy[k] = v
|
||||
}
|
||||
}
|
||||
|
||||
// Copy pending logs
|
||||
pendingCopy := make([]string, len(s.state.PendingLogs))
|
||||
copy(pendingCopy, s.state.PendingLogs)
|
||||
@@ -304,24 +336,41 @@ func (s *GameSession) GetState() GameState {
|
||||
TurnResolving: s.state.TurnResolving,
|
||||
BossKilled: s.state.BossKilled,
|
||||
FleeSucceeded: s.state.FleeSucceeded,
|
||||
LastEventName: s.state.LastEventName,
|
||||
MoveVotes: moveVotesCopy,
|
||||
}
|
||||
}
|
||||
|
||||
func (s *GameSession) SubmitAction(playerID string, action PlayerAction) {
|
||||
s.mu.Lock()
|
||||
s.lastActivity[playerID] = time.Now()
|
||||
|
||||
// Block dead/out players from submitting
|
||||
for _, p := range s.state.Players {
|
||||
if p.Fingerprint == playerID && p.IsOut() {
|
||||
s.mu.Unlock()
|
||||
return
|
||||
}
|
||||
}
|
||||
|
||||
// Prevent duplicate submissions in the same turn
|
||||
if _, already := s.state.SubmittedActions[playerID]; already {
|
||||
s.mu.Unlock()
|
||||
return
|
||||
}
|
||||
|
||||
desc := ""
|
||||
switch action.Type {
|
||||
case ActionAttack:
|
||||
desc = "Attacking"
|
||||
desc = "공격"
|
||||
case ActionSkill:
|
||||
desc = "Using Skill"
|
||||
desc = "스킬 사용"
|
||||
case ActionItem:
|
||||
desc = "Using Item"
|
||||
desc = "아이템 사용"
|
||||
case ActionFlee:
|
||||
desc = "Fleeing"
|
||||
desc = "도주"
|
||||
case ActionWait:
|
||||
desc = "Defending"
|
||||
desc = "방어"
|
||||
}
|
||||
if s.state.SubmittedActions == nil {
|
||||
s.state.SubmittedActions = make(map[string]string)
|
||||
@@ -360,33 +409,46 @@ func (s *GameSession) AllocateSkillPoint(fingerprint string, branchIdx int) erro
|
||||
for _, p := range s.state.Players {
|
||||
if p.Fingerprint == fingerprint {
|
||||
if p.Skills == nil || p.Skills.Points <= p.Skills.Allocated {
|
||||
return fmt.Errorf("no skill points available")
|
||||
return fmt.Errorf("스킬 포인트가 없습니다")
|
||||
}
|
||||
return p.Skills.Allocate(branchIdx, p.Class)
|
||||
}
|
||||
}
|
||||
return fmt.Errorf("player not found")
|
||||
return fmt.Errorf("플레이어를 찾을 수 없습니다")
|
||||
}
|
||||
|
||||
// BuyResult describes the outcome of a shop purchase attempt.
|
||||
type BuyResult int
|
||||
|
||||
const (
|
||||
BuyOK BuyResult = iota
|
||||
BuyNoGold
|
||||
BuyInventoryFull
|
||||
BuyFailed
|
||||
)
|
||||
|
||||
// BuyItem handles shop purchases
|
||||
func (s *GameSession) BuyItem(playerID string, itemIdx int) bool {
|
||||
func (s *GameSession) BuyItem(playerID string, itemIdx int) BuyResult {
|
||||
s.mu.Lock()
|
||||
defer s.mu.Unlock()
|
||||
if s.state.Phase != PhaseShop || itemIdx < 0 || itemIdx >= len(s.state.ShopItems) {
|
||||
return false
|
||||
return BuyFailed
|
||||
}
|
||||
item := s.state.ShopItems[itemIdx]
|
||||
for _, p := range s.state.Players {
|
||||
if p.Fingerprint == playerID && p.Gold >= item.Price {
|
||||
if p.Fingerprint == playerID {
|
||||
if p.Gold < item.Price {
|
||||
return BuyNoGold
|
||||
}
|
||||
if len(p.Inventory) >= s.cfg.Game.InventoryLimit {
|
||||
return false
|
||||
return BuyInventoryFull
|
||||
}
|
||||
p.Gold -= item.Price
|
||||
p.Inventory = append(p.Inventory, item)
|
||||
return true
|
||||
return BuyOK
|
||||
}
|
||||
}
|
||||
return false
|
||||
return BuyFailed
|
||||
}
|
||||
|
||||
// SendChat appends a chat message to the combat log
|
||||
@@ -407,3 +469,82 @@ func (s *GameSession) LeaveShop() {
|
||||
s.state.Phase = PhaseExploring
|
||||
s.state.Floor.Rooms[s.state.Floor.CurrentRoom].Cleared = true
|
||||
}
|
||||
|
||||
// SubmitMoveVote records a player's room choice during exploration.
|
||||
// When all alive players have voted, the majority choice wins and the party moves.
|
||||
// Returns true if the vote triggered a move (all votes collected).
|
||||
func (s *GameSession) SubmitMoveVote(fingerprint string, roomIdx int) bool {
|
||||
s.mu.Lock()
|
||||
defer s.mu.Unlock()
|
||||
|
||||
if s.state.Phase != PhaseExploring {
|
||||
return false
|
||||
}
|
||||
|
||||
s.lastActivity[fingerprint] = time.Now()
|
||||
|
||||
if s.moveVotes == nil {
|
||||
s.moveVotes = make(map[string]int)
|
||||
}
|
||||
s.moveVotes[fingerprint] = roomIdx
|
||||
|
||||
// Copy votes to state for UI display
|
||||
s.state.MoveVotes = make(map[string]int, len(s.moveVotes))
|
||||
for k, v := range s.moveVotes {
|
||||
s.state.MoveVotes[k] = v
|
||||
}
|
||||
|
||||
// Check if all alive players have voted
|
||||
aliveCount := 0
|
||||
for _, p := range s.state.Players {
|
||||
if !p.IsOut() {
|
||||
aliveCount++
|
||||
}
|
||||
}
|
||||
voteCount := 0
|
||||
for _, p := range s.state.Players {
|
||||
if !p.IsOut() {
|
||||
if _, ok := s.moveVotes[p.Fingerprint]; ok {
|
||||
voteCount++
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if voteCount < aliveCount {
|
||||
return false
|
||||
}
|
||||
|
||||
// All voted — resolve by majority
|
||||
tally := make(map[int]int)
|
||||
for _, p := range s.state.Players {
|
||||
if !p.IsOut() {
|
||||
if room, ok := s.moveVotes[p.Fingerprint]; ok {
|
||||
tally[room]++
|
||||
}
|
||||
}
|
||||
}
|
||||
bestRoom := -1
|
||||
bestCount := 0
|
||||
for room, count := range tally {
|
||||
if count > bestCount || (count == bestCount && room < bestRoom) {
|
||||
bestRoom = room
|
||||
bestCount = count
|
||||
}
|
||||
}
|
||||
|
||||
// Clear votes
|
||||
s.moveVotes = nil
|
||||
s.state.MoveVotes = nil
|
||||
|
||||
// Execute the move (inline EnterRoom logic since we already hold the lock)
|
||||
s.enterRoomLocked(bestRoom)
|
||||
return true
|
||||
}
|
||||
|
||||
// ClearMoveVotes resets any pending move votes (e.g. when phase changes).
|
||||
func (s *GameSession) ClearMoveVotes() {
|
||||
s.mu.Lock()
|
||||
defer s.mu.Unlock()
|
||||
s.moveVotes = nil
|
||||
s.state.MoveVotes = nil
|
||||
}
|
||||
|
||||
@@ -63,8 +63,8 @@ func TestSessionTurnTimeout(t *testing.T) {
|
||||
select {
|
||||
case <-done:
|
||||
// Turn completed via timeout
|
||||
case <-time.After(7 * time.Second):
|
||||
t.Error("Turn did not timeout within 7 seconds")
|
||||
case <-time.After(12 * time.Second):
|
||||
t.Error("Turn did not timeout within 12 seconds")
|
||||
}
|
||||
}
|
||||
|
||||
@@ -142,8 +142,8 @@ func TestBuyItemInventoryFull(t *testing.T) {
|
||||
}
|
||||
s.mu.Unlock()
|
||||
|
||||
if s.BuyItem("fp-buyer", 0) {
|
||||
t.Error("should not buy when inventory is full")
|
||||
if result := s.BuyItem("fp-buyer", 0); result != BuyInventoryFull {
|
||||
t.Errorf("expected BuyInventoryFull, got %d", result)
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
120
game/turn.go
120
game/turn.go
@@ -25,6 +25,16 @@ func (s *GameSession) RunTurn() {
|
||||
}
|
||||
s.mu.Unlock()
|
||||
|
||||
// Drain stale actions from previous turn
|
||||
draining:
|
||||
for {
|
||||
select {
|
||||
case <-s.actionCh:
|
||||
default:
|
||||
break draining
|
||||
}
|
||||
}
|
||||
|
||||
// Collect actions with timeout
|
||||
turnTimeout := time.Duration(s.cfg.Game.TurnTimeoutSec) * time.Second
|
||||
timer := time.NewTimer(turnTimeout)
|
||||
@@ -72,6 +82,14 @@ collecting:
|
||||
}
|
||||
|
||||
func (s *GameSession) resolvePlayerActions() {
|
||||
// Record frozen players BEFORE ticking effects (freeze expires on tick)
|
||||
frozenPlayers := make(map[string]bool)
|
||||
for _, p := range s.state.Players {
|
||||
if !p.IsOut() && p.HasEffect(entity.StatusFreeze) {
|
||||
frozenPlayers[p.Fingerprint] = true
|
||||
}
|
||||
}
|
||||
|
||||
// Tick status effects with floor theme damage bonus
|
||||
theme := dungeon.GetTheme(s.state.FloorNum)
|
||||
for _, p := range s.state.Players {
|
||||
@@ -91,13 +109,13 @@ func (s *GameSession) resolvePlayerActions() {
|
||||
bonus := int(float64(e.Value) * (theme.DamageMult - 1.0))
|
||||
if bonus > 0 {
|
||||
p.TakeDamage(bonus)
|
||||
s.addLog(fmt.Sprintf(" (%s theme: +%d damage)", theme.Name, bonus))
|
||||
s.addLog(fmt.Sprintf(" (%s 테마: +%d 피해)", theme.Name, bonus))
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if p.IsDead() {
|
||||
s.addLog(fmt.Sprintf("☠ %s has fallen!", p.Name))
|
||||
s.addLog(fmt.Sprintf("☠ %s 쓰러졌습니다!", p.Name))
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -117,6 +135,11 @@ func (s *GameSession) resolvePlayerActions() {
|
||||
if p.IsOut() {
|
||||
continue
|
||||
}
|
||||
// Frozen players skip their action
|
||||
if frozenPlayers[p.Fingerprint] {
|
||||
s.addLog(fmt.Sprintf("%s 동결되어 행동할 수 없습니다!", p.Name))
|
||||
continue
|
||||
}
|
||||
action, ok := s.actions[p.Fingerprint]
|
||||
if !ok {
|
||||
continue
|
||||
@@ -133,7 +156,7 @@ func (s *GameSession) resolvePlayerActions() {
|
||||
intentOwners = append(intentOwners, p.Name)
|
||||
case ActionSkill:
|
||||
if p.SkillUses <= 0 {
|
||||
s.addLog(fmt.Sprintf("%s has no skill uses left!", p.Name))
|
||||
s.addLog(fmt.Sprintf("%s 스킬 사용 횟수가 없습니다!", p.Name))
|
||||
break
|
||||
}
|
||||
p.SkillUses--
|
||||
@@ -145,7 +168,7 @@ func (s *GameSession) resolvePlayerActions() {
|
||||
m.TauntTurns = 2
|
||||
}
|
||||
}
|
||||
s.addLog(fmt.Sprintf("%s used Taunt! Enemies focus on %s for 2 turns", p.Name, p.Name))
|
||||
s.addLog(fmt.Sprintf("%s Taunt 사용! 적들이 2턴간 %s를 집중 공격합니다", p.Name, p.Name))
|
||||
case entity.ClassMage:
|
||||
skillPower := 0
|
||||
if p.Skills != nil {
|
||||
@@ -179,34 +202,41 @@ func (s *GameSession) resolvePlayerActions() {
|
||||
if p.Skills != nil {
|
||||
healAmount += p.Skills.GetSkillPower(p.Class) / 2
|
||||
}
|
||||
if s.HardMode {
|
||||
healAmount = int(float64(healAmount) * s.cfg.Difficulty.HardModeHealMult)
|
||||
}
|
||||
before := target.HP
|
||||
target.Heal(healAmount)
|
||||
s.addLog(fmt.Sprintf("%s healed %s for %d HP", p.Name, target.Name, target.HP-before))
|
||||
s.addLog(fmt.Sprintf("%s이(가) %s에게 HP %d 회복", p.Name, target.Name, target.HP-before))
|
||||
case entity.ClassRogue:
|
||||
currentRoom := s.state.Floor.Rooms[s.state.Floor.CurrentRoom]
|
||||
for _, neighborIdx := range currentRoom.Neighbors {
|
||||
s.state.Floor.Rooms[neighborIdx].Visited = true
|
||||
}
|
||||
s.addLog(fmt.Sprintf("%s scouted nearby rooms!", p.Name))
|
||||
s.addLog(fmt.Sprintf("%s 주변 방을 정찰했습니다!", p.Name))
|
||||
}
|
||||
case ActionItem:
|
||||
found := false
|
||||
for i, item := range p.Inventory {
|
||||
if item.Type == entity.ItemConsumable {
|
||||
before := p.HP
|
||||
p.Heal(item.Bonus)
|
||||
healAmt := item.Bonus
|
||||
if s.HardMode {
|
||||
healAmt = int(float64(healAmt) * s.cfg.Difficulty.HardModeHealMult)
|
||||
}
|
||||
p.Heal(healAmt)
|
||||
p.Inventory = append(p.Inventory[:i], p.Inventory[i+1:]...)
