# Catacombs Bug Fix & Spec Alignment Plan > **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking. **Goal:** Fix 14 confirmed bugs and spec divergences in the Catacombs codebase — covering race conditions, game logic errors, session lifecycle leaks, and missing spec features. **Architecture:** Incremental patches to existing files. No new packages or major restructuring. Each task is independently shippable and testable. **Tech Stack:** Go 1.25+, charmbracelet/wish, charmbracelet/bubbletea, charmbracelet/lipgloss, go.etcd.io/bbolt **Spec:** `docs/superpowers/specs/2026-03-23-catacombs-design.md` **Go binary:** `go` (in PATH) --- ## File Map ``` entity/monster.go — Task 1: add DEF scaling entity/monster_test.go — Task 1: test DEF scaling game/session.go — Task 3: deep-copy GetState; Task 11: add Stop(); Task 12: cleanup game/session_test.go — Task 3: race test ui/model.go — Task 4: fix SaveRun; Task 7: set RoomPlaying; Task 8: clamp targetCursor; Task 10: use fingerprint as key; Task 11: session cleanup on result exit game/lobby.go — Task 7: add status transition helpers; Task 12: room removal game/lobby_test.go — Task 7: test status transition combat/combat.go — Task 5: fix taunt fallthrough combat/combat_test.go — Task 5: test dead warrior taunt game/turn.go — Task 6: multiplayer flee effect; Task 9: event log forwarding game/event.go — Task 9: add log messages for events game/turn_test.go — Task 6: test flee server/ssh.go — Task 13: disconnect detection ``` --- ### Task 1: Monster DEF Floor Scaling **Files:** - Modify: `entity/monster.go:46-63` - Test: `entity/monster_test.go` - [ ] **Step 1: Write failing test for DEF scaling** Add to `entity/monster_test.go`: ```go func TestMonsterDEFScaling(t *testing.T) { // Slime base DEF=1, minFloor=1. At floor 5, scale = 1.15^4 ≈ 1.749 m := NewMonster(MonsterSlime, 5) if m.DEF <= 1 { t.Errorf("Slime DEF at floor 5 should be scaled above base 1, got %d", m.DEF) } // Boss DEF should NOT scale boss := NewMonster(MonsterBoss5, 5) if boss.DEF != 8 { t.Errorf("Boss5 DEF should be base 8, got %d", boss.DEF) } } ``` - [ ] **Step 2: Run test (should fail)** ```bash go test ./entity/ -run TestMonsterDEFScaling -v ``` - [ ] **Step 3: Add DEF scaling to NewMonster** In `entity/monster.go`, change line 60 from: ```go DEF: base.DEF, ``` to: ```go DEF: int(math.Round(float64(base.DEF) * scale)), ``` - [ ] **Step 4: Run test (should pass)** ```bash go test ./entity/ -run TestMonsterDEFScaling -v ``` - [ ] **Step 5: Run all tests** ```bash go test ./... -timeout 30s ``` - [ ] **Step 6: Commit** ```bash git add entity/monster.go entity/monster_test.go git commit -m "fix: scale monster DEF with floor level like HP/ATK" ``` --- ### Task 2: (Skipped — Boss AoE timing confirmed correct) CombatTurn starts at 0, `RunTurn()` increments to 1 before use. First AoE at turn 3. Correct per spec. --- ### Task 3: Fix GetState Race Condition — Deep Copy **Files:** - Modify: `game/session.go:155-159` - Test: `game/session_test.go` The root cause: `GetState()` returns the `GameState` struct by value, but `Players`, `Monsters`, and `Floor` are pointer/slice fields that still reference the same underlying data as the session. The combatLoop goroutine modifies these concurrently. - [ ] **Step 1: Write race detection test** Add to `game/session_test.go`: ```go func TestGetStateNoRace(t *testing.T) { s := NewGameSession() p := entity.NewPlayer("Racer", entity.ClassWarrior) s.AddPlayer(p) s.StartGame() // Concurrently read state while combat might modify it done := make(chan