Files
Catacombs/ui/lobby_view.go
tolelom f28160d4da feat: localize all UI text to Korean
Translate all user-facing strings to Korean across 25 files:
- UI screens: title, nickname, lobby, class select, waiting, game,
  shop, result, help, leaderboard, achievements, codex, stats
- Game logic: combat logs, events, achievements, mutations, emotes,
  lobby errors, session messages
- Keep English for: class names, monster names, item names, relic names

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-25 23:47:27 +09:00

252 lines
6.1 KiB
Go

package ui
import (
"fmt"
"strings"
"time"
tea "github.com/charmbracelet/bubbletea"
"github.com/charmbracelet/lipgloss"
"github.com/tolelom/catacombs/game"
)
type roomInfo struct {
Code string
Name string
Players []playerInfo
Status string
}
type playerInfo struct {
Name string
Class string
Ready bool
}
// LobbyScreen shows available rooms and lets players create/join.
type LobbyScreen struct {
rooms []roomInfo
input string
cursor int
creating bool
roomName string
joining bool
codeInput string
online int
hardMode bool
hardUnlocked bool
}
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
}
rooms := ctx.Lobby.ListRooms()
s.rooms = make([]roomInfo, len(rooms))
for i, r := range rooms {
status := "대기중"
if r.Status == game.RoomPlaying {
status = "진행중"
}
players := make([]playerInfo, len(r.Players))
for j, p := range r.Players {
players[j] = playerInfo{Name: p.Name, Class: p.Class, Ready: p.Ready}
}
s.rooms[i] = roomInfo{
Code: r.Code,
Name: r.Name,
Players: players,
Status: status,
}
}
s.online = len(ctx.Lobby.ListOnline())
s.cursor = 0
if ctx.Store != nil {
s.hardUnlocked = ctx.Store.IsUnlocked(ctx.Fingerprint, "hard_mode")
}
}
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 {
if isEnter(key) && len(s.codeInput) == 4 {
if ctx.Lobby != nil {
if err := ctx.Lobby.JoinRoom(s.codeInput, ctx.PlayerName, ctx.Fingerprint); err == nil {
ctx.RoomCode = s.codeInput
return NewClassSelectScreen(), nil
}
}
s.joining = false
s.codeInput = ""
} else if isKey(key, "esc") || key.Type == tea.KeyEsc {
s.joining = false
s.codeInput = ""
} else if key.Type == tea.KeyBackspace && len(s.codeInput) > 0 {
s.codeInput = s.codeInput[:len(s.codeInput)-1]
} else if len(key.Runes) == 1 && len(s.codeInput) < 4 {
ch := strings.ToUpper(string(key.Runes))
s.codeInput += ch
}
return s, nil
}
// Normal lobby key handling
if isKey(key, "c") {
if ctx.Lobby != nil {
code := ctx.Lobby.CreateRoom(ctx.PlayerName + "의 방")
ctx.Lobby.JoinRoom(code, ctx.PlayerName, ctx.Fingerprint)
ctx.RoomCode = code
return NewClassSelectScreen(), nil
}
} else if isKey(key, "j") {
s.joining = true
s.codeInput = ""
} else if isUp(key) {
if s.cursor > 0 {
s.cursor--
}
} else if isDown(key) {
if s.cursor < len(s.rooms)-1 {
s.cursor++
}
} else if isEnter(key) {
if ctx.Lobby != nil && len(s.rooms) > 0 {
r := s.rooms[s.cursor]
if err := ctx.Lobby.JoinRoom(r.Code, ctx.PlayerName, ctx.Fingerprint); err == nil {
ctx.RoomCode = r.Code
return NewClassSelectScreen(), nil
}
}
} else if isKey(key, "d") {
// Daily Challenge: create a private solo daily session
if ctx.Lobby != nil {
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)
if room != nil {
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
}
}
} 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)
}
return NewTitleScreen(), nil
}
}
return s, nil
}
func (s *LobbyScreen) View(ctx *Context) string {
state := lobbyState{
rooms: s.rooms,
input: s.input,
cursor: s.cursor,
creating: s.creating,
roomName: s.roomName,
joining: s.joining,
codeInput: s.codeInput,
online: s.online,
hardMode: s.hardMode,
hardUnlocked: s.hardUnlocked,
}
return renderLobby(state, ctx.Width, ctx.Height)
}
type lobbyState struct {
rooms []roomInfo
input string
cursor int
creating bool
roomName string
joining bool
codeInput string
online int
hardMode bool
hardUnlocked bool
}
func renderLobby(state lobbyState, width, height int) string {
headerStyle := lipgloss.NewStyle().
Foreground(lipgloss.Color("205")).
Bold(true)
roomStyle := lipgloss.NewStyle().
Border(lipgloss.RoundedBorder()).
Padding(0, 1)
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] 하드 모드: %s", hardStatus)
}
roomList := ""
for i, r := range state.rooms {
marker := " "
if i == state.cursor {
marker = "> "
}
roomList += fmt.Sprintf("%s%s [%s] (%d/4) %s\n",
marker, r.Name, r.Code, len(r.Players), r.Status)
// Show players in selected room
if i == state.cursor {
for _, p := range r.Players {
cls := p.Class
if cls == "" {
cls = "..."
}
readyMark := " "
if p.Ready {
readyMark = "✓ "
}
roomList += fmt.Sprintf(" %s%s (%s)\n", readyMark, p.Name, cls)
}
}
}
if roomList == "" {
roomList = " 방이 없습니다. 새로 만