|
||||
s.addLog(fmt.Sprintf("%s used %s, restored %d HP", p.Name, item.Name, p.HP-before))
|
||||
s.addLog(fmt.Sprintf("%s %s 사용, HP %d 회복", p.Name, item.Name, p.HP-before))
|
||||
found = true
|
||||
break
|
||||
}
|
||||
}
|
||||
if !found {
|
||||
s.addLog(fmt.Sprintf("%s has no items to use!", p.Name))
|
||||
s.addLog(fmt.Sprintf("%s 사용할 아이템이 없습니다!", p.Name))
|
||||
}
|
||||
case ActionFlee:
|
||||
if combat.AttemptFlee(s.cfg.Combat.FleeChance) {
|
||||
s.addLog(fmt.Sprintf("%s fled from battle!", p.Name))
|
||||
s.addLog(fmt.Sprintf("%s 전투에서 도주했습니다!", p.Name))
|
||||
s.state.FleeSucceeded = true
|
||||
if s.state.SoloMode {
|
||||
s.state.Phase = PhaseExploring
|
||||
@@ -214,10 +244,10 @@ func (s *GameSession) resolvePlayerActions() {
|
||||
}
|
||||
p.Fled = true
|
||||
} else {
|
||||
s.addLog(fmt.Sprintf("%s failed to flee!", p.Name))
|
||||
s.addLog(fmt.Sprintf("%s 도주에 실패했습니다!", p.Name))
|
||||
}
|
||||
case ActionWait:
|
||||
s.addLog(fmt.Sprintf("%s is defending", p.Name))
|
||||
s.addLog(fmt.Sprintf("%s 방어 중", p.Name))
|
||||
}
|
||||
}
|
||||
|
||||
@@ -232,7 +262,7 @@ func (s *GameSession) resolvePlayerActions() {
|
||||
if allFled && !s.state.SoloMode {
|
||||
s.state.Phase = PhaseExploring
|
||||
s.state.Floor.Rooms[s.state.Floor.CurrentRoom].Cleared = true
|
||||
s.addLog("All players fled!")
|
||||
s.addLog("모든 플레이어가 도주했습니다!")
|
||||
for _, p := range s.state.Players {
|
||||
p.Fled = false
|
||||
}
|
||||
@@ -274,6 +304,12 @@ func (s *GameSession) resolvePlayerActions() {
|
||||
}
|
||||
}
|
||||
|
||||
// Build name→player map for relic effects
|
||||
playerByName := make(map[string]*entity.Player)
|
||||
for _, p := range s.state.Players {
|
||||
playerByName[p.Name] = p
|
||||
}
|
||||
|
||||
if len(intents) > 0 && len(s.state.Monsters) > 0 {
|
||||
results := combat.ResolveAttacks(intents, s.state.Monsters, s.cfg.Game.CoopBonus)
|
||||
for i, r := range results {
|
||||
@@ -281,16 +317,30 @@ func (s *GameSession) resolvePlayerActions() {
|
||||
if r.IsAoE {
|
||||
coopStr := ""
|
||||
if r.CoopApplied {
|
||||
coopStr = " (co-op!)"
|
||||
coopStr = " (협동!)"
|
||||
}
|
||||
s.addLog(fmt.Sprintf("%s hit all enemies for %d total dmg%s", owner, r.Damage, coopStr))
|
||||
s.addLog(fmt.Sprintf("%s 전체 적에게 총 %d 피해%s", owner, r.Damage, coopStr))
|
||||
} else if r.TargetIdx >= 0 && r.TargetIdx < len(s.state.Monsters) {
|
||||
target := s.state.Monsters[r.TargetIdx]
|
||||
coopStr := ""
|
||||
if r.CoopApplied {
|
||||
coopStr = " (co-op!)"
|
||||
coopStr = " (협동!)"
|
||||
}
|
||||
s.addLog(fmt.Sprintf("%s이(가) %s에게 %d 피해%s", owner, target.Name, r.Damage, coopStr))
|
||||
}
|
||||
// Apply Life Siphon relic: heal percentage of damage dealt
|
||||
if r.Damage > 0 {
|
||||
if p := playerByName[owner]; p != nil && !p.IsOut() {
|
||||
for _, rel := range p.Relics {
|
||||
if rel.Effect == entity.RelicLifeSteal {
|
||||
heal := r.Damage * rel.Value / 100
|
||||
if heal > 0 {
|
||||
p.Heal(heal)
|
||||
s.addLog(fmt.Sprintf(" %s의 Life Siphon으로 HP %d 회복", p.Name, heal))
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
s.addLog(fmt.Sprintf("%s hit %s for %d dmg%s", owner, target.Name, r.Damage, coopStr))
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -319,13 +369,13 @@ func (s *GameSession) resolvePlayerActions() {
|
||||
}
|
||||
if r.Effect == entity.RelicHealOnKill {
|
||||
p.Heal(r.Value)
|
||||
s.addLog(fmt.Sprintf("%s's relic heals %d HP", p.Name, r.Value))
|
||||
s.addLog(fmt.Sprintf("%s의 유물로 HP %d 회복", p.Name, r.Value))
|
||||
}
|
||||
}
|
||||
p.Gold += goldReward + bonus
|
||||
}
|
||||
}
|
||||
s.addLog(fmt.Sprintf("%s defeated! +%d gold", m.Name, goldReward))
|
||||
s.addLog(fmt.Sprintf("%s 처치! +%d 골드", m.Name, goldReward))
|
||||
if m.IsBoss {
|
||||
s.state.BossKilled = true
|
||||
s.grantBossRelic()
|
||||
@@ -345,7 +395,7 @@ func (s *GameSession) resolvePlayerActions() {
|
||||
// Check if combat is over
|
||||
if len(s.state.Monsters) == 0 {
|
||||
s.state.Floor.Rooms[s.state.Floor.CurrentRoom].Cleared = true
|
||||
s.addLog("Room cleared!")
|
||||
s.addLog("방 클리어!")
|
||||
for _, p := range s.state.Players {
|
||||
p.Fled = false
|
||||
}
|
||||
@@ -362,7 +412,7 @@ func (s *GameSession) advanceFloor() {
|
||||
s.state.Phase = PhaseResult
|
||||
s.state.Victory = true
|
||||
s.state.GameOver = true
|
||||
s.addLog("You conquered the Catacombs!")
|
||||
s.addLog("카타콤을 정복했습니다!")
|
||||
return
|
||||
}
|
||||
// Grant 1 skill point per floor clear
|
||||
@@ -381,11 +431,11 @@ func (s *GameSession) advanceFloor() {
|
||||
}
|
||||
s.state.Phase = PhaseExploring
|
||||
s.state.CombatTurn = 0
|
||||
s.addLog(fmt.Sprintf("Descending to B%d...", s.state.FloorNum))
|
||||
s.addLog(fmt.Sprintf("B%d층으로 내려갑니다...", s.state.FloorNum))
|
||||
for _, p := range s.state.Players {
|
||||
if p.IsDead() {
|
||||
p.Revive(0.30)
|
||||
s.addLog(fmt.Sprintf("✦ %s revived at %d HP!", p.Name, p.HP))
|
||||
s.addLog(fmt.Sprintf("✦ %s HP %d로 부활!", p.Name, p.HP))
|
||||
}
|
||||
p.Fled = false
|
||||
}
|
||||
@@ -405,7 +455,7 @@ func (s *GameSession) grantBossRelic() {
|
||||
if !p.IsOut() {
|
||||
r := relics[rand.Intn(len(relics))]
|
||||
p.Relics = append(p.Relics, r)
|
||||
s.addLog(fmt.Sprintf("%s obtained relic: %s", p.Name, r.Name))
|
||||
s.addLog(fmt.Sprintf("%s 유물 획득: %s", p.Name, r.Name))
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -424,9 +474,9 @@ func (s *GameSession) resolveMonsterActions() {
|
||||
if !p.IsOut() {
|
||||
dmg := combat.CalcDamage(m.ATK, p.EffectiveDEF(), 0.5)
|
||||
p.TakeDamage(dmg)
|
||||
s.addLog(fmt.Sprintf("%s AoE hits %s for %d dmg", m.Name, p.Name, dmg))
|
||||
s.addLog(fmt.Sprintf("%s 광역 공격으로 %s에게 %d 피해", m.Name, p.Name, dmg))
|
||||
if p.IsDead() {
|
||||
s.addLog(fmt.Sprintf("☠ %s has fallen!", p.Name))
|
||||
s.addLog(fmt.Sprintf("☠ %s 쓰러졌습니다!", p.Name))
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -437,21 +487,21 @@ func (s *GameSession) resolveMonsterActions() {
|
||||
for _, p := range s.state.Players {
|
||||
if !p.IsOut() {
|
||||
p.AddEffect(entity.ActiveEffect{Type: entity.StatusPoison, Duration: 3, Value: 5})
|
||||
s.addLog(fmt.Sprintf("%s poisons %s!", m.Name, p.Name))
|
||||
s.addLog(fmt.Sprintf("%s이(가) %s에게 독을 걸었습니다!", m.Name, p.Name))
|
||||
}
|
||||
}
|
||||
case entity.PatternBurn:
|
||||
for _, p := range s.state.Players {
|
||||
if !p.IsOut() {
|
||||
p.AddEffect(entity.ActiveEffect{Type: entity.StatusBurn, Duration: 2, Value: 8})
|
||||
s.addLog(fmt.Sprintf("%s burns %s!", m.Name, p.Name))
|
||||
s.addLog(fmt.Sprintf("%s이(가) %s을(를) 불태웠습니다!", m.Name, p.Name))
|
||||
}
|
||||
}
|
||||
case entity.PatternFreeze:
|
||||
for _, p := range s.state.Players {
|
||||
if !p.IsOut() {
|
||||
p.AddEffect(entity.ActiveEffect{Type: entity.StatusFreeze, Duration: 1, Value: 0})
|
||||
s.addLog(fmt.Sprintf("%s freezes %s!", m.Name, p.Name))
|
||||
s.addLog(fmt.Sprintf("%s이(가) %s을(를) 동결시켰습니다!", m.Name, p.Name))
|
||||
}
|
||||
}
|
||||
case entity.PatternHeal:
|
||||
@@ -460,7 +510,7 @@ func (s *GameSession) resolveMonsterActions() {
|
||||
if m.HP > m.MaxHP {
|
||||
m.HP = m.MaxHP
|
||||
}
|
||||
s.addLog(fmt.Sprintf("%s regenerates %d HP!", m.Name, healAmt))
|
||||
s.addLog(fmt.Sprintf("%s HP %d 재생!", m.Name, healAmt))
|
||||
}
|
||||
}
|
||||
} else {
|
||||
@@ -469,20 +519,20 @@ func (s *GameSession) resolveMonsterActions() {
|
||||
if !p.IsOut() {
|
||||
dmg := combat.CalcDamage(m.ATK, p.EffectiveDEF(), 1.0)
|
||||
p.TakeDamage(dmg)
|
||||
s.addLog(fmt.Sprintf("%s attacks %s for %d dmg", m.Name, p.Name, dmg))
|
||||
s.addLog(fmt.Sprintf("%s이(가) %s을(를) 공격하여 %d 피해", m.Name, p.Name, dmg))
|
||||
if m.IsElite {
|
||||
def := entity.ElitePrefixDefs[m.ElitePrefix]
|
||||
if def.OnHit >= 0 {
|
||||
p.AddEffect(entity.ActiveEffect{Type: def.OnHit, Duration: 2, Value: 3})
|
||||
s.addLog(fmt.Sprintf("%s's %s effect afflicts %s!", m.Name, def.Name, p.Name))
|
||||
s.addLog(fmt.Sprintf("%s의 %s 효과가 %s에게 적용!", m.Name, def.Name, p.Name))
|
||||
} else if m.ElitePrefix == entity.PrefixVampiric {
|
||||
heal := dmg / 4
|
||||
m.HP = min(m.HP+heal, m.MaxHP)
|
||||
s.addLog(fmt.Sprintf("%s drains life from %s! (+%d HP)", m.Name, p.Name, heal))
|
||||
s.addLog(fmt.Sprintf("%s이(가) %s의 생명력을 흡수! (+%d HP)", m.Name, p.Name, heal))
|
||||
}
|
||||
}
|
||||
if p.IsDead() {
|
||||
s.addLog(fmt.Sprintf("☠ %s has fallen!", p.Name))
|
||||
s.addLog(fmt.Sprintf("☠ %s 쓰러졌습니다!", p.Name))
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -500,6 +550,6 @@ func (s *GameSession) resolveMonsterActions() {
|
||||
if allPlayersDead {
|
||||
s.state.Phase = PhaseResult
|
||||
s.state.GameOver = true
|
||||
s.addLog("Party wiped!")
|
||||
s.addLog("파티가 전멸했습니다!")