struct{}) go func() { defer close(done) for i := 0; i < 100; i++ { st := s.GetState() // Access player fields to trigger race detector for _, p := range st.Players { _ = p.HP _ = p.Gold } for _, m := range st.Monsters { _ = m.HP } } }() // Submit actions to trigger state changes for i := 0; i < 10; i++ { s.SubmitAction("Racer", PlayerAction{Type: ActionWait}) time.Sleep(10 * time.Millisecond) } <-done } ``` - [ ] **Step 2: Run with race detector (should detect race)** ```bash go test ./game/ -run TestGetStateNoRace -race -timeout 30s -v ``` - [ ] **Step 3: Implement deep copy in GetState** In `game/session.go`, replace `GetState()`: ```go func (s *GameSession) GetState() GameState { s.mu.Lock() defer s.mu.Unlock() // Deep copy players players := make([]*entity.Player, len(s.state.Players)) for i, p := range s.state.Players { cp := *p cp.Inventory = make([]entity.Item, len(p.Inventory)) copy(cp.Inventory, p.Inventory) cp.Relics = make([]entity.Relic, len(p.Relics)) copy(cp.Relics, p.Relics) players[i] = &cp } // Deep copy monsters monsters := make([]*entity.Monster, len(s.state.Monsters)) for i, m := range s.state.Monsters { cm := *m monsters[i] = &cm } // Shallow copy floor (rooms are read-only from UI side, only Visited/Cleared change under lock) var floorCopy *dungeon.Floor if s.state.Floor != nil { fc := *s.state.Floor fc.Rooms = make([]*dungeon.Room, len(s.state.Floor.Rooms)) for i, r := range s.state.Floor.Rooms { rc := *r rc.Neighbors = make([]int, len(r.Neighbors)) copy(rc.Neighbors, r.Neighbors) fc.Rooms[i] = &rc } // Tiles are not mutated after generation — share the slice floorCopy = &fc } // Copy combat log logCopy := make([]string, len(s.state.CombatLog)) copy(logCopy, s.state.CombatLog) return GameState{ Floor: floorCopy, Players: players, Monsters: monsters, Phase: s.state.Phase, FloorNum: s.state.FloorNum, TurnNum: s.state.TurnNum, CombatTurn: s.state.CombatTurn, SoloMode: s.state.SoloMode, GameOver: s.state.GameOver, Victory: s.state.Victory, ShopItems: append([]entity.Item{}, s.state.ShopItems...), CombatLog: logCopy, TurnDeadline: s.state.TurnDeadline, } } ``` - [ ] **Step 4: Run race test (should pass)** ```bash go test ./game/ -run TestGetStateNoRace -race -timeout 30s -v ``` - [ ] **Step 5: Run all tests** ```bash go test ./... -timeout 30s ``` - [ ] **Step 6: Commit** ```bash git add game/session.go game/session_test.go git commit -m "fix: deep-copy GameState in GetState to prevent data race" ``` --- ### Task 4: Fix Duplicate SaveRun on Game Over **Files:** - Modify: `ui/model.go:282-298` - [ ] **Step 1: Add `rankingSaved` flag to Model** In `ui/model.go`, add field to `Model` struct (after `moveCursor`): ```go rankingSaved bool ``` - [ ] **Step 2: Guard SaveRun with flag** In `updateGame`, replace the game-over block (lines 288-297): ```go if m.gameState.GameOver { if m.store != nil && !m.rankingSaved { score := 0 for _, p := range m.gameState.Players { score += p.Gold } m.store.SaveRun(m.playerName, m.gameState.FloorNum, score) m.rankingSaved = true } m.screen = screenResult return m, nil } ``` - [ ] **Step 3: Reset flag when returning to lobby** In `updateResult`, after `m.screen = screenLobby`, add: ```go m.rankingSaved = false ``` - [ ] **Step 4: Build** ```bash go build ./... ``` - [ ] **Step 5: Commit** ```bash git add ui/model.go git commit -m "fix: prevent duplicate SaveRun calls on game over" ``` --- ### Task 5: Fix Taunt Targeting Dead Warrior **Files:** - Modify: `combat/combat.go:84-94` - Test: `combat/combat_test.go` When a warrior dies but `TauntTarget` is still true on monsters, the monster searches for a living warrior, finds none, but doesn't clear the taunt — it just falls through to random targeting. This is mostly harmless but the taunt flag stays dirty. The real issue: if there's no warrior at all and `TauntTarget` was somehow set, the search wastes cycles. Fix: clear taunt if warrior not found. - [ ] **Step 1: Write test for dead warrior taunt fallthrough** Add to `combat/combat_test.go`: ```go func TestMonsterAITauntDeadWarrior(t *testing.T) { warrior := entity.NewPlayer("Tank", entity.ClassWarrior) warrior.TakeDamage(warrior.HP) // kill warrior mage := entity.NewPlayer("Mage", entity.ClassMage) m := &entity.Monster{Name: "Orc", HP: 50, ATK: 10, DEF: 5, TauntTarget: true, TauntTurns: 2} idx, isAoE := MonsterAI(m, []*entity.Player{warrior, mage}, 1) if isAoE { t.Error("should not AoE") } // Should target mage (index 1) since warrior is dead if idx != 1 { t.Errorf("expected target mage at index 1, got %d", idx) } // TauntTarget should be cleared since no living warrior if m.TauntTarget { t.Error("TauntTarget should be cleared when warrior is dead") } } ``` - [ ] **Step 2: Run test (should fail on TauntTarget assertion)** ```bash go test ./combat/ -run TestMonsterAITauntDeadWarrior -v ``` - [ ] **Step 3: Fix MonsterAI taunt handling** In `combat/combat.go`, replace the taunt block (lines 88-94): ```go if m.TauntTarget { for i, p := range players { if !p.IsDead() && p.Class == entity.ClassWarrior { return i, false } } // No living warrior found — clear taunt m.TauntTarget = false m.TauntTurns = 0 } ``` - [ ] **Step 4: Run test (should pass)** ```bash go test ./combat/ -run TestMonsterAITauntDeadWarrior -v ``` - [ ] **Step 5: Run all combat tests** ```bash go test ./combat/ -v ``` - [ ] **Step 6: Commit** ```bash git add combat/combat.go combat/combat_test.go git commit -m "fix: clear monster taunt when warrior is dead" ``` --- ### Task 6: Multiplayer Flee — Mark Player as Fled **Files:** - Modify: `entity/player.go` — add `Fled` field - Modify: `game/turn.go:145-154` — set Fled on success - Modify: `game/turn.go:78-80` — skip fled players like dead players - Test: `game/turn_test.go` In multiplayer, a successful flee currently does nothing. Fix: mark the player as "fled" so they're skipped for the rest of this combat (like being dead, but without the death penalty). Reset fled status when combat ends. - [ ] **Step 1: Add Fled field to Player** In `entity/player.go`, add to `Player` struct: ```go Fled bool ``` - [ ] **Step 2: Update IsDead check comment and add IsOut helper** In `entity/player.go`, add method: ```go // IsOut returns true if the player cannot act in combat (dead or fled) func (p *Player) IsOut() bool { return p.Dead || p.Fled } ``` - [ ] **Step 3: Update turn.go to use IsOut for action collection** In `game/turn.go`, replace all `p.IsDead()` checks in `RunTurn()` and `resolvePlayerActions()` with `p.IsOut()`: Line 23: `if !p.IsOut() {` (alive count) Line 54-55: `if !p.IsOut() {` (default action) Line 79: `if p.IsOut() {` (skip dead/fled in resolve) Line 189: `if !p.IsOut() {` (gold award) Line 259: `if !p.IsOut() {` (boss relic) In `resolveMonsterActions()`: Line 278: `if !p.IsOut() {` (AoE targets) Line 287: `if !p.IsOut() {` (single target validation) Line 298: `if !p.IsOut() {` (all-dead check) - [ ] **Step 4: Set Fled on successful flee** In `game/turn.go`, replace the ActionFlee case (lines 145-154): ```go case ActionFlee: if combat.AttemptFlee() { s.addLog(fmt.Sprintf("%s fled from