# CLAUDE.md This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository. ## Project Overview Catacombs is a multiplayer roguelike dungeon crawler with dual access: SSH (native TUI) and HTTP/WebSocket (web browser via xterm.js). Written in Go, it uses Bubble Tea for the terminal UI and BoltDB for persistence. ## Build & Run Commands ```bash go build -o catacombs . # Build go test ./... # Run all tests go test ./combat/ # Run tests for a single package go test ./entity/ -run TestName # Run a specific test go vet ./... # Lint ``` Docker: ```bash docker build -t catacombs . docker-compose up # SSH on :2222, HTTP on :8080 ``` ## Architecture **Package dependency flow:** `main` → `server`/`web`/`store` → `game` → `dungeon` → `entity` → `combat` | Package | Responsibility | |---------|---------------| | `main.go` | Entry point: initializes BoltDB (`./data/catacombs.db`), starts SSH server (:2222) and HTTP server (:8080) | | `game/` | Lobby (room management, player tracking, reconnection), GameSession (turn-based state), turn execution (5s action timeout), room events (combat/shop/treasure) | | `ui/` | Bubble Tea state machine with 8 screen states (nickname → lobby → class select → game → shop → result → leaderboard → achievements). `model.go` is the central state machine (~19K lines) | | `dungeon/` | BSP tree procedural generation (60x20 maps), ASCII rendering with floor themes, field-of-view | | `entity/` | Player (4 classes: Warrior/Mage/Healer/Rogue), Monster (8 types + 4 bosses with floor scaling), Items/Relics | | `combat/` | Damage calculation, monster AI targeting, cooperative damage bonus | | `store/` | BoltDB persistence: profiles, rankings, achievements (10 unlockable) | | `server/` | Wish SSH server with fingerprint-based auth | | `web/` | HTTP + WebSocket bridge to SSH, embedded xterm.js frontend | ## Key Patterns - **Concurrent session management**: Mutex-protected game state for multi-player synchronization (up to 4 players per room) - **Turn-based action collection**: 5-second timeout window; players who don't submit default to "Wait" - **SSH fingerprint reconnection**: Players reconnect to active sessions via `Lobby.activeSessions` fingerprint mapping - **Dual access**: SSH server (native PTY) and HTTP/WebSocket (xterm.js) share the same Lobby and DB instances - **Combat log reveal**: Logs shown incrementally via `PendingLogs` → `CombatLog` system ## Game Balance Constants - 20 floors with bosses at 5, 10, 15, 20 - Monster scaling: 1.15x power per floor above minimum - Solo mode halves enemy stats - Cooperative bonus: +10% damage when 2+ players target same enemy - Inventory limit: 10 items, 3 skill uses per combat