|
||||
}
|
||||
}
|
||||
|
||||
@@ -14,16 +14,16 @@ type Achievement struct {
|
||||
}
|
||||
|
||||
var AchievementDefs = []Achievement{
|
||||
{ID: "first_clear", Name: "Dungeon Delver", Description: "Clear floor 5 for the first time"},
|
||||
{ID: "boss_slayer", Name: "Boss Slayer", Description: "Defeat any boss"},
|
||||
{ID: "floor10", Name: "Deep Explorer", Description: "Reach floor 10"},
|
||||
{ID: "floor20", Name: "Conqueror", Description: "Conquer the Catacombs (floor 20)"},
|
||||
{ID: "solo_clear", Name: "Lone Wolf", Description: "Clear floor 5 solo"},
|
||||
{ID: "gold_hoarder", Name: "Gold Hoarder", Description: "Accumulate 200+ gold in one run"},
|
||||
{ID: "no_death", Name: "Untouchable", Description: "Complete a floor without anyone dying"},
|
||||
{ID: "full_party", Name: "Fellowship", Description: "Start a game with 4 players"},
|
||||
{ID: "relic_collector", Name: "Relic Collector", Description: "Collect 3+ relics in one run"},
|
||||
{ID: "flee_master", Name: "Tactical Retreat", Description: "Successfully flee from combat"},
|
||||
{ID: "first_clear", Name: "던전 탐험가", Description: "처음으로 5층 클리어"},
|
||||
{ID: "boss_slayer", Name: "보스 슬레이어", Description: "보스 처치"},
|
||||
{ID: "floor10", Name: "심층 탐험가", Description: "10층 도달"},
|
||||
{ID: "floor20", Name: "정복자", Description: "카타콤 정복 (20층)"},
|
||||
{ID: "solo_clear", Name: "외로운 늑대", Description: "솔로로 5층 클리어"},
|
||||
{ID: "gold_hoarder", Name: "골드 수집가", Description: "한 번의 플레이에서 골드 200 이상 모으기"},
|
||||
{ID: "no_death", Name: "무적", Description: "아무도 죽지 않고 층 클리어"},
|
||||
{ID: "full_party", Name: "동료들", Description: "4명으로 게임 시작"},
|
||||
{ID: "relic_collector", Name: "유물 수집가", Description: "한 번의 플레이에서 유물 3개 이상 수집"},
|
||||
{ID: "flee_master", Name: "전략적 후퇴", Description: "전투에서 도주 성공"},
|
||||
}
|
||||
|
||||
func (d *DB) initAchievements() error {
|
||||
|
||||
16
store/db.go
16
store/db.go
@@ -18,10 +18,11 @@ type DB struct {
|
||||
}
|
||||
|
||||
type RunRecord struct {
|
||||
Player string `json:"player"`
|
||||
Floor int `json:"floor"`
|
||||
Score int `json:"score"`
|
||||
Class string `json:"class,omitempty"`
|
||||
Player string `json:"player"`
|
||||
Floor int `json:"floor"`
|
||||
Score int `json:"score"`
|
||||
Class string `json:"class,omitempty"`
|
||||
Members []string `json:"members,omitempty"` // party member names (empty for solo)
|
||||
}
|
||||
|
||||
func Open(path string) (*DB, error) {
|
||||
@@ -51,6 +52,9 @@ func Open(path string) (*DB, error) {
|
||||
if _, err := tx.CreateBucketIfNotExists(bucketCodex); err != nil {
|
||||
return err
|
||||
}
|
||||
if _, err := tx.CreateBucketIfNotExists(bucketPasswords); err != nil {
|
||||
return err
|
||||
}
|
||||
return nil
|
||||
})
|
||||
return &DB{db: db}, err
|
||||
@@ -79,11 +83,11 @@ func (d *DB) GetProfile(fingerprint string) (string, error) {
|
||||
return name, err
|
||||
}
|
||||
|
||||
func (d *DB) SaveRun(player string, floor, score int, class string) error {
|
||||
func (d *DB) SaveRun(player string, floor, score int, class string, members []string) error {
|
||||
return d.db.Update(func(tx *bolt.Tx) error {
|
||||
b := tx.Bucket(bucketRankings)
|
||||
id, _ := b.NextSequence()
|
||||
record := RunRecord{Player: player, Floor: floor, Score: score, Class: class}
|
||||
record := RunRecord{Player: player, Floor: floor, Score: score, Class: class, Members: members}
|
||||
data, err := json.Marshal(record)
|
||||
if err != nil {
|
||||
return err
|
||||
|
||||
@@ -38,9 +38,9 @@ func TestRanking(t *testing.T) {
|
||||
os.Remove("test_rank.db")
|
||||
}()
|
||||
|
||||
db.SaveRun("Alice", 20, 1500, "Warrior")
|
||||
db.SaveRun("Bob", 15, 1000, "Mage")
|
||||
db.SaveRun("Charlie", 20, 2000, "Rogue")
|
||||
db.SaveRun("Alice", 20, 1500, "Warrior", nil)
|
||||
db.SaveRun("Bob", 15, 1000, "Mage", nil)
|
||||
db.SaveRun("Charlie", 20, 2000, "Rogue", nil)
|
||||
|
||||
rankings, err := db.TopRuns(10)
|
||||
if err != nil {
|
||||
@@ -63,10 +63,10 @@ func TestGetStats(t *testing.T) {
|
||||
defer db.Close()
|
||||
|
||||
// Save some runs
|
||||
db.SaveRun("Alice", 5, 100, "Warrior")
|
||||
db.SaveRun("Alice", 10, 250, "Warrior")
|
||||
db.SaveRun("Alice", 20, 500, "Warrior") // victory (floor >= 20)
|
||||
db.SaveRun("Bob", 3, 50, "")
|
||||
db.SaveRun("Alice", 5, 100, "Warrior", nil)
|
||||
db.SaveRun("Alice", 10, 250, "Warrior", nil)
|
||||
db.SaveRun("Alice", 20, 500, "Warrior", nil) // victory (floor >= 20)
|
||||
db.SaveRun("Bob", 3, 50, "", nil)
|
||||
|
||||
stats, err := db.GetStats("Alice")
|
||||
if err != nil {
|
||||
|
||||
51
store/passwords.go
Normal file
51
store/passwords.go
Normal file
@@ -0,0 +1,51 @@
|
||||
package store
|
||||
|
||||
import (
|
||||
bolt "go.etcd.io/bbolt"
|
||||
"golang.org/x/crypto/bcrypt"
|
||||
)
|
||||
|
||||
var bucketPasswords = []byte("passwords")
|
||||
|
||||
// SavePassword stores a bcrypt-hashed password for the given nickname.
|
||||
func (d *DB) SavePassword(nickname, password string) error {
|
||||
hash, err := bcrypt.GenerateFromPassword([]byte(password), bcrypt.DefaultCost)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
return d.db.Update(func(tx *bolt.Tx) error {
|
||||
return tx.Bucket(bucketPasswords).Put([]byte(nickname), hash)
|
||||
})
|
||||
}
|
||||
|
||||
// CheckPassword verifies a password against the stored bcrypt hash.
|
||||
func (d *DB) CheckPassword(nickname, password string) (bool, error) {
|
||||
var hash []byte
|
||||
err := d.db.View(func(tx *bolt.Tx) error {
|
||||
v := tx.Bucket(bucketPasswords).Get([]byte(nickname))
|
||||
if v != nil {
|
||||
hash = make([]byte, len(v))
|
||||
copy(hash, v)
|
||||
}
|
||||
return nil
|
||||
})
|
||||
if err != nil {
|
||||
return false, err
|
||||
}
|
||||
if hash == nil {
|
||||
return false, nil
|
||||
}
|
||||
err = bcrypt.CompareHashAndPassword(hash, []byte(password))
|
||||
return err == nil, nil
|
||||
}
|
||||
|
||||
// HasPassword checks whether an account with a password exists for the nickname.
|
||||
func (d *DB) HasPassword(nickname string) bool {
|
||||
found := false
|
||||
d.db.View(func(tx *bolt.Tx) error {
|
||||
v := tx.Bucket(bucketPasswords).Get([]byte(nickname))
|
||||
found = v != nil
|
||||
return nil
|
||||
})
|
||||
return found
|
||||
}
|
||||
52
store/passwords_test.go
Normal file
52
store/passwords_test.go
Normal file
@@ -0,0 +1,52 @@
|
||||
package store
|
||||
|
||||
import (
|
||||
"testing"
|
||||
)
|
||||
|
||||
func TestPasswordRoundTrip(t *testing.T) {
|
||||
dir := t.TempDir()
|
||||
db, err := Open(dir + "/test.db")
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
defer db.Close()
|
||||
|
||||
// New account should not have a password.
|
||||
if db.HasPassword("alice") {
|
||||
t.Fatal("expected no password for alice")
|
||||
}
|
||||
|
||||
// Save and check password.
|
||||
if err := db.SavePassword("alice", "secret123"); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if !db.HasPassword("alice") {
|
||||
t.Fatal("expected alice to have a password")
|
||||
}
|
||||
|
||||
ok, err := db.CheckPassword("alice", "secret123")
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if !ok {
|
||||
t.Fatal("expected correct password to pass")
|
||||
}
|
||||
|
||||
ok, err = db.CheckPassword("alice", "wrong")
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if ok {
|
||||
t.Fatal("expected wrong password to fail")
|
||||
}
|
||||
|
||||
// Non-existent user returns false, no error.
|
||||
ok, err = db.CheckPassword("bob", "anything")
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if ok {
|
||||
t.Fatal("expected non-existent user to fail")
|
||||
}
|
||||
}
|
||||
@@ -33,7 +33,7 @@ func (s *AchievementsScreen) View(ctx *Context) string {
|
||||
}
|
||||
|
||||
func renderAchievements(playerName string, achievements []store.Achievement, width, height int) string {
|
||||
title := styleHeader.Render("── Achievements ──")
|
||||
title := styleHeader.Render("── 업적 ──")
|
||||
|
||||
var content string
|
||||
unlocked := 0
|
||||
@@ -49,9 +49,9 @@ func renderAchievements(playerName string, achievements []store.Achievement, wid
|
||||
content += styleSystem.Render(" "+a.Description) + "\n"
|
||||
}
|
||||
|
||||
progress := fmt.Sprintf("\n %s", styleGold.Render(fmt.Sprintf("%d/%d Unlocked", unlocked, len(achievements))))
|
||||
progress := fmt.Sprintf("\n %s", styleGold.Render(fmt.Sprintf("%d/%d 해금", unlocked, len(achievements))))
|
||||
|
||||
footer := styleSystem.Render("\n[A] Back")
|
||||
footer := styleSystem.Render("\n[A] 뒤로")
|
||||
|
||||
return lipgloss.Place(width, height, lipgloss.Center, lipgloss.Center,
|
||||
lipgloss.JoinVertical(lipgloss.Center, title, "", content, progress, footer))
|
||||
|
||||
@@ -36,6 +36,8 @@ func (s *ClassSelectScreen) Update(msg tea.Msg, ctx *Context) (Screen, tea.Cmd)
|
||||
if room != nil {
|
||||
if room.Session == nil {
|
||||
room.Session = game.NewGameSession(ctx.Lobby.Cfg())
|
||||
room.Session.HardMode = ctx.HardMode
|
||||
room.Session.ApplyWeeklyMutation()
|
||||
}
|
||||
ctx.Session = room.Session
|
||||
player := entity.NewPlayer(ctx.PlayerName, selectedClass)
|
||||
@@ -44,11 +46,8 @@ func (s *ClassSelectScreen) Update(msg tea.Msg, ctx *Context) (Screen, tea.Cmd)
|
||||
if ctx.Lobby != nil {
|
||||
ctx.Lobby.RegisterSession(ctx.Fingerprint, ctx.RoomCode)
|
||||
}
|
||||
ctx.Session.StartGame()
|
||||
ctx.Lobby.StartRoom(ctx.RoomCode)
|
||||
gs := NewGameScreen()
|
||||
gs.gameState = ctx.Session.GetState()
|
||||
return gs, gs.pollState()
|
||||
ws := NewWaitingScreen()
|
||||
return ws, ws.pollWaiting()
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -70,10 +69,10 @@ var classOptions = []struct {
|
||||
name string
|
||||
desc string
|
||||
}{
|
||||
{entity.ClassWarrior, "Warrior", "HP:120 ATK:12 DEF:8 Skill: Taunt (draw enemy fire)"},
|
||||
{entity.ClassMage, "Mage", "HP:70 ATK:20 DEF:3 Skill: Fireball (AoE damage)"},
|
||||
{entity.ClassHealer, "Healer", "HP:90 ATK:8 DEF:5 Skill: Heal (restore 30 HP)"},
|
||||
{entity.ClassRogue, "Rogue", "HP:85 ATK:15 DEF:4 Skill: Scout (reveal rooms)"},
|
||||
{entity.ClassWarrior, "Warrior", "HP:120 ATK:12 DEF:8 스킬: Taunt (적의 공격을 끌어옴)"},
|
||||
{entity.ClassMage, "Mage", "HP:70 ATK:20 DEF:3 스킬: Fireball (광역 피해)"},
|
||||
{entity.ClassHealer, "Healer", "HP:90 ATK:8 DEF:5 스킬: Heal (HP 30 회복)"},
|
||||
{entity.ClassRogue, "Rogue", "HP:85 ATK:15 DEF:4 스킬: Scout (주변 방 탐색)"},
|
||||
}
|
||||
|
||||
func renderClassSelect(state classSelectState, width, height int) string {
|
||||
@@ -91,7 +90,7 @@ func renderClassSelect(state classSelectState, width, height int) string {
|
||||
descStyle := lipgloss.NewStyle().
|
||||
Foreground(lipgloss.Color("240"))
|
||||
|
||||
header := headerStyle.Render("── Choose Your Class ──")
|
||||
header := headerStyle.Render("── 직업을 선택하세요 ──")
|
||||
list := ""
|
||||
for i, opt := range classOptions {
|
||||
marker := " "
|
||||
@@ -104,7 +103,7 @@ func renderClassSelect(state classSelectState, width, height int) string {
|
||||
marker, style.Render(opt.name), descStyle.Render(opt.desc))
|
||||
}
|
||||
|
||||
menu := "[Up/Down] Select [Enter] Confirm"
|
||||
menu := "[Up/Down] 선택 [Enter] 확인"
|
||||
|
||||
return lipgloss.JoinVertical(lipgloss.Left,
|
||||
header,
|
||||
|
||||
@@ -71,10 +71,10 @@ func (s *CodexScreen) Update(msg tea.Msg, ctx *Context) (Screen, tea.Cmd) {
|
||||
}
|
||||
|
||||
func (s *CodexScreen) View(ctx *Context) string {
|
||||
title := styleHeader.Render("-- Codex --")
|
||||
title := styleHeader.Render("-- 도감 --")
|
||||
|
||||
// Tab headers
|
||||
tabNames := []string{"Monsters", "Items", "Events"}
|
||||
tabNames := []string{"몬스터", "아이템", "이벤트"}
|
||||
var tabs []string
|
||||
for i, name := range tabNames {
|
||||
if i == s.tab {
|
||||
@@ -117,7 +117,7 @@ func (s *CodexScreen) View(ctx *Context) string {
|
||||
}
|
||||
|
||||
completion := lipgloss.NewStyle().Foreground(colorCyan).