battle!", p.Name)) if s.state.SoloMode { s.state.Phase = PhaseExploring return } p.Fled = true } else { s.addLog(fmt.Sprintf("%s failed to flee!", p.Name)) } ``` - [ ] **Step 5: Check if all remaining players fled — end combat** In `resolvePlayerActions()`, after the action loop (before intents resolution), add: ```go // Check if all alive players have fled allFled := true for _, p := range s.state.Players { if !p.IsDead() && !p.Fled { allFled = false break } } if allFled && !s.state.SoloMode { s.state.Phase = PhaseExploring s.state.Floor.Rooms[s.state.Floor.CurrentRoom].Cleared = true s.addLog("All players fled!") // Reset fled status for _, p := range s.state.Players { p.Fled = false } return } ``` - [ ] **Step 6: Reset Fled when combat ends** In `resolvePlayerActions()`, where combat ends (line 220-228, the `len(s.state.Monsters) == 0` block), add before phase change: ```go for _, p := range s.state.Players { p.Fled = false } ``` Also in `advanceFloor()` (line 244-248), add: ```go for _, p := range s.state.Players { p.Fled = false } ``` - [ ] **Step 7: Build and run all tests** ```bash go build ./... go test ./... -timeout 30s ``` - [ ] **Step 8: Commit** ```bash git add entity/player.go game/turn.go git commit -m "feat: multiplayer flee marks player as out for current combat" ``` --- ### Task 7: Set Room Status to Playing on Game Start **Files:** - Modify: `ui/model.go:251-267` (class select → game start) - Modify: `game/lobby.go` — add `StartRoom` helper - Test: `game/lobby_test.go` - [ ] **Step 1: Write test for room status transition** Add to `game/lobby_test.go`: ```go func TestRoomStatusTransition(t *testing.T) { l := NewLobby() code := l.CreateRoom("Test") l.JoinRoom(code, "Alice") r := l.GetRoom(code) if r.Status != RoomWaiting { t.Errorf("new room should be Waiting, got %d", r.Status) } l.StartRoom(code) r = l.GetRoom(code) if r.Status != RoomPlaying { t.Errorf("started room should be Playing, got %d", r.Status) } // Joining a Playing room should fail err := l.JoinRoom(code, "Bob") if err == nil { t.Error("should not be able to join a Playing room") } } ``` - [ ] **Step 2: Run test (should fail — StartRoom doesn't exist)** ```bash go test ./game/ -run TestRoomStatusTransition -v ``` - [ ] **Step 3: Add StartRoom to lobby.go** ```go func (l *Lobby) StartRoom(code string) { l.mu.Lock() defer l.mu.Unlock() if room, ok := l.rooms[code]; ok { room.Status = RoomPlaying } } ``` - [ ] **Step 4: Call StartRoom when game starts** In `ui/model.go` `updateClassSelect`, after `m.session.StartGame()` (line 263), add: ```go m.lobby.StartRoom(m.roomCode) ``` - [ ] **Step 5: Run test (should pass)** ```bash go test ./game/ -run TestRoomStatusTransition -v ``` - [ ] **Step 6: Commit** ```bash git add game/lobby.go game/lobby_test.go ui/model.go git commit -m "fix: set room status to Playing when game starts" ``` --- ### Task 8: Clamp Target Cursor After Monster Death **Files:** - Modify: `ui/model.go:282-286` - [ ] **Step 1: Add cursor clamping in updateGame** In `updateGame`, right after `m.gameState = m.session.GetState()` (line 285), add: ```go // Clamp target cursor to valid range after monsters die if len(m.gameState.Monsters) > 0 { if m.targetCursor >= len(m.gameState.Monsters) { m.targetCursor = len(m.gameState.Monsters) - 1 } } else { m.targetCursor = 0 } ``` - [ ] **Step 2: Build** ```bash go build ./... ``` - [ ] **Step 3: Commit** ```bash git add ui/model.go git commit -m "fix: clamp target cursor when monsters die" ``` --- ### Task 9: Add Event Room Log Messages **Files:** - Modify: `game/event.go:132-148` - [ ] **Step 1: Add log messages to triggerEvent** Replace `triggerEvent()` in `game/event.go`: ```go func (s *GameSession) triggerEvent() { for _, p := range s.state.Players { if p.IsDead() { continue } if rand.Float64() < 0.5 { dmg := 10 + rand.Intn(11) p.TakeDamage(dmg) s.addLog(fmt.Sprintf("Trap! %s takes %d damage", p.Name, dmg)) } else { heal := 15 + rand.Intn(11) before := p.HP p.Heal(heal) s.addLog(fmt.Sprintf("Blessing! %s heals %d HP", p.Name, p.HP-before)) } } } ``` Also add log for treasure in `grantTreasure()`: ```go func (s *GameSession) grantTreasure() { for _, p := range s.state.Players { if rand.Float64() < 0.5 { item := entity.Item{ Name: "Iron Sword", Type: entity.ItemWeapon, Bonus: 3 + rand.Intn(6), } p.Inventory = append(p.Inventory, item) s.addLog(fmt.Sprintf("%s found %s (ATK+%d)", p.Name, item.Name, item.Bonus)) } else { item := entity.Item{ Name: "Iron Shield", Type: entity.ItemArmor, Bonus: 2 + rand.Intn(4), } p.Inventory = append(p.Inventory, item) s.addLog(fmt.Sprintf("%s found %s (DEF+%d)", p.Name, item.Name, item.Bonus)) } } } ``` - [ ] **Step 2: Show combat log on game screen even outside combat** In `ui/model.go` `updateGame`, in the `PhaseExploring` branch, after `m.session.EnterRoom(roomIdx)`, `m.gameState` is already refreshed. The log will render via `renderCombatLog` which already shows `state.CombatLog`. No change needed — the log displays on the game view regardless of phase. - [ ] **Step 3: Build** ```bash go build ./... ``` - [ ] **Step 4: Commit** ```bash git add game/event.go git commit -m "feat: show log messages for trap, blessing, and treasure events" ``` --- ### Task 10: Use Fingerprint as Action Key (Prevent Name Collision) **Depends on:** Task 6 (for `IsOut()` method) **Files:** - Modify: `game/session.go` — change `actions` map key - Modify: `game/turn.go` — use fingerprint in action lookup - Modify: `ui/model.go` — submit with fingerprint The `actions` map uses `playerName` as the key. If two players share a name, one overwrites the other. Fix: use `Fingerprint` as the key. - [ ] **Step 1: Change SubmitAction to use fingerprint** In `game/session.go`, rename `playerActionMsg.PlayerName` to `PlayerID`: ```go type playerActionMsg struct { PlayerID string Action PlayerAction } ``` Update `SubmitAction`: ```go func (s *GameSession) SubmitAction(playerID string, action PlayerAction) { s.actionCh <- playerActionMsg{PlayerID: playerID, Action: action} } ``` - [ ] **Step 2: Update RunTurn action collection** In `game/turn.go`, line 39: ```go s.actions[msg.PlayerID] = msg.Action ``` - [ ] **Step 3: Update resolvePlayerActions to match by fingerprint** In `game/turn.go` `resolvePlayerActions()`, change the action lookup (line 82): ```go action, ok := s.actions[p.Fingerprint] ``` - [ ] **Step 4: Update default action loop** In `game/turn.go`, change the default-action loop (lines 54-59): ```go for _, p := range s.state.Players { if !p.IsOut() { if _, ok := s.actions[p.Fingerprint]; !ok { s.actions[p.Fingerprint] = PlayerAction{Type: ActionWait} } } } ``` - [ ] **Step 5: Generate fallback fingerprint for keyless SSH users** In `ui/model.go` `updateTitle()`, when `m.fingerprint` is empty (password auth, no public key), generate a unique fallback ID so keyless players don't collide on `""`: ```go if m.fingerprint == "" { m.fingerprint = fmt.Sprintf("anon-%d", time.Now().UnixNano()) } ``` Add this right after the `m.playerName` is set (before `m.screen = screenLobby`). Also update the `NewPlayer` call in `updateClassSelect` to ensure fingerprint is set: ```go player := entity.NewPlayer(m.playerName, selectedClass) player.Fingerprint = m.fingerprint ``` (This line already exists, so no change needed here — just verify.) - [ ] **Step 6: Update UI to submit with fingerprint** In `ui/model.go`, change all `m.session.SubmitAction(m.playerName, ...)