Multiplayer: - Add WaitingScreen between class select and game start; previously selecting a class immediately started the game and locked the room, preventing other players from joining - Add periodic lobby room list refresh (2s interval) - Add LeaveRoom method for backing out of waiting room Combat & mechanics: - Mark invalid attack targets with TargetIdx=-1 to suppress misleading "0 dmg" combat log entries - Make Freeze effect actually skip frozen player's action (was purely cosmetic before - expired during tick before action processing) - Implement Life Siphon relic heal-on-damage effect (was defined but never applied in combat) - Fix combo matching to track used actions and prevent reuse Game modes: - Wire up weekly mutations to GameSession via ApplyWeeklyMutation() - Implement 3 mutation runtime effects: no_shop, glass_cannon, elite_flood - Pass HardMode toggle from lobby UI through Context to GameSession - Apply HardMode difficulty multipliers (1.5x monsters, 2x shop, 0.5x heal) Polish: - Set starting room (index 0) to always be Empty (safe start) - Distinguish shop purchase errors: "Not enough gold" vs "Inventory full" - Record random events in codex for discovery tracking Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
21 lines
357 B
Go
21 lines
357 B
Go
package ui
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import (
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"github.com/tolelom/catacombs/game"
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"github.com/tolelom/catacombs/store"
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)
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// Context holds shared state accessible to all screens.
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type Context struct {
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Width int
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Height int
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Fingerprint string
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PlayerName string
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Lobby *game.Lobby
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Store *store.DB
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Session *game.GameSession
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RoomCode string
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HardMode bool
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}
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