|
||||
Render(fmt.Sprintf("Discovered: %d/%d (%.0f%%)", count, total, pct))
|
||||
Render(fmt.Sprintf("발견: %d/%d (%.0f%%)", count, total, pct))
|
||||
|
||||
// Sort discovered keys for consistent display
|
||||
discoveredKeys := make([]string, 0, len(discovered))
|
||||
@@ -151,7 +151,7 @@ func (s *CodexScreen) View(ctx *Context) string {
|
||||
}
|
||||
}
|
||||
|
||||
footer := styleSystem.Render("[Tab/Left/Right] Switch Tab [Esc] Back")
|
||||
footer := styleSystem.Render("[Tab/Left/Right] 탭 전환 [Esc] 뒤로")
|
||||
|
||||
content := lipgloss.JoinVertical(lipgloss.Center,
|
||||
title,
|
||||
|
||||
@@ -16,4 +16,5 @@ type Context struct {
|
||||
Store *store.DB
|
||||
Session *game.GameSession
|
||||
RoomCode string
|
||||
HardMode bool
|
||||
}
|
||||
|
||||
218
ui/game_view.go
218
ui/game_view.go
@@ -17,6 +17,7 @@ import (
|
||||
type GameScreen struct {
|
||||
gameState game.GameState
|
||||
targetCursor int
|
||||
allyCursor int // for Healer skill targeting allies
|
||||
moveCursor int
|
||||
chatting bool
|
||||
chatInput string
|
||||
@@ -31,6 +32,23 @@ func NewGameScreen() *GameScreen {
|
||||
}
|
||||
}
|
||||
|
||||
func (s *GameScreen) leaveGame(ctx *Context) (Screen, tea.Cmd) {
|
||||
if ctx.Lobby != nil && ctx.Fingerprint != "" {
|
||||
ctx.Lobby.UnregisterSession(ctx.Fingerprint)
|
||||
}
|
||||
if ctx.Session != nil {
|
||||
ctx.Session.Stop()
|
||||
ctx.Session = nil
|
||||
}
|
||||
if ctx.Lobby != nil && ctx.RoomCode != "" {
|
||||
ctx.Lobby.RemoveRoom(ctx.RoomCode)
|
||||
}
|
||||
ctx.RoomCode = ""
|
||||
ls := NewLobbyScreen()
|
||||
ls.refreshLobby(ctx)
|
||||
return ls, ls.pollLobby()
|
||||
}
|
||||
|
||||
func (s *GameScreen) pollState() tea.Cmd {
|
||||
return tea.Tick(time.Millisecond*200, func(t time.Time) tea.Msg {
|
||||
return tickMsg{}
|
||||
@@ -86,6 +104,15 @@ func (s *GameScreen) Update(msg tea.Msg, ctx *Context) (Screen, tea.Cmd) {
|
||||
}
|
||||
}
|
||||
|
||||
// Record codex entries for events
|
||||
if ctx.Store != nil && s.gameState.LastEventName != "" {
|
||||
key := "event:" + s.gameState.LastEventName
|
||||
if !s.codexRecorded[key] {
|
||||
ctx.Store.RecordCodexEntry(ctx.Fingerprint, "event", s.gameState.LastEventName)
|
||||
s.codexRecorded[key] = true
|
||||
}
|
||||
}
|
||||
|
||||
s.prevPhase = s.gameState.Phase
|
||||
}
|
||||
|
||||
@@ -96,13 +123,14 @@ func (s *GameScreen) Update(msg tea.Msg, ctx *Context) (Screen, tea.Cmd) {
|
||||
score += p.Gold
|
||||
}
|
||||
playerClass := ""
|
||||
var members []string
|
||||
for _, p := range s.gameState.Players {
|
||||
if p.Fingerprint == ctx.Fingerprint {
|
||||
playerClass = p.Class.String()
|
||||
break
|
||||
}
|
||||
members = append(members, p.Name)
|
||||
}
|
||||
ctx.Store.SaveRun(ctx.PlayerName, s.gameState.FloorNum, score, playerClass)
|
||||
ctx.Store.SaveRun(ctx.PlayerName, s.gameState.FloorNum, score, playerClass, members)
|
||||
// Check achievements
|
||||
if s.gameState.FloorNum >= 5 {
|
||||
ctx.Store.UnlockAchievement(ctx.PlayerName, "first_clear")
|
||||
@@ -238,10 +266,13 @@ func (s *GameScreen) Update(msg tea.Msg, ctx *Context) (Screen, tea.Cmd) {
|
||||
|
||||
switch s.gameState.Phase {
|
||||
case game.PhaseExploring:
|
||||
if isForceQuit(key) {
|
||||
return s, tea.Quit
|
||||
}
|
||||
for _, p := range s.gameState.Players {
|
||||
if p.Fingerprint == ctx.Fingerprint && p.IsDead() {
|
||||
if isQuit(key) {
|
||||
return s, tea.Quit
|
||||
if isKey(key, "q") {
|
||||
return s.leaveGame(ctx)
|
||||
}
|
||||
return s, nil
|
||||
}
|
||||
@@ -259,26 +290,37 @@ func (s *GameScreen) Update(msg tea.Msg, ctx *Context) (Screen, tea.Cmd) {
|
||||
return s, nil
|
||||
}
|
||||
neighbors := s.getNeighbors()
|
||||
// Block input if this player already voted in multiplayer
|
||||
alreadyVoted := false
|
||||
if !s.gameState.SoloMode && s.gameState.MoveVotes != nil {
|
||||
_, alreadyVoted = s.gameState.MoveVotes[ctx.Fingerprint]
|
||||
}
|
||||
if isUp(key) {
|
||||
if s.moveCursor > 0 {
|
||||
if !alreadyVoted && s.moveCursor > 0 {
|
||||
s.moveCursor--
|
||||
}
|
||||
} else if isDown(key) {
|
||||
if s.moveCursor < len(neighbors)-1 {
|
||||
if !alreadyVoted && s.moveCursor < len(neighbors)-1 {
|
||||
s.moveCursor++
|
||||
}
|
||||
} else if isEnter(key) {
|
||||
if ctx.Session != nil && len(neighbors) > 0 {
|
||||
if ctx.Session != nil && len(neighbors) > 0 && !alreadyVoted {
|
||||
roomIdx := neighbors[s.moveCursor]
|
||||
ctx.Session.EnterRoom(roomIdx)
|
||||
if s.gameState.SoloMode {
|
||||
ctx.Session.EnterRoom(roomIdx)
|
||||
} else {
|
||||
ctx.Session.SubmitMoveVote(ctx.Fingerprint, roomIdx)
|
||||
}
|
||||
s.gameState = ctx.Session.GetState()
|
||||
s.moveCursor = 0
|
||||
if s.gameState.Phase == game.PhaseCombat {
|
||||
return s, s.pollState()
|
||||
}
|
||||
}
|
||||
} else if isQuit(key) {
|
||||
} else if isForceQuit(key) {
|
||||
return s, tea.Quit
|
||||
} else if isKey(key, "q") {
|
||||
return s.leaveGame(ctx)
|
||||
}
|
||||
case game.PhaseCombat:
|
||||
isPlayerDead := false
|
||||
@@ -292,17 +334,37 @@ func (s *GameScreen) Update(msg tea.Msg, ctx *Context) (Screen, tea.Cmd) {
|
||||
return s, s.pollState()
|
||||
}
|
||||
if isKey(key, "tab") || key.Type == tea.KeyTab {
|
||||
if len(s.gameState.Monsters) > 0 {
|
||||
s.targetCursor = (s.targetCursor + 1) % len(s.gameState.Monsters)
|
||||
if key.Type == tea.KeyShiftTab {
|
||||
// Shift+Tab: cycle ally target (for Healer)
|
||||
if len(s.gameState.Players) > 0 {
|
||||
s.allyCursor = (s.allyCursor + 1) % len(s.gameState.Players)
|
||||
}
|
||||
} else {
|
||||
// Tab: cycle enemy target
|
||||
if len(s.gameState.Monsters) > 0 {
|
||||
s.targetCursor = (s.targetCursor + 1) % len(s.gameState.Monsters)
|
||||
}
|
||||
}
|
||||
return s, s.pollState()
|
||||
}
|
||||
if ctx.Session != nil {
|
||||
// Determine current player's class for skill targeting
|
||||
myClass := entity.ClassWarrior
|
||||
for _, p := range s.gameState.Players {
|
||||
if p.Fingerprint == ctx.Fingerprint {
|
||||
myClass = p.Class
|
||||
break
|
||||
}
|
||||
}
|
||||
switch key.String() {
|
||||
case "1":
|
||||
ctx.Session.SubmitAction(ctx.Fingerprint, game.PlayerAction{Type: game.ActionAttack, TargetIdx: s.targetCursor})
|
||||
case "2":
|
||||
ctx.Session.SubmitAction(ctx.Fingerprint, game.PlayerAction{Type: game.ActionSkill, TargetIdx: s.targetCursor})
|
||||
skillTarget := s.targetCursor
|
||||
if myClass == entity.ClassHealer {
|
||||
skillTarget = s.allyCursor
|
||||
}
|
||||
ctx.Session.SubmitAction(ctx.Fingerprint, game.PlayerAction{Type: game.ActionSkill, TargetIdx: skillTarget})
|
||||
case "3":
|
||||
ctx.Session.SubmitAction(ctx.Fingerprint, game.PlayerAction{Type: game.ActionItem})
|
||||
case "4":
|
||||
@@ -318,12 +380,12 @@ func (s *GameScreen) Update(msg tea.Msg, ctx *Context) (Screen, tea.Cmd) {
|
||||
}
|
||||
|
||||
func (s *GameScreen) View(ctx *Context) string {
|
||||
return renderGame(s.gameState, ctx.Width, ctx.Height, s.targetCursor, s.moveCursor, s.chatting, s.chatInput, ctx.Fingerprint)
|
||||
return renderGame(s.gameState, ctx.Width, ctx.Height, s.targetCursor, s.allyCursor, s.moveCursor, s.chatting, s.chatInput, ctx.Fingerprint)
|
||||
}
|
||||
|
||||
func renderGame(state game.GameState, width, height int, targetCursor int, moveCursor int, chatting bool, chatInput string, fingerprint string) string {
|
||||
func renderGame(state game.GameState, width, height int, targetCursor int, allyCursor int, moveCursor int, chatting bool, chatInput string, fingerprint string) string {
|
||||
mapView := renderMap(state.Floor)
|
||||
hudView := renderHUD(state, targetCursor, moveCursor, fingerprint)
|
||||
hudView := renderHUD(state, targetCursor, allyCursor, moveCursor, fingerprint)
|
||||
logView := renderCombatLog(state.CombatLog)
|
||||
|
||||
if chatting {
|
||||
@@ -355,11 +417,11 @@ func renderMap(floor *dungeon.Floor) string {
|
||||
}
|
||||
total := len(floor.Rooms)
|
||||
|
||||
header := headerStyle.Render(fmt.Sprintf("── Catacombs B%d: %s ── %d/%d Rooms ──", floor.Number, theme.Name, explored, total))
|
||||
header := headerStyle.Render(fmt.Sprintf("── 카타콤 B%d: %s ── %d/%d 방 ──", floor.Number, theme.Name, explored, total))
|
||||
return header + "\n" + dungeon.RenderFloor(floor, floor.CurrentRoom, true)
|
||||
}
|
||||
|
||||
func renderHUD(state game.GameState, targetCursor int, moveCursor int, fingerprint string) string {
|
||||
func renderHUD(state game.GameState, targetCursor int, allyCursor int, moveCursor int, fingerprint string) string {
|
||||
var sb strings.Builder
|
||||
border := lipgloss.NewStyle().
|
||||
Border(lipgloss.NormalBorder()).
|
||||
@@ -370,23 +432,31 @@ func renderHUD(state game.GameState, targetCursor int, moveCursor int, fingerpri
|
||||
hpBar := renderHPBar(p.HP, p.MaxHP, 20)
|
||||
status := ""
|
||||
if p.IsDead() {
|
||||
status = " [DEAD]"
|
||||
status = " [사망]"
|
||||
}
|
||||
sb.WriteString(fmt.Sprintf("%s (%s) %s %d/%d%s Gold: %d",
|
||||
sb.WriteString(fmt.Sprintf("%s (%s) %s %d/%d%s 골드: %d",
|
||||
p.Name, p.Class, hpBar, p.HP, p.MaxHP, status, p.Gold))
|
||||
|
||||
// Show inventory count
|
||||
itemCount := len(p.Inventory)
|
||||
relicCount := len(p.Relics)
|
||||
if itemCount > 0 || relicCount > 0 {
|
||||
sb.WriteString(fmt.Sprintf(" Items:%d Relics:%d", itemCount, relicCount))
|
||||
sb.WriteString(fmt.Sprintf(" 아이템:%d 유물:%d", itemCount, relicCount))
|
||||
}
|
||||
sb.WriteString("\n")
|
||||
}
|
||||
|
||||
if state.Phase == game.PhaseCombat {
|
||||
// Two-panel layout: PARTY | ENEMIES
|
||||
partyContent := renderPartyPanel(state.Players, state.SubmittedActions)
|
||||
// Determine if current player is Healer for ally targeting display
|
||||
isHealer := false
|
||||
for _, p := range state.Players {
|
||||
if p.Fingerprint == fingerprint && p.Class == entity.ClassHealer {
|
||||
isHealer = true
|
||||
break
|
||||
}
|
||||
}
|
||||
partyContent := renderPartyPanel(state.Players, state.SubmittedActions, isHealer, allyCursor)
|
||||
enemyContent := renderEnemyPanel(state.Monsters, targetCursor)
|
||||
|
||||
partyPanel := lipgloss.NewStyle().