` calls to `m.session.SubmitAction(m.fingerprint, ...)`. Lines 358-366: replace `m.playerName` → `m.fingerprint` in all 5 SubmitAction calls. - [ ] **Step 7: Update BuyItem to use fingerprint** In `game/session.go` `BuyItem()`, change `playerName` parameter to `playerID` and match by fingerprint: ```go func (s *GameSession) BuyItem(playerID string, itemIdx int) bool { s.mu.Lock() defer s.mu.Unlock() if s.state.Phase != PhaseShop || itemIdx < 0 || itemIdx >= len(s.state.ShopItems) { return false } item := s.state.ShopItems[itemIdx] for _, p := range s.state.Players { if p.Fingerprint == playerID && p.Gold >= item.Price { p.Gold -= item.Price p.Inventory = append(p.Inventory, item) return true } } return false } ``` In `ui/model.go` `updateShop()`, change: ```go m.session.BuyItem(m.fingerprint, idx) ``` - [ ] **Step 8: Update dead-player check in updateGame** In `ui/model.go` `updateGame()`, change the dead player check (lines 340-344) to use fingerprint: ```go isPlayerDead := false for _, p := range m.gameState.Players { if p.Fingerprint == m.fingerprint && p.IsDead() { isPlayerDead = true break } } ``` - [ ] **Step 9: Build and run all tests** ```bash go build ./... go test ./... -timeout 30s ``` Some tests may need updating if they call `SubmitAction` with a name — update to use fingerprint. Check `game/session_test.go` — the test player will need `Fingerprint` set. - [ ] **Step 10: Commit** ```bash git add game/session.go game/turn.go ui/model.go git commit -m "fix: use fingerprint as player ID to prevent name collision" ``` --- ### Task 11: Session Cleanup & Goroutine Leak Fix **Files:** - Modify: `game/session.go` — add `Stop()` method and done channel - Modify: `ui/model.go` — call Stop on result exit - [ ] **Step 1: Add done channel and Stop method** In `game/session.go`, add `done` channel to `GameSession`: ```go type GameSession struct { mu sync.Mutex state GameState started bool actions map[string]PlayerAction actionCh chan playerActionMsg combatSignal chan struct{} done chan struct{} } ``` Update `NewGameSession`: ```go func NewGameSession() *GameSession { return &GameSession{ state: GameState{ FloorNum: 1, }, actions: make(map[string]PlayerAction), actionCh: make(chan playerActionMsg, 4), combatSignal: make(chan struct{}, 1), done: make(chan struct{}), } } ``` Add `Stop()`: ```go func (s *GameSession) Stop() { select { case <-s.done: // already stopped default: close(s.done) } } ``` - [ ] **Step 2: Update combatLoop to respect done channel** Replace `combatLoop()`: ```go func (s *GameSession) combatLoop() { for { select { case <-s.done: return default: } s.mu.Lock() phase := s.state.Phase gameOver := s.state.GameOver s.mu.Unlock() if gameOver { return } if phase == PhaseCombat { s.RunTurn() } else { select { case <-s.combatSignal: case <-s.done: return } } } } ``` Also update `RunTurn` action collection to respect done: In `game/turn.go`, update the select in the action collection loop (lines 36-44): ```go for collected < aliveCount { select { case msg := <-s.actionCh: s.mu.Lock() s.actions[msg.PlayerID] = msg.Action s.mu.Unlock() collected++ case <-timer.C: goto resolve case <-s.done: timer.Stop() return } } ``` - [ ] **Step 3: Clean up session on