|
||||
@@ -408,7 +478,11 @@ func renderHUD(state game.GameState, targetCursor int, moveCursor int, fingerpri
|
||||
sb.WriteString("\n")
|
||||
|
||||
// Action bar
|
||||
sb.WriteString(styleAction.Render("[1]Attack [2]Skill [3]Item [4]Flee [5]Wait [Tab]Target [/]Chat"))
|
||||
if isHealer {
|
||||
sb.WriteString(styleAction.Render("[1]공격 [2]스킬 [3]아이템 [4]도주 [5]대기 [Tab]적 [Shift+Tab]아군 [/]채팅"))
|
||||
} else {
|
||||
sb.WriteString(styleAction.Render("[1]공격 [2]스킬 [3]아이템 [4]도주 [5]대기 [Tab]대상 [/]채팅"))
|
||||
}
|
||||
sb.WriteString("\n")
|
||||
|
||||
// Timer
|
||||
@@ -417,7 +491,7 @@ func renderHUD(state game.GameState, targetCursor int, moveCursor int, fingerpri
|
||||
if remaining < 0 {
|
||||
remaining = 0
|
||||
}
|
||||
sb.WriteString(styleTimer.Render(fmt.Sprintf(" Timer: %.1fs", remaining.Seconds())))
|
||||
sb.WriteString(styleTimer.Render(fmt.Sprintf(" 타이머: %.1f초", remaining.Seconds())))
|
||||
sb.WriteString("\n")
|
||||
}
|
||||
|
||||
@@ -427,25 +501,59 @@ func renderHUD(state game.GameState, targetCursor int, moveCursor int, fingerpri
|
||||
var skillDesc string
|
||||
switch p.Class {
|
||||
case entity.ClassWarrior:
|
||||
skillDesc = "Skill: Taunt — enemies attack you for 2 turns"
|
||||
skillDesc = "스킬: Taunt — 2턴간 적의 공격을 끌어옴"
|
||||
case entity.ClassMage:
|
||||
skillDesc = "Skill: Fireball — AoE 0.8x dmg to all enemies"
|
||||
skillDesc = "스킬: Fireball — 전체 적에게 0.8배 피해"
|
||||
case entity.ClassHealer:
|
||||
skillDesc = "Skill: Heal — restore 30 HP to an ally"
|
||||
skillDesc = "스킬: Heal — 아군 HP 30 회복"
|
||||
case entity.ClassRogue:
|
||||
skillDesc = "Skill: Scout — reveal neighboring rooms"
|
||||
skillDesc = "스킬: Scout — 주변 방 공개"
|
||||
}
|
||||
skillDesc += fmt.Sprintf(" (%d uses left)", p.SkillUses)
|
||||
skillDesc += fmt.Sprintf(" (남은 횟수: %d)", p.SkillUses)
|
||||
sb.WriteString(styleSystem.Render(skillDesc))
|
||||
sb.WriteString("\n")
|
||||
break
|
||||
}
|
||||
}
|
||||
} else if state.Phase == game.PhaseExploring {
|
||||
// Count votes per room for display
|
||||
votesPerRoom := make(map[int]int)
|
||||
if state.MoveVotes != nil {
|
||||
for _, room := range state.MoveVotes {
|
||||
votesPerRoom[room]++
|
||||
}
|
||||
}
|
||||
myVoted := false
|
||||
if !state.SoloMode && state.MoveVotes != nil {
|
||||
_, myVoted = state.MoveVotes[fingerprint]
|
||||
}
|
||||
|
||||
if state.Floor != nil && state.Floor.CurrentRoom >= 0 && state.Floor.CurrentRoom < len(state.Floor.Rooms) {
|
||||
current := state.Floor.Rooms[state.Floor.CurrentRoom]
|
||||
if len(current.Neighbors) > 0 {
|
||||
sb.WriteString("\n")
|
||||
// Show vote status in multiplayer
|
||||
if !state.SoloMode {
|
||||
aliveCount := 0
|
||||
votedCount := 0
|
||||
for _, p := range state.Players {
|
||||
if !p.IsDead() {
|
||||
aliveCount++
|
||||
if state.MoveVotes != nil {
|
||||
if _, ok := state.MoveVotes[p.Fingerprint]; ok {
|
||||
votedCount++
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
voteStyle := lipgloss.NewStyle().Foreground(lipgloss.Color("214")).Bold(true)
|
||||
if myVoted {
|
||||
sb.WriteString(voteStyle.Render(fmt.Sprintf("투표 완료! 대기 중... (%d/%d)", votedCount, aliveCount)))
|
||||
} else {
|
||||
sb.WriteString(voteStyle.Render(fmt.Sprintf("이동할 방을 선택하세요 (%d/%d 투표)", votedCount, aliveCount)))
|
||||
}
|
||||
sb.WriteString("\n")
|
||||
}
|
||||
selectedStyle := lipgloss.NewStyle().Foreground(lipgloss.Color("46")).Bold(true)
|
||||
normalStyle := lipgloss.NewStyle().Foreground(lipgloss.Color("255"))
|
||||
for i, n := range current.Neighbors {
|
||||
@@ -453,7 +561,7 @@ func renderHUD(state game.GameState, targetCursor int, moveCursor int, fingerpri
|
||||
r := state.Floor.Rooms[n]
|
||||
status := r.Type.String()
|
||||
if r.Cleared {
|
||||
status = "Cleared"
|
||||
status = "클리어"
|
||||
}
|
||||
marker := " "
|
||||
style := normalStyle
|
||||
@@ -461,7 +569,13 @@ func renderHUD(state game.GameState, targetCursor int, moveCursor int, fingerpri
|
||||
marker = "> "
|
||||
style = selectedStyle
|
||||
}
|
||||
sb.WriteString(style.Render(fmt.Sprintf("%sRoom %d: %s", marker, n, status)))
|
||||
voteInfo := ""
|
||||
if !state.SoloMode {
|
||||
if count, ok := votesPerRoom[n]; ok {
|
||||
voteInfo = fmt.Sprintf(" [%d표]", count)
|
||||
}
|
||||
}
|
||||
sb.WriteString(style.Render(fmt.Sprintf("%s방 %d: %s%s", marker, n, status, voteInfo)))
|
||||
sb.WriteString("\n")
|
||||
}
|
||||
}
|
||||
@@ -473,7 +587,7 @@ func renderHUD(state game.GameState, targetCursor int, moveCursor int, fingerpri
|
||||
branches := entity.GetBranches(p.Class)
|
||||
sb.WriteString("\n")
|
||||
skillStyle := lipgloss.NewStyle().Foreground(lipgloss.Color("213")).Bold(true)
|
||||
sb.WriteString(skillStyle.Render(fmt.Sprintf(" Skill Point Available! (%d unspent)", p.Skills.Points-p.Skills.Allocated)))
|
||||
sb.WriteString(skillStyle.Render(fmt.Sprintf(" 스킬 포인트 사용 가능! (미사용: %d)", p.Skills.Points-p.Skills.Allocated)))
|
||||
sb.WriteString("\n")
|
||||
for i, branch := range branches {
|
||||
key := "["
|
||||
@@ -482,7 +596,7 @@ func renderHUD(state game.GameState, targetCursor int, moveCursor int, fingerpri
|
||||
}
|
||||
nextNode := p.Skills.Allocated
|
||||
if p.Skills.BranchIndex >= 0 && p.Skills.BranchIndex != i {
|
||||
sb.WriteString(fmt.Sprintf(" [%s] %s (locked)\n", key, branch.Name))
|
||||
sb.WriteString(fmt.Sprintf(" [%s] %s (잠김)\n", key, branch.Name))
|
||||
} else if nextNode < 3 {
|
||||
node := branch.Nodes[nextNode]
|
||||
sb.WriteString(fmt.Sprintf(" [%s] %s -> %s\n", key, branch.Name, node.Name))
|
||||
@@ -491,7 +605,11 @@ func renderHUD(state game.GameState, targetCursor int, moveCursor int, fingerpri
|
||||
break
|
||||
}
|
||||
}
|
||||
sb.WriteString("[Up/Down] Select [Enter] Move [Q] Quit")
|
||||
if !state.SoloMode && myVoted {
|
||||
sb.WriteString("[Q] 종료 — 다른 파티원의 투표를 기다리는 중...")
|
||||
} else {
|
||||
sb.WriteString("[Up/Down] 선택 [Enter] 이동 [Q] 종료")
|
||||
}
|
||||
}
|
||||
|
||||
if state.Phase == game.PhaseCombat {
|
||||
@@ -519,19 +637,19 @@ func renderCombatLog(log []string) string {
|
||||
|
||||
func colorizeLog(msg string) string {
|
||||
switch {
|
||||
case strings.Contains(msg, "fled"):
|
||||
case strings.Contains(msg, "도주"):
|
||||
return styleFlee.Render(msg)
|
||||
case strings.Contains(msg, "co-op"):
|
||||
case strings.Contains(msg, "협동"):
|
||||
return styleCoop.Render(msg)
|
||||
case strings.Contains(msg, "healed") || strings.Contains(msg, "Heal") || strings.Contains(msg, "Blessing"):
|
||||
case strings.Contains(msg, "회복") || strings.Contains(msg, "Heal") || strings.Contains(msg, "치유") || strings.Contains(msg, "부활"):
|
||||
return styleHeal.Render(msg)
|
||||
case strings.Contains(msg, "dmg") || strings.Contains(msg, "hit") || strings.Contains(msg, "attacks") || strings.Contains(msg, "Trap"):
|
||||
case strings.Contains(msg, "피해") || strings.Contains(msg, "공격") || strings.Contains(msg, "Trap") || strings.Contains(msg, "함정"):
|
||||
return styleDamage.Render(msg)
|
||||
case strings.Contains(msg, "Taunt") || strings.Contains(msg, "scouted"):
|
||||
case strings.Contains(msg, "Taunt") || strings.Contains(msg, "정찰"):
|
||||
return styleStatus.Render(msg)
|
||||
case strings.Contains(msg, "gold") || strings.Contains(msg, "Gold") || strings.Contains(msg, "found"):
|
||||
case strings.Contains(msg, "골드") || strings.Contains(msg, "Gold") || strings.Contains(msg, "발견"):
|
||||
return styleGold.Render(msg)
|
||||
case strings.Contains(msg, "defeated") || strings.Contains(msg, "cleared") || strings.Contains(msg, "Descending"):
|
||||
case strings.Contains(msg, "처치") || strings.Contains(msg, "클리어") || strings.Contains(msg, "내려갑니다") || strings.Contains(msg, "정복"):
|
||||
return styleSystem.Render(msg)
|
||||
default:
|
||||
return msg
|
||||
@@ -567,16 +685,20 @@ func renderHPBar(current, max, width int) string {
|
||||
emptyStyle.Render(strings.Repeat("░", empty))
|
||||
}
|
||||
|
||||
func renderPartyPanel(players []*entity.Player, submittedActions map[string]string) string {
|
||||
func renderPartyPanel(players []*entity.Player, submittedActions map[string]string, showAllyCursor bool, allyCursor int) string {
|
||||
var sb strings.Builder
|
||||
sb.WriteString(styleHeader.Render(" PARTY") + "\n\n")
|
||||
sb.WriteString(styleHeader.Render(" 아군") + "\n\n")
|
||||
|
||||
for _, p := range players {
|
||||
nameStr := stylePlayer.Render(fmt.Sprintf(" ♦ %s", p.Name))
|
||||
for i, p := range players {
|
||||
marker := " ♦"
|
||||
if showAllyCursor && i == allyCursor {
|
||||
marker = " >♦"
|
||||
}
|
||||
nameStr := stylePlayer.Render(fmt.Sprintf("%s %s", marker, p.Name))
|
||||
classStr := styleSystem.Render(fmt.Sprintf(" (%s)", p.Class))
|
||||
status := ""
|
||||
if p.IsDead() {
|
||||
status = styleDamage.Render(" [DEAD]")
|
||||
status = styleDamage.Render(" [사망]")
|
||||
}
|
||||
sb.WriteString(nameStr + classStr + status + "\n")
|
||||
|
||||
@@ -606,7 +728,7 @@ func renderPartyPanel(players []*entity.Player, submittedActions map[string]stri
|
||||
sb.WriteString(styleHeal.Render(fmt.Sprintf(" ✓ %s", action)))
|
||||
sb.WriteString("\n")
|
||||
} else if !p.IsOut() {
|
||||
sb.WriteString(styleSystem.Render(" ... Waiting"))
|
||||
sb.WriteString(styleSystem.Render(" ... 대기중"))
|
||||
sb.WriteString("\n")
|
||||
}
|
||||
sb.WriteString("\n")
|
||||
@@ -616,7 +738,7 @@ func renderPartyPanel(players []*entity.Player, submittedActions map[string]stri
|
||||
|
||||
func renderEnemyPanel(monsters []*entity.Monster, targetCursor int) string {
|
||||
var sb strings.Builder
|
||||
sb.WriteString(styleHeader.Render(" ENEMIES") + "\n\n")
|
||||
sb.WriteString(styleHeader.Render(" 적") + "\n\n")
|
||||
|
||||
for i, m := range monsters {
|
||||
if m.IsDead() {
|
||||
@@ -636,7 +758,7 @@ func renderEnemyPanel(monsters []*entity.Monster, targetCursor int) string {
|
||||
hpBar := renderHPBar(m.HP, m.MaxHP, 12)
|
||||
taunt := ""
|
||||
if m.TauntTarget {
|
||||
taunt = styleStatus.Render(fmt.Sprintf(" [TAUNTED %dt]", m.TauntTurns))
|
||||
taunt = styleStatus.Render(fmt.Sprintf(" [도발됨 %d턴]", m.TauntTurns))
|
||||
}
|
||||
sb.WriteString(fmt.Sprintf(" %s[%d] %s %s %d/%d%s\n\n",
|
||||
marker, i, styleEnemy.Render(m.Name), hpBar, m.HP, m.MaxHP, taunt))
|
||||
|
||||
@@ -26,27 +26,38 @@ func (s *HelpScreen) View(ctx *Context) string {
|
||||
}
|
||||
|
||||
func renderHelp(width, height int) string {
|
||||
title := styleHeader.Render("── Controls ──")
|
||||
title := styleHeader.Render("── 조작법 ──")
|
||||
|
||||
sections := []struct{ header, body string }{
|
||||
{"Exploration", ` [Up/Down] Select room
|
||||
[Enter] Move to room
|
||||
[/] Chat
|
||||
[Q] Quit`},
|
||||
{"Combat", ` [1] Attack [2] Skill
|
||||
[3] Use Item [4] Flee
|
||||
[5] Defend [Tab] Switch Target
|
||||
[/] Chat`},
|
||||
{"Shop", ` [1-3] Buy item
|
||||
[Q] Leave shop`},
|
||||
{"Classes", ` Warrior 120HP 12ATK 8DEF Taunt (draw fire 2t)
|
||||
Mage 70HP 20ATK 3DEF Fireball (AoE 0.8x)
|
||||
Healer 90HP 8ATK 5DEF Heal (restore 30HP)
|
||||
Rogue 85HP 15ATK 4DEF Scout (reveal rooms)`},
|
||||
{"Tips", ` • Skills have 3 uses per combat
|
||||
• Co-op bonus: 10% extra when 2+ attack same target
|
||||
• Items are limited to 10 per player
|
||||
• Dead players revive next floor at 30% HP`},
|
||||
{"로비", ` [C] 방 만들기 [J] 코드로 참가
|
||||
[Enter] 선택한 방 참가
|
||||
[D] 일일 도전 [H] 하드 모드 전환
|
||||
[Q] 타이틀로 돌아가기`},
|
||||
{"탐험", ` [Up/Down] 방 선택
|
||||
[Enter] 방으로 이동
|
||||
[[] / []] 스킬 포인트 배분 (분기 1/2)
|
||||
[/] 채팅
|
||||
[Q] 종료`},
|
||||
{"전투 (턴당 10초)", ` [1] 공격 [2] 스킬
|
||||
[3] 아이템 사용 [4] 도주
|
||||
[5] 방어 [Tab] 대상 변경
|
||||
[/] 채팅`},
|
||||
{"상점", ` [1-3] 아이템 구매
|
||||
[Q] 상점 나가기`},
|
||||
{"직업", ` Warrior 120HP 12ATK 8DEF Taunt (2턴간 적 공격 유도)
|
||||
Mage 70HP 20ATK 3DEF Fireball (광역 0.8배)
|
||||
Healer 90HP 8ATK 5DEF Heal (HP 30 회복)
|
||||
Rogue 85HP 15ATK 4DEF Scout (주변 방 공개)`},
|
||||
{"멀티플레이", ` • 방당 최대 4명
|
||||
• 협동 보너스: 2명 이상이 같은 적 공격 시 피해 +10%
|
||||
• 직업 콤보로 추가 효과 발동
|
||||
• 모든 플레이어 준비 완료 시 게임 시작`},
|
||||
{"팁", ` • 스킬은 전투당 3회 사용 가능
|
||||
• 아이템은 플레이어당 10개 제한
|
||||
• 사망한 플레이어는 다음 층에서 HP 30%로 부활
|
||||
• 보스는 5, 10, 15, 20층에 등장
|
||||
• 스킬 포인트: 층 클리어당 1포인트 (최대 3)
|
||||
• 주간 변이가 게임플레이를 변경`},
|
||||
}
|
||||
|
||||
var content string
|
||||
@@ -58,7 +69,7 @@ func renderHelp(width, height int) string {
|
||||
content += bodyStyle.Render(s.body) + "\n\n"
|
||||
}
|
||||
|
||||
footer := styleSystem.Render("[H] Back")
|
||||
footer := styleSystem.Render("[H] 뒤로")
|
||||
|
||||
return lipgloss.Place(width, height, lipgloss.Center, lipgloss.Center,
|
||||
lipgloss.JoinVertical(lipgloss.Center, title, "", content, footer))
|
||||
|
||||
@@ -2,6 +2,7 @@ package ui
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"strings"
|
||||
"time"
|
||||
|
||||
tea "github.com/charmbracelet/bubbletea"
|
||||
@@ -43,10 +44,10 @@ func (s *LeaderboardScreen) View(ctx *Context) string {
|
||||
}
|
||||
|
||||
func renderLeaderboard(byFloor, byGold []store.RunRecord, daily []store.DailyRecord, tab, width, height int) string {
|
||||
title := styleHeader.Render("── Leaderboard ──")
|
||||
title := styleHeader.Render("── 리더보드 ──")
|
||||
|
||||
// Tab header
|
||||
tabs := []string{"Floor", "Gold", "Daily"}
|
||||
tabs := []string{"층수", "골드", "일일"}
|
||||
var tabLine string
|
||||
for i, t := range tabs {
|
||||
if i == tab {
|
||||
@@ -60,7 +61,7 @@ func renderLeaderboard(byFloor, byGold []store.RunRecord, daily []store.DailyRec
|
||||
|
||||
switch tab {
|
||||
case 0: // By Floor
|
||||
content += styleCoop.Render(" Top by Floor") + "\n"
|
||||
content += styleCoop.Render(" 층수 순위") + "\n"
|
||||
for i, r := range byFloor {
|
||||
if i >= 10 {
|
||||
break
|
||||
@@ -70,12 +71,16 @@ func renderLeaderboard(byFloor, byGold []store.RunRecord, daily []store.DailyRec
|
||||
if r.Class != "" {
|
||||
cls = fmt.Sprintf(" [%s]", r.Class)
|
||||
}
|
||||
content += fmt.Sprintf(" %s %s%s B%d %s\n",
|
||||
party := ""
|
||||
if len(r.Members) > 1 {
|
||||
party = styleSystem.Render(fmt.Sprintf(" (%s)", strings.Join(r.Members, ", ")))
|
||||
}
|
||||
content += fmt.Sprintf(" %s %s%s B%d %s%s\n",
|
||||
medal, stylePlayer.Render(r.Player), styleSystem.Render(cls),
|
||||
r.Floor, styleGold.Render(fmt.Sprintf("%dg", r.Score)))
|
||||
r.Floor, styleGold.Render(fmt.Sprintf("%dg", r.Score)), party)
|
||||
}
|
||||
case 1: // By Gold
|
||||
content += styleCoop.Render(" Top by Gold") + "\n"
|
||||
content += styleCoop.Render(" 골드 순위") + "\n"
|
||||
for i, r := range byGold {
|
||||
if i >= 10 {
|
||||
break
|
||||
@@ -85,14 +90,18 @@ func renderLeaderboard(byFloor, byGold []store.RunRecord, daily []store.DailyRec
|
||||
if r.Class != "" {
|
||||
cls = fmt.Sprintf(" [%s]", r.Class)
|
||||
}
|
||||
content += fmt.Sprintf(" %s %s%s B%d %s\n",
|
||||
party := ""
|
||||
if len(r.Members) > 1 {
|
||||
party = styleSystem.Render(fmt.Sprintf(" (%s)", strings.Join(r.Members, ", ")))
|
||||
}
|
||||
content += fmt.Sprintf(" %s %s%s B%d %s%s\n",
|
||||
medal, stylePlayer.Render(r.Player), styleSystem.Render(cls),
|
||||
r.Floor, styleGold.Render(fmt.Sprintf("%dg", r.Score)))
|
||||
r.Floor, styleGold.Render(fmt.Sprintf("%dg", r.Score)), party)
|
||||
}
|
||||
case 2: // Daily
|
||||
content += styleCoop.Render(fmt.Sprintf(" Daily Challenge — %s", time.Now().Format("2006-01-02"))) + "\n"
|
||||
content += styleCoop.Render(fmt.Sprintf(" 일일 도전 — %s", time.Now().Format("2006-01-02"))) + "\n"
|
||||
if len(daily) == 0 {
|
||||
content += " No daily runs yet today.\n"
|
||||
content += " 오늘 일일 도전 기록이 없습니다.\n"
|
||||
}
|
||||
for i, r := range daily {
|
||||
if i >= 20 {
|
||||
@@ -105,7 +114,7 @@ func renderLeaderboard(byFloor, byGold []store.RunRecord, daily []store.DailyRec
|
||||
}
|
||||
}
|
||||
|
||||
footer := styleSystem.Render("\n[Tab] Switch Tab [L] Back")
|
||||
footer := styleSystem.Render("\n[Tab] 탭 전환 [L] 뒤로")
|
||||
|
||||
return lipgloss.Place(width, height, lipgloss.Center, lipgloss.Center,
|
||||
lipgloss.JoinVertical(lipgloss.Center, title, tabLine, "", content, footer))
|
||||
|
||||
@@ -41,6 +41,12 @@ func NewLobbyScreen() *LobbyScreen {
|
||||
return &LobbyScreen{}
|
||||
}
|
||||
|
||||
func (s *LobbyScreen) pollLobby() tea.Cmd {
|
||||
return tea.Tick(time.Second*2, func(t time.Time) tea.Msg {
|
||||
return tickMsg{}
|
||||
})
|
||||
}
|
||||
|
||||
func (s *LobbyScreen) refreshLobby(ctx *Context) {
|
||||
if ctx.Lobby == nil {
|
||||
return
|
||||
@@ -48,9 +54,9 @@ func (s *LobbyScreen) refreshLobby(ctx *Context) {
|
||||
rooms := ctx.Lobby.ListRooms()
|
||||
s.rooms = make([]roomInfo, len(rooms))
|
||||
for i, r := range rooms {
|
||||
status := "Waiting"
|
||||
status := "대기중"
|
||||
if r.Status == game.RoomPlaying {
|
||||
status = "Playing"
|
||||
status = "진행중"
|
||||
}
|
||||
players := make([]playerInfo, len(r.Players))
|
||||
for j, p := range r.Players {
|
||||
@@ -71,6 +77,11 @@ func (s *LobbyScreen) refreshLobby(ctx *Context) {
|
||||
}
|
||||
|
||||
func (s *LobbyScreen) Update(msg tea.Msg, ctx *Context) (Screen, tea.Cmd) {
|
||||
switch msg.(type) {
|
||||
case tickMsg:
|
||||
s.refreshLobby(ctx)
|
||||
return s, s.pollLobby()
|
||||
}
|
||||
if key, ok := msg.(tea.KeyMsg); ok {
|
||||
// Join-by-code input mode
|
||||
if s.joining {
|
||||
@@ -97,7 +108,7 @@ func (s *LobbyScreen) Update(msg tea.Msg, ctx *Context) (Screen, tea.Cmd) {
|
||||
// Normal lobby key handling
|
||||
if isKey(key, "c") {
|
||||
if ctx.Lobby != nil {
|
||||
code := ctx.Lobby.CreateRoom(ctx.PlayerName + "'s Room")
|
||||
code := ctx.Lobby.CreateRoom(ctx.PlayerName + "의 방")
|
||||
ctx.Lobby.JoinRoom(code, ctx.PlayerName, ctx.Fingerprint)
|
||||
ctx.RoomCode = code
|
||||
return NewClassSelectScreen(), nil
|
||||
@@ -124,7 +135,7 @@ func (s *LobbyScreen) Update(msg tea.Msg, ctx *Context) (Screen, tea.Cmd) {
|
||||
} else if isKey(key, "d") {
|
||||
// Daily Challenge: create a private solo daily session
|
||||
if ctx.Lobby != nil {
|
||||
code := ctx.Lobby.CreateRoom(ctx.PlayerName + "'s Daily")
|
||||
code := ctx.Lobby.CreateRoom(ctx.PlayerName + "의 일일 도전")
|
||||
if err := ctx.Lobby.JoinRoom(code, ctx.PlayerName, ctx.Fingerprint); err == nil {
|
||||
ctx.RoomCode = code
|
||||
room := ctx.Lobby.GetRoom(code)
|
||||
@@ -132,6 +143,7 @@ func (s *LobbyScreen) Update(msg tea.Msg, ctx *Context) (Screen, tea.Cmd) {
|
||||
room.Session = game.NewGameSession(ctx.Lobby.Cfg())
|
||||
room.Session.DailyMode = true
|
||||
room.Session.DailyDate = time.Now().Format("2006-01-02")
|
||||
room.Session.ApplyWeeklyMutation()
|
||||
ctx.Session = room.Session
|
||||
}
|
||||
return NewClassSelectScreen(), nil
|
||||
@@ -139,6 +151,7 @@ func (s *LobbyScreen) Update(msg tea.Msg, ctx *Context) (Screen, tea.Cmd) {
|
||||
}
|
||||
} else if isKey(key, "h") && s.hardUnlocked {
|
||||
s.hardMode = !s.hardMode
|
||||
ctx.HardMode = s.hardMode
|
||||
} else if isKey(key, "q") {
|
||||
if ctx.Lobby != nil {
|
||||
ctx.Lobby.PlayerOffline(ctx.Fingerprint)
|
||||
@@ -187,14 +200,14 @@ func renderLobby(state lobbyState, width, height int) string {
|
||||
Border(lipgloss.RoundedBorder()).
|
||||
Padding(0, 1)
|
||||
|
||||
header := headerStyle.Render(fmt.Sprintf("── Lobby ── %d online ──", state.online))
|
||||
menu := "[C] Create Room [J] Join by Code [D] Daily Challenge [Up/Down] Select [Enter] Join [Q] Back"
|
||||
header := headerStyle.Render(fmt.Sprintf("── 로비 ── %d명 접속중 ──", state.online))
|
||||
menu := "[C] 방 만들기 [J] 코드로 참가 [D] 일일 도전 [Up/Down] 선택 [Enter] 참가 [Q] 뒤로"
|
||||
if state.hardUnlocked {
|
||||
hardStatus := "OFF"
|
||||
if state.hardMode {
|
||||
hardStatus = "ON"
|
||||
}
|
||||
menu += fmt.Sprintf(" [H] Hard Mode: %s", hardStatus)
|
||||
menu += fmt.Sprintf(" [H] 하드 모드: %s", hardStatus)
|
||||
}
|
||||
|
||||
roomList := ""
|
||||
@@ -221,11 +234,11 @@ func renderLobby(state lobbyState, width, height int) string {
|
||||
}
|
||||
}
|
||||
if roomList == "" {
|
||||
roomList = " No rooms available. Create one!"
|
||||
roomList = " 방이 없습니다. 새로 만드세요!"
|
||||
}
|
||||
if state.joining {
|
||||
inputStr := state.codeInput + strings.Repeat("_", 4-len(state.codeInput))
|
||||
roomList += fmt.Sprintf("\n Enter room code: [%s] (Esc to cancel)\n", inputStr)
|
||||
roomList += fmt.Sprintf("\n 방 코드 입력: [%s] (Esc로 취소)\n", inputStr)
|
||||
}
|
||||
|
||||
return lipgloss.JoinVertical(lipgloss.Left,
|
||||
|
||||
@@ -94,6 +94,10 @@ func isQuit(key tea.KeyMsg) bool {
|
||||
return isKey(key, "q", "ctrl+c") || key.Type == tea.KeyCtrlC
|
||||
}
|
||||
|
||||
func isForceQuit(key tea.KeyMsg) bool {
|
||||
return isKey(key, "ctrl+c") || key.Type == tea.KeyCtrlC
|
||||
}
|
||||
|
||||
func isUp(key tea.KeyMsg) bool {
|
||||
return isKey(key, "up") || key.Type == tea.KeyUp
|
||||
}
|
||||
@@ -110,6 +114,7 @@ const (
|
||||
screenTitle screen = iota
|
||||
screenLobby
|
||||
screenClassSelect
|
||||
screenWaiting
|
||||
screenGame
|
||||
screenShop
|
||||
screenResult
|
||||
@@ -129,6 +134,8 @@ func (m Model) screenType() screen {
|
||||
return screenLobby
|
||||
case *ClassSelectScreen:
|
||||
return screenClassSelect
|
||||
case *WaitingScreen:
|
||||
return screenWaiting
|
||||
case *GameScreen:
|
||||
return screenGame
|
||||
case *ShopScreen:
|
||||
|
||||
@@ -111,14 +111,22 @@ func TestClassSelectToGame(t *testing.T) {
|
||||
t.Fatalf("should be at class select, got %d", m3.screenType())
|
||||
}
|
||||
|
||||
// Press Enter to select Warrior (default cursor=0)
|
||||
// Press Enter to select Warrior (default cursor=0) → WaitingScreen
|
||||
result, _ = m3.Update(tea.KeyMsg{Type: tea.KeyEnter})
|
||||
m4 := result.(Model)
|
||||
|
||||
if m4.screenType() != screenGame {
|
||||
t.Errorf("after class select Enter: screen=%d, want screenGame(3)", m4.screenType())
|
||||
if m4.screenType() != screenWaiting {
|
||||
t.Fatalf("after class select Enter: screen=%d, want screenWaiting(%d)", m4.screenType(), screenWaiting)
|
||||
}
|
||||
if m4.session() == nil {
|
||||
|
||||
// Press Enter to ready up (solo room → immediately starts game)
|
||||
result, _ = m4.Update(tea.KeyMsg{Type: tea.KeyEnter})
|
||||
m5 := result.(Model)
|
||||
|
||||
if m5.screenType() != screenGame {
|
||||
t.Errorf("after ready Enter: screen=%d, want screenGame(%d)", m5.screenType(), screenGame)
|
||||
}
|
||||
if m5.session() == nil {
|
||||
t.Error("session should be set")
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
package ui
|
||||
|
||||
import (
|
||||
"crypto/sha256"
|
||||
"fmt"
|
||||
"log/slog"
|
||||
"strings"
|
||||
@@ -9,64 +10,232 @@ import (
|
||||
"github.com/charmbracelet/lipgloss"
|
||||
)
|
||||
|
||||
// NicknameScreen handles first-time player name input.
|
||||
// nicknamePhase tracks the current step of the nickname/login screen.
|
||||
type nicknamePhase int
|
||||
|
||||
const (
|
||||
phaseNickname nicknamePhase = iota // entering nickname
|
||||
phasePasswordLogin // existing account — enter password
|
||||
phasePasswordCreate // new account — enter password
|
||||
phasePasswordConfirm // new account — confirm password
|
||||
)
|
||||
|
||||
// NicknameScreen handles player name input and optional web login.
|
||||
type NicknameScreen struct {
|
||||
input string
|
||||
input string
|
||||
password string
|
||||
confirm string
|
||||
phase nicknamePhase
|
||||
error string
|
||||
}
|
||||
|
||||
func NewNicknameScreen() *NicknameScreen {
|
||||
return &NicknameScreen{}
|
||||
}
|
||||
|
||||
// isWebUser returns true when the player connected via the web bridge
|
||||
// (no real SSH fingerprint).
|
||||
func isWebUser(ctx *Context) bool {
|
||||
return ctx.Fingerprint == "" || strings.HasPrefix(ctx.Fingerprint, "anon-")
|
||||
}
|
||||
|
||||
func (s *NicknameScreen) Update(msg tea.Msg, ctx *Context) (Screen, tea.Cmd) {
|
||||
if key, ok := msg.(tea.KeyMsg); ok {
|
||||
if isEnter(key) && len(s.input) > 0 {
|
||||
ctx.PlayerName = s.input
|
||||
if ctx.Store != nil && ctx.Fingerprint != "" {
|
||||
if err := ctx.Store.SaveProfile(ctx.Fingerprint, ctx.PlayerName); err != nil {
|
||||
slog.Error("failed to save profile", "error", err)
|
||||
}
|
||||
}
|
||||
if ctx.Lobby != nil {
|
||||
ctx.Lobby.PlayerOnline(ctx.Fingerprint, ctx.PlayerName)
|
||||
}
|
||||
// Check for active session to reconnect
|
||||
if ctx.Lobby != nil {
|
||||
code, session := ctx.Lobby.GetActiveSession(ctx.Fingerprint)
|
||||
if session != nil {
|
||||
ctx.RoomCode = code
|
||||
ctx.Session = session
|
||||
gs := NewGameScreen()
|
||||
gs.gameState = ctx.Session.GetState()
|
||||
ctx.Session.TouchActivity(ctx.Fingerprint)
|
||||
ctx.Session.SendChat("System", ctx.PlayerName+" reconnected!")