result exit** In `ui/model.go` `updateResult()`, when going back to lobby: ```go if isEnter(key) { if m.session != nil { m.session.Stop() m.session = nil } m.rankingSaved = false m.screen = screenLobby m = m.withRefreshedLobby() } ``` - [ ] **Step 4: Build and run all tests** ```bash go build ./... go test ./... -timeout 30s ``` - [ ] **Step 5: Commit** ```bash git add game/session.go game/turn.go ui/model.go git commit -m "fix: stop combatLoop goroutine on session exit to prevent leak" ``` --- ### Task 12: Remove Zombie Lobby Rooms on Game End **Depends on:** Task 11 (extends `updateResult` from Task 11) **Files:** - Modify: `ui/model.go` — remove room from lobby on game end - [ ] **Step 1: Remove lobby room on result exit** In `ui/model.go` `updateResult()`, update the enter handler (extending Task 11's change): ```go if isEnter(key) { if m.session != nil { m.session.Stop() m.session = nil } if m.lobby != nil && m.roomCode != "" { m.lobby.RemoveRoom(m.roomCode) } m.roomCode = "" m.rankingSaved = false m.screen = screenLobby m = m.withRefreshedLobby() } ``` - [ ] **Step 2: Build** ```bash go build ./... ``` - [ ] **Step 3: Commit** ```bash git add ui/model.go git commit -m "fix: remove lobby room when game session ends" ``` --- ### Task 13: Disconnect Handling — Auto-Defend & Timeout **Depends on:** Task 10 (fingerprint-based IDs), Task 11 (done channel) **Files:** - Modify: `game/session.go` — add `lastActivity` tracking, timeout check in combatLoop - Modify: `game/event.go` — update lastActivity on EnterRoom - Modify: `ui/model.go` — update lastActivity on exploration actions **Design:** Track `lastActivity` timestamp per player (by fingerprint). Update it on both `SubmitAction` (combat) and `EnterRoom` (exploration). In `combatLoop`, check for 60-second inactive players and remove them. Auto-defend already works via `ActionWait` default. No SSH-layer changes needed. - [ ] **Step 1: Add lastActivity to GameSession** In `game/session.go`, add to `GameSession` struct: ```go lastActivity map[string]time.Time // fingerprint -> last activity time ``` Initialize in `NewGameSession`: ```go lastActivity: make(map[string]time.Time), ``` - [ ] **Step 2: Update lastActivity in SubmitAction** ```go func (s *GameSession) SubmitAction(playerID string, action PlayerAction) { s.mu.Lock() s.lastActivity[playerID] = time.Now() s.mu.Unlock() s.actionCh <- playerActionMsg{PlayerID: playerID, Action: action} } ``` - [ ] **Step 3: Update lastActivity in EnterRoom** In `game/event.go` `EnterRoom()`, add at the top (after lock, before setting CurrentRoom): ```go // Update activity for all connected players (exploration is party-wide) now := time.Now() for _, p := range s.state.Players { if p.Fingerprint != "" { s.lastActivity[p.Fingerprint] = now } } ``` - [ ] **Step 4: Add TouchActivity method for UI heartbeat** In `game/session.go`, add: ```go func (s *GameSession) TouchActivity(fingerprint string) { s.mu.Lock() defer s.mu.Unlock() s.lastActivity[fingerprint] = time.Now() } ``` - [ ] **Step 5: Call TouchActivity from UI on any key press** In `ui/model.go` `updateGame()`, add at the top (before the session GetState call): ```go if m.session != nil && m.fingerprint != "" { m.session.TouchActivity(m.fingerprint) } ``` - [ ] **Step 6: Initialize lastActivity in StartGame** ```go func (s *GameSession) StartGame() { s.mu.Lock() if s.started { s.mu.Unlock() return } s.started = true s.state.SoloMode = len(s.state.Players) == 1 now := time.Now() for _, p := range s.state.Players { s.lastActivity[p.Fingerprint] = now } s.mu.Unlock() s.StartFloor() go s.combatLoop() } ``` - [ ] **Step 7: Add timeout check to combatLoop** In `combatLoop`, add this block right after the `gameOver` check: ```go // Remove players inactive for >60 seconds s.mu.Lock() now := time.Now() changed := false remaining := make([]*entity.Player, 0, len(s.state.Players)) for _, p := range s.state.Players { if p.Fingerprint != "" && !p.IsOut() { if last, ok := s.lastActivity[p.Fingerprint]; ok { if now.Sub(last) > 60*time.Second { s.addLog(fmt.Sprintf("%s removed (disconnected)", p.Name)) changed = true continue } } } remaining = append(remaining, p) } if changed { s.state.Players = remaining if len(s.state.Players) <= 1 { s.state.SoloMode = true } if len(s.state.Players) == 0 { s.state.GameOver = true s.mu.Unlock() return } } s.mu.Unlock() ``` - [ ] **Step 8: Build and run all tests** ```bash go build ./... go test ./... -timeout 30s ``` - [ ] **Step 9: Commit** ```bash git add game/session.go game/event.go ui/model.go git commit -m "feat: remove inactive players after 60s disconnect timeout" ``` --- ### Task 14: Chat System (/ key) **Files:** - Modify: `game/session.go` — add chat method - Modify: `ui/model.go` — add chat input mode - Modify: `ui/game_view.go` — render chat input - [ ] **Step 1: Add SendChat to GameSession** In `game/session.go`, add: ```go func (s *GameSession) SendChat(playerName, message string) { s.mu.Lock() defer s.mu.Unlock() s.addLog(fmt.Sprintf("[%s] %s", playerName, message)) } ``` - [ ] **Step 2: Add chat mode to Model** In `ui/model.go`, add to `Model` struct: ```go chatting bool chatInput string ``` - [ ] **Step 3: Handle `/` key and chat input in updateGame** In `updateGame`, add chat handling at the top of the `tea.KeyMsg` section (before phase switch): ```go if key, ok := msg.(tea.KeyMsg); ok { // Chat mode if m.chatting { if isEnter(key) && len(m.chatInput) > 0 { if m.session != nil { m.session.SendChat(m.playerName, m.chatInput) m.gameState = m.session.GetState() } m.chatting = false m.chatInput = "" } else if isKey(key, "esc") || key.Type == tea.KeyEsc { m.chatting = false m.chatInput = "" } else if key.Type == tea.KeyBackspace && len(m.chatInput) > 0 { m.chatInput = m.chatInput[:len(m.chatInput)-1] } else if len(key.Runes) == 1 && len(m.chatInput) < 40 { m.chatInput += string(key.Runes) } if m.gameState.Phase == game.PhaseCombat { return m, m.pollState() } return m, nil } if isKey(key, "/") { m.chatting = true m.chatInput = "" if m.gameState.Phase == game.PhaseCombat { return m, m.pollState() } return m, nil } // existing phase switch... ``` - [ ] **Step 4: Show chat input in HUD** In `ui/game_view.go`, update `renderGame` to accept and show chat state. Add parameters: ```go func renderGame(state game.GameState, width, height int, targetCursor int, moveCursor int, chatting bool, chatInput string) string { ``` At the bottom of `renderGame`, before return: ```go if chatting { chatStyle := lipgloss.NewStyle().Foreground(lipgloss.Color("117")) chatView := chatStyle.Render(fmt.Sprintf("> %s_", chatInput)) return lipgloss.JoinVertical(lipgloss.Left, mapView, hudView, logView, chatView) } ``` Update call in `ui/model.go` `View()`: ```go case screenGame: return renderGame(m.gameState, m.width, m.height, m.targetCursor, m.moveCursor, m.chatting, m.chatInput) ``` - [ ] **Step 5: Build and run all tests** ```bash go build ./... go test ./... -timeout 30s ``` - [ ] **Step 6: Commit** ```bash git add game/session.go ui/model.go ui/game_view.go git commit -m "feat: add in-game chat with / key" ```