|
||||
return gs, gs.pollState()
|
||||
}
|
||||
}
|
||||
ls := NewLobbyScreen()
|
||||
ls.refreshLobby(ctx)
|
||||
return ls, nil
|
||||
} else if isKey(key, "esc") || key.Type == tea.KeyEsc {
|
||||
key, ok := msg.(tea.KeyMsg)
|
||||
if !ok {
|
||||
return s, nil
|
||||
}
|
||||
|
||||
// Esc always goes back one step or cancels.
|
||||
if isKey(key, "esc") || key.Type == tea.KeyEsc {
|
||||
switch s.phase {
|
||||
case phaseNickname:
|
||||
s.input = ""
|
||||
return NewTitleScreen(), nil
|
||||
} else if key.Type == tea.KeyBackspace && len(s.input) > 0 {
|
||||
s.input = s.input[:len(s.input)-1]
|
||||
} else if len(key.Runes) == 1 && len(s.input) < 12 {
|
||||
ch := string(key.Runes)
|
||||
if len(ch) == 1 && ch[0] >= 32 && ch[0] < 127 {
|
||||
s.input += ch
|
||||
}
|
||||
case phasePasswordLogin, phasePasswordCreate:
|
||||
s.phase = phaseNickname
|
||||
s.password = ""
|
||||
s.error = ""
|
||||
return s, nil
|
||||
case phasePasswordConfirm:
|
||||
s.phase = phasePasswordCreate
|
||||
s.confirm = ""
|
||||
s.error = ""
|
||||
return s, nil
|
||||
}
|
||||
return s, nil
|
||||
}
|
||||
|
||||
switch s.phase {
|
||||
case phaseNickname:
|
||||
return s.updateNickname(key, ctx)
|
||||
case phasePasswordLogin:
|
||||
return s.updatePasswordLogin(key, ctx)
|
||||
case phasePasswordCreate:
|
||||
return s.updatePasswordCreate(key, ctx)
|
||||
case phasePasswordConfirm:
|
||||
return s.updatePasswordConfirm(key, ctx)
|
||||
}
|
||||
return s, nil
|
||||
}
|
||||
|
||||
func (s *NicknameScreen) updateNickname(key tea.KeyMsg, ctx *Context) (Screen, tea.Cmd) {
|
||||
if isEnter(key) && len(s.input) > 0 {
|
||||
// SSH users with a real fingerprint skip password entirely.
|
||||
if !isWebUser(ctx) {
|
||||
return s.finishLogin(ctx)
|
||||
}
|
||||
// Web user — need password flow.
|
||||
if ctx.Store != nil && ctx.Store.HasPassword(s.input) {
|
||||
s.phase = phasePasswordLogin
|
||||
s.error = ""
|
||||
} else {
|
||||
s.phase = phasePasswordCreate
|
||||
s.error = ""
|
||||
}
|
||||
return s, nil
|
||||
}
|
||||
if key.Type == tea.KeyBackspace && len(s.input) > 0 {
|
||||
s.input = s.input[:len(s.input)-1]
|
||||
} else if len(key.Runes) == 1 && len(s.input) < 12 {
|
||||
ch := string(key.Runes)
|
||||
if len(ch) == 1 && ch[0] >= 32 && ch[0] < 127 {
|
||||
s.input += ch
|
||||
}
|
||||
}
|
||||
return s, nil
|
||||
}
|
||||
|
||||
func (s *NicknameScreen) View(ctx *Context) string {
|
||||
return renderNickname(s.input, ctx.Width, ctx.Height)
|
||||
func (s *NicknameScreen) updatePasswordLogin(key tea.KeyMsg, ctx *Context) (Screen, tea.Cmd) {
|
||||
if isEnter(key) {
|
||||
if ctx.Store == nil {
|
||||
return s.finishLogin(ctx)
|
||||
}
|
||||
ok, err := ctx.Store.CheckPassword(s.input, s.password)
|
||||
if err != nil {
|
||||
s.error = "오류가 발생했습니다"
|
||||
slog.Error("password check failed", "error", err)
|
||||
return s, nil
|
||||
}
|
||||
if !ok {
|
||||
s.error = "비밀번호가 틀렸습니다"
|
||||
s.password = ""
|
||||
return s, nil
|
||||
}
|
||||
// Set deterministic fingerprint for web user.
|
||||
ctx.Fingerprint = webFingerprint(s.input)
|
||||
return s.finishLogin(ctx)
|
||||
}
|
||||
s.password = handlePasswordInput(key, s.password)
|
||||
return s, nil
|
||||
}
|
||||
|
||||
func renderNickname(input string, width, height int) string {
|
||||
title := styleHeader.Render("── Enter Your Name ──")
|
||||
func (s *NicknameScreen) updatePasswordCreate(key tea.KeyMsg, ctx *Context) (Screen, tea.Cmd) {
|
||||
if isEnter(key) {
|
||||
if len(s.password) < 4 {
|
||||
s.error = "비밀번호는 4자 이상이어야 합니다"
|
||||
return s, nil
|
||||
}
|
||||
s.phase = phasePasswordConfirm
|
||||
s.error = ""
|
||||
return s, nil
|
||||
}
|
||||
s.password = handlePasswordInput(key, s.password)
|
||||
return s, nil
|
||||
}
|
||||
|
||||
func (s *NicknameScreen) updatePasswordConfirm(key tea.KeyMsg, ctx *Context) (Screen, tea.Cmd) {
|
||||
if isEnter(key) {
|
||||
if s.confirm != s.password {
|
||||
s.error = "비밀번호가 일치하지 않습니다"
|
||||
s.confirm = ""
|
||||
return s, nil
|
||||
}
|
||||
if ctx.Store != nil {
|
||||
if err := ctx.Store.SavePassword(s.input, s.password); err != nil {
|
||||
s.error = "저장 오류가 발생했습니다"
|
||||
slog.Error("failed to save password", "error", err)
|
||||
return s, nil
|
||||
}
|
||||
}
|
||||
ctx.Fingerprint = webFingerprint(s.input)
|
||||
return s.finishLogin(ctx)
|
||||
}
|
||||
s.confirm = handlePasswordInput(key, s.confirm)
|
||||
return s, nil
|
||||
}
|
||||
|
||||
// finishLogin sets the player name, saves the profile, and transitions to lobby.
|
||||
func (s *NicknameScreen) finishLogin(ctx *Context) (Screen, tea.Cmd) {
|
||||
ctx.PlayerName = s.input
|
||||
if ctx.Store != nil && ctx.Fingerprint != "" {
|
||||
if err := ctx.Store.SaveProfile(ctx.Fingerprint, ctx.PlayerName); err != nil {
|
||||
slog.Error("failed to save profile", "error", err)
|
||||
}
|
||||
}
|
||||
if ctx.Lobby != nil {
|
||||
ctx.Lobby.PlayerOnline(ctx.Fingerprint, ctx.PlayerName)
|
||||
}
|
||||
// Check for active session to reconnect.
|
||||
if ctx.Lobby != nil {
|
||||
code, session := ctx.Lobby.GetActiveSession(ctx.Fingerprint)
|
||||
if session != nil {
|
||||
ctx.RoomCode = code
|
||||
ctx.Session = session
|
||||
gs := NewGameScreen()
|
||||
gs.gameState = ctx.Session.GetState()
|
||||
ctx.Session.TouchActivity(ctx.Fingerprint)
|
||||
ctx.Session.SendChat("System", ctx.PlayerName+" 재접속!")
|
||||
return gs, gs.pollState()
|
||||
}
|
||||
}
|
||||
ls := NewLobbyScreen()
|
||||
ls.refreshLobby(ctx)
|
||||
return ls, ls.pollLobby()
|
||||
}
|
||||
|
||||
// webFingerprint produces a deterministic fingerprint for a web user.
|
||||
func webFingerprint(nickname string) string {
|
||||
h := sha256.Sum256([]byte("web:" + nickname))
|
||||
return fmt.Sprintf("SHA256:%x", h)
|
||||
}
|
||||
|
||||
func handlePasswordInput(key tea.KeyMsg, current string) string {
|
||||
if key.Type == tea.KeyBackspace && len(current) > 0 {
|
||||
return current[:len(current)-1]
|
||||
}
|
||||
if len(key.Runes) == 1 && len(current) < 32 {
|
||||
ch := string(key.Runes)
|
||||
if len(ch) == 1 && ch[0] >= 32 && ch[0] < 127 {
|
||||
return current + ch
|
||||
}
|
||||
}
|
||||
return current
|
||||
}
|
||||
|
||||
func (s *NicknameScreen) View(ctx *Context) string {
|
||||
return renderNicknameLogin(s, ctx.Width, ctx.Height)
|
||||
}
|
||||
|
||||
func renderNicknameLogin(s *NicknameScreen, width, height int) string {
|
||||
var sections []string
|
||||
|
||||
switch s.phase {
|
||||
case phaseNickname:
|
||||
sections = renderNicknamePhase(s.input)
|
||||
case phasePasswordLogin:
|
||||
sections = renderPasswordPhase(s.input, s.password, "비밀번호를 입력하세요", s.error)
|
||||
case phasePasswordCreate:
|
||||
sections = renderPasswordPhase(s.input, s.password, "비밀번호를 설정하세요 (4자 이상)", s.error)
|
||||
case phasePasswordConfirm:
|
||||
sections = renderPasswordPhase(s.input, s.confirm, "비밀번호를 다시 입력하세요", s.error)
|
||||
}
|
||||
|
||||
return lipgloss.Place(width, height, lipgloss.Center, lipgloss.Center,
|
||||
lipgloss.JoinVertical(lipgloss.Center, sections...))
|
||||
}
|
||||
|
||||
func renderNicknamePhase(input string) []string {
|
||||
title := styleHeader.Render("── 이름을 입력하세요 ──")
|
||||
|
||||
display := input
|
||||
if display == "" {
|
||||
@@ -81,9 +250,39 @@ func renderNickname(input string, width, height int) string {
|
||||
Padding(0, 2).
|
||||
Render(stylePlayer.Render(display))
|
||||
|
||||
hint := styleSystem.Render(fmt.Sprintf("(%d/12 characters)", len(input)))
|
||||
footer := styleAction.Render("[Enter] Confirm [Esc] Cancel")
|
||||
hint := styleSystem.Render(fmt.Sprintf("(%d/12 글자)", len(input)))
|
||||
footer := styleAction.Render("[Enter] 확인 [Esc] 취소")
|
||||
|
||||
return lipgloss.Place(width, height, lipgloss.Center, lipgloss.Center,
|
||||
lipgloss.JoinVertical(lipgloss.Center, title, "", inputBox, hint, "", footer))
|
||||
return []string{title, "", inputBox, hint, "", footer}
|
||||
}
|
||||
|
||||
func renderPasswordPhase(nickname, password, prompt, errMsg string) []string {
|
||||
title := styleHeader.Render("── " + prompt + " ──")
|
||||
|
||||
nameDisplay := stylePlayer.Render("이름: " + nickname)
|
||||
|
||||
masked := strings.Repeat("*", len(password))
|
||||
if masked == "" {
|
||||
masked = strings.Repeat("_", 8)
|
||||
} else {
|
||||
masked += "_"
|
||||
}
|
||||
|
||||
inputBox := lipgloss.NewStyle().
|
||||
Border(lipgloss.RoundedBorder()).
|
||||
BorderForeground(colorCyan).
|
||||
Padding(0, 2).
|
||||
Render(stylePlayer.Render(masked))
|
||||
|
||||
sections := []string{title, "", nameDisplay, "", inputBox}
|
||||
|
||||
if errMsg != "" {
|
||||
sections = append(sections, "",
|
||||
lipgloss.NewStyle().Foreground(colorRed).Bold(true).Render(errMsg))
|
||||
}
|
||||
|
||||
footer := styleAction.Render("[Enter] 확인 [Esc] 뒤로")
|
||||
sections = append(sections, "", footer)
|
||||
|
||||
return sections
|
||||
}
|
||||
|
||||
@@ -35,8 +35,8 @@ func (s *ResultScreen) Update(msg tea.Msg, ctx *Context) (Screen, tea.Cmd) {
|
||||
ctx.RoomCode = ""
|
||||
ls := NewLobbyScreen()
|
||||
ls.refreshLobby(ctx)
|
||||
return ls, nil
|
||||
} else if isQuit(key) {
|
||||
return ls, ls.pollLobby()
|
||||
} else if isForceQuit(key) {
|
||||
return s, tea.Quit
|
||||
}
|
||||
}
|
||||
@@ -56,30 +56,30 @@ func renderResult(state game.GameState, rankings []store.RunRecord) string {
|
||||
|
||||
// Title
|
||||
if state.Victory {
|
||||
sb.WriteString(styleHeal.Render(" ✦ VICTORY ✦ ") + "\n\n")
|
||||
sb.WriteString(styleSystem.Render(" You conquered the Catacombs!") + "\n\n")
|
||||
sb.WriteString(styleHeal.Render(" ✦ 승리 ✦ ") + "\n\n")
|
||||
sb.WriteString(styleSystem.Render(" 카타콤을 정복했습니다!") + "\n\n")
|
||||
} else {
|
||||
sb.WriteString(styleDamage.Render(" ✦ DEFEAT ✦ ") + "\n\n")
|
||||
sb.WriteString(styleSystem.Render(fmt.Sprintf(" Fallen on floor B%d", state.FloorNum)) + "\n\n")
|
||||
sb.WriteString(styleDamage.Render(" ✦ 패배 ✦ ") + "\n\n")
|
||||
sb.WriteString(styleSystem.Render(fmt.Sprintf(" B%d층에서 쓰러졌습니다", state.FloorNum)) + "\n\n")
|
||||
}
|
||||
|
||||
// Player summary
|
||||
sb.WriteString(styleHeader.Render("── Party Summary ──") + "\n\n")
|
||||
sb.WriteString(styleHeader.Render("── 파티 요약 ──") + "\n\n")
|
||||
totalGold := 0
|
||||
for _, p := range state.Players {
|
||||
status := styleHeal.Render("Alive")
|
||||
status := styleHeal.Render("생존")
|
||||
if p.IsDead() {
|
||||
status = styleDamage.Render("Dead")
|
||||
status = styleDamage.Render("사망")
|
||||
}
|
||||
sb.WriteString(fmt.Sprintf(" %s (%s) %s Gold: %d Items: %d Relics: %d\n",
|
||||
sb.WriteString(fmt.Sprintf(" %s (%s) %s 골드: %d 아이템: %d 유물: %d\n",
|
||||
stylePlayer.Render(p.Name), p.Class, status, p.Gold, len(p.Inventory), len(p.Relics)))
|
||||
totalGold += p.Gold
|
||||
}
|
||||
sb.WriteString(fmt.Sprintf("\n Total Gold: %s\n", styleGold.Render(fmt.Sprintf("%d", totalGold))))
|
||||
sb.WriteString(fmt.Sprintf("\n 총 골드: %s\n", styleGold.Render(fmt.Sprintf("%d", totalGold))))
|
||||
|
||||
// Rankings
|
||||
if len(rankings) > 0 {
|
||||
sb.WriteString("\n" + styleHeader.Render("── Top Runs ──") + "\n\n")
|
||||
sb.WriteString("\n" + styleHeader.Render("── 최고 기록 ──") + "\n\n")
|
||||
for i, r := range rankings {
|
||||
medal := " "
|
||||
switch i {
|
||||
@@ -90,11 +90,15 @@ func renderResult(state game.GameState, rankings []store.RunRecord) string {
|
||||
case 2:
|
||||
medal = styleGold.Render("🥉")
|
||||
}
|
||||
sb.WriteString(fmt.Sprintf(" %s %s Floor B%d Score: %d\n", medal, r.Player, r.Floor, r.Score))
|
||||
party := ""
|
||||
if len(r.Members) > 1 {
|
||||
party = fmt.Sprintf(" (%s)", strings.Join(r.Members, ", "))
|
||||
}
|
||||
sb.WriteString(fmt.Sprintf(" %s %s B%d층 점수: %d%s\n", medal, r.Player, r.Floor, r.Score, party))
|
||||
}
|
||||
}
|
||||
|
||||
sb.WriteString("\n" + styleAction.Render(" [Enter] Return to Lobby") + "\n")
|
||||
sb.WriteString("\n" + styleAction.Render(" [Enter] 로비로 돌아가기") + "\n")
|
||||
|
||||
return sb.String()
|
||||
}
|
||||
|
||||
@@ -25,10 +25,15 @@ func (s *ShopScreen) Update(msg tea.Msg, ctx *Context) (Screen, tea.Cmd) {
|
||||
case "1", "2", "3":
|
||||
if ctx.Session != nil {
|
||||
idx := int(key.String()[0] - '1')
|
||||
if ctx.Session.BuyItem(ctx.Fingerprint, idx) {
|
||||
s.shopMsg = "Purchased!"
|
||||
} else {
|
||||
s.shopMsg = "Not enough gold!"
|
||||
switch ctx.Session.BuyItem(ctx.Fingerprint, idx) {
|
||||
case game.BuyOK:
|
||||
s.shopMsg = "구매 완료!"
|
||||
case game.BuyNoGold:
|
||||
s.shopMsg = "골드가 부족합니다!"
|
||||
case game.BuyInventoryFull:
|
||||
s.shopMsg = "인벤토리가 가득 찼습니다!"
|
||||
default:
|
||||
s.shopMsg = "구매할 수 없습니다!"
|
||||
}
|
||||
s.gameState = ctx.Session.GetState()
|
||||
}
|
||||
@@ -71,23 +76,23 @@ func renderShop(state game.GameState, width, height int, shopMsg string) string
|
||||
Foreground(lipgloss.Color("196")).
|
||||
Bold(true)
|
||||
|
||||
header := headerStyle.Render("── Shop ──")
|
||||
header := headerStyle.Render("── 상점 ──")
|
||||
|
||||
// Show current player's gold
|
||||
goldLine := ""
|
||||
for _, p := range state.Players {
|
||||
inventoryCount := len(p.Inventory)
|
||||
goldLine += goldStyle.Render(fmt.Sprintf(" %s — Gold: %d Items: %d/10", p.Name, p.Gold, inventoryCount))
|
||||
goldLine += goldStyle.Render(fmt.Sprintf(" %s — 골드: %d 아이템: %d/10", p.Name, p.Gold, inventoryCount))
|
||||
goldLine += "\n"
|
||||
}
|
||||
|
||||
items := ""
|
||||
for i, item := range state.ShopItems {
|
||||
label := itemTypeLabel(item)
|
||||
items += fmt.Sprintf(" [%d] %s %s — %d gold\n", i+1, item.Name, label, item.Price)
|
||||
items += fmt.Sprintf(" [%d] %s %s — %d 골드\n", i+1, item.Name, label, item.Price)
|
||||
}
|
||||
|
||||
menu := "[1-3] Buy [Q] Leave Shop"
|
||||
menu := "[1-3] 구매 [Q] 상점 나가기"
|
||||
|
||||
parts := []string{header, "", goldLine, items, "", menu}
|
||||
if shopMsg != "" {
|
||||
|
||||
@@ -33,22 +33,22 @@ func (s *StatsScreen) View(ctx *Context) string {
|
||||
}
|
||||
|
||||
func renderStats(playerName string, stats store.PlayerStats, width, height int) string {
|
||||
title := styleHeader.Render("── Player Statistics ──")
|
||||
title := styleHeader.Render("── 플레이어 통계 ──")
|
||||
|
||||
var content string
|
||||
content += stylePlayer.Render(fmt.Sprintf(" %s", playerName)) + "\n\n"
|
||||
content += fmt.Sprintf(" Total Runs: %s\n", styleGold.Render(fmt.Sprintf("%d", stats.TotalRuns)))
|
||||
content += fmt.Sprintf(" Best Floor: %s\n", styleGold.Render(fmt.Sprintf("B%d", stats.BestFloor)))
|
||||
content += fmt.Sprintf(" Total Gold: %s\n", styleGold.Render(fmt.Sprintf("%d", stats.TotalGold)))
|
||||
content += fmt.Sprintf(" Victories: %s\n", styleHeal.Render(fmt.Sprintf("%d", stats.Victories)))
|
||||
content += fmt.Sprintf(" 총 플레이: %s\n", styleGold.Render(fmt.Sprintf("%d", stats.TotalRuns)))
|
||||
content += fmt.Sprintf(" 최고 층: %s\n", styleGold.Render(fmt.Sprintf("B%d", stats.BestFloor)))
|
||||
content += fmt.Sprintf(" 총 골드: %s\n", styleGold.Render(fmt.Sprintf("%d", stats.TotalGold)))
|
||||
content += fmt.Sprintf(" 승리 횟수: %s\n", styleHeal.Render(fmt.Sprintf("%d", stats.Victories)))
|
||||
|
||||
winRate := 0.0
|
||||
if stats.TotalRuns > 0 {
|
||||
winRate = float64(stats.Victories) / float64(stats.TotalRuns) * 100
|
||||
}
|
||||
content += fmt.Sprintf(" Win Rate: %s\n", styleSystem.Render(fmt.Sprintf("%.1f%%", winRate)))
|
||||
content += fmt.Sprintf(" 승률: %s\n", styleSystem.Render(fmt.Sprintf("%.1f%%", winRate)))
|
||||
|
||||
footer := styleSystem.Render("[S] Back")
|
||||
footer := styleSystem.Render("[S] 뒤로")
|
||||
|
||||
return lipgloss.Place(width, height, lipgloss.Center, lipgloss.Center,
|
||||
lipgloss.JoinVertical(lipgloss.Center, title, "", content, "", footer))
|
||||
|
||||
@@ -44,13 +44,13 @@ func (s *TitleScreen) Update(msg tea.Msg, ctx *Context) (Screen, tea.Cmd) {
|
||||
gs := NewGameScreen()
|
||||
gs.gameState = ctx.Session.GetState()
|
||||
ctx.Session.TouchActivity(ctx.Fingerprint)
|
||||
ctx.Session.SendChat("System", ctx.PlayerName+" reconnected!")
|
||||
ctx.Session.SendChat("System", ctx.PlayerName+" 재접속!")
|
||||
return gs, gs.pollState()
|
||||
}
|
||||
}
|
||||
ls := NewLobbyScreen()
|
||||
ls.refreshLobby(ctx)
|
||||
return ls, nil
|
||||
return ls, ls.pollLobby()
|
||||
} else if isKey(key, "h") {
|
||||
return NewHelpScreen(), nil
|
||||
} else if isKey(key, "s") {
|
||||
@@ -101,7 +101,7 @@ func renderTitle(width, height int) string {
|
||||
|
||||
subtitle := lipgloss.NewStyle().
|
||||
Foreground(colorGray).
|
||||
Render("⚔ A Cooperative Dungeon Crawler ⚔")
|
||||
Render("⚔ 협동 던전 크롤러 ⚔")
|
||||
|
||||
server := lipgloss.NewStyle().
|
||||
Foreground(colorCyan).
|
||||
@@ -110,7 +110,7 @@ func renderTitle(width, height int) string {
|
||||
menu := lipgloss.NewStyle().
|
||||
Foreground(colorWhite).
|
||||
Bold(true).
|
||||
Render("[Enter] Start [H] Help [S] Stats [A] Achievements [L] Leaderboard [C] Codex [Q] Quit")
|
||||
Render("[Enter] 시작 [H] 도움말 [S] 통계 [A] 업적 [L] 리더보드 [C] 도감 [Q] 종료")
|
||||
|
||||
content := lipgloss.JoinVertical(lipgloss.Center,
|
||||
logo,
|
||||
|
||||
119
ui/waiting_view.go
Normal file
119
ui/waiting_view.go
Normal file
@@ -0,0 +1,119 @@
|
||||
package ui
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"time"
|
||||
|
||||
tea "github.com/charmbracelet/bubbletea"
|
||||
"github.com/charmbracelet/lipgloss"
|
||||
)
|
||||
|
||||
// WaitingScreen shows room members and lets players ready up before starting.
|
||||
type WaitingScreen struct {
|
||||
ready bool
|
||||
}
|
||||
|
||||
func NewWaitingScreen() *WaitingScreen {
|
||||
return &WaitingScreen{}
|
||||
}
|
||||
|
||||
func (s *WaitingScreen) pollWaiting() tea.Cmd {
|
||||
return tea.Tick(time.Second, func(t time.Time) tea.Msg {
|
||||
return tickMsg{}
|
||||
})
|
||||
}
|
||||
|
||||
func (s *WaitingScreen) startGame(ctx *Context) (Screen, tea.Cmd) {
|
||||
room := ctx.Lobby.GetRoom(ctx.RoomCode)
|
||||
if room != nil && room.Session != nil {
|
||||
ctx.Session = room.Session
|
||||
ctx.Session.StartGame()
|
||||
ctx.Lobby.StartRoom(ctx.RoomCode)
|
||||
gs := NewGameScreen()
|
||||
gs.gameState = ctx.Session.GetState()
|
||||
return gs, gs.pollState()
|
||||
}
|
||||
return s, s.pollWaiting()
|
||||
}
|
||||
|
||||
func (s *WaitingScreen) Update(msg tea.Msg, ctx *Context) (Screen, tea.Cmd) {
|
||||
switch msg.(type) {
|
||||
case tickMsg:
|
||||
// Check if all players are ready → start game
|
||||
if ctx.Lobby != nil && ctx.Lobby.AllReady(ctx.RoomCode) {
|
||||
return s.startGame(ctx)
|
||||
}
|
||||
return s, s.pollWaiting()
|
||||
}
|
||||
|
||||
if key, ok := msg.(tea.KeyMsg); ok {
|
||||
if isEnter(key) && !s.ready {
|
||||
s.ready = true
|
||||
if ctx.Lobby != nil {
|
||||
ctx.Lobby.SetPlayerReady(ctx.RoomCode, ctx.Fingerprint, true)
|
||||
// Solo: if only 1 player in room, start immediately
|
||||
room := ctx.Lobby.GetRoom(ctx.RoomCode)
|
||||
if room != nil && len(room.Players) == 1 {
|
||||
return s.startGame(ctx)
|
||||
}
|
||||
}
|
||||
} else if isKey(key, "esc") || key.Type == tea.KeyEsc {
|
||||
// Leave room — unready and go back to lobby
|
||||
if ctx.Lobby != nil {
|
||||
ctx.Lobby.SetPlayerReady(ctx.RoomCode, ctx.Fingerprint, false)
|
||||
ctx.Lobby.LeaveRoom(ctx.RoomCode, ctx.Fingerprint)
|
||||
}
|
||||
ctx.RoomCode = ""
|
||||
ls := NewLobbyScreen()
|
||||
ls.refreshLobby(ctx)
|
||||
return ls, nil
|
||||
}
|
||||
}
|
||||
return s, nil
|
||||
}
|
||||
|
||||
func (s *WaitingScreen) View(ctx *Context) string {
|
||||
headerStyle := lipgloss.NewStyle().
|
||||
Foreground(lipgloss.Color("205")).
|
||||
Bold(true)
|
||||
|
||||
readyStyle := lipgloss.NewStyle().
|
||||
Foreground(lipgloss.Color("46"))
|
||||
|
||||
notReadyStyle := lipgloss.NewStyle().
|
||||
Foreground(lipgloss.Color("240"))
|
||||
|
||||
header := headerStyle.Render(fmt.Sprintf("── 대기실 [%s] ──", ctx.RoomCode))
|
||||
|
||||
playerList := ""
|
||||
if ctx.Lobby != nil {
|
||||
room := ctx.Lobby.GetRoom(ctx.RoomCode)
|
||||
if room != nil {
|
||||
for _, p := range room.Players {
|
||||
status := notReadyStyle.Render("...")
|
||||
if p.Ready {
|
||||
status = readyStyle.Render("준비 완료")
|
||||
}
|
||||
cls := p.Class
|
||||
if cls == "" {
|
||||
cls = "?"
|
||||
}
|
||||
playerList += fmt.Sprintf(" %s (%s) %s\n", p.Name, cls, status)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
menu := "[Enter] 준비"
|
||||
if s.ready {
|
||||
menu = "다른 플레이어를 기다리는 중..."
|
||||
}
|
||||
menu += " [Esc] 나가기"
|
||||
|
||||
return lipgloss.JoinVertical(lipgloss.Left,
|
||||
header,
|
||||
"",
|
||||
playerList,
|
||||
"",
|
||||
menu,
|
||||
)
|
||||
}
|
||||
@@ -131,7 +131,7 @@ func handleWS(w http.ResponseWriter, r *http.Request, sshPort int) {
|
||||
for {
|
||||
n, err := stdout.Read(buf)
|
||||
if n > 0 {
|
||||
if writeErr := ws.WriteMessage(websocket.TextMessage, buf[:n]); writeErr != nil {
|
||||
if writeErr := ws.WriteMessage(websocket.BinaryMessage, buf[:n]); writeErr != nil {
|
||||
return
|
||||
}
|
||||
}
|
||||
|
||||
@@ -72,8 +72,9 @@
|
||||
sendResize();
|
||||
};
|
||||
|
||||
ws.binaryType = 'arraybuffer';
|
||||
ws.onmessage = (e) => {
|
||||
term.write(e.data);
|
||||
term.write(new Uint8Array(e.data));
|
||||
};
|
||||
|
||||
ws.onclose = () => {
|
||||
|
||||
Reference in New Issue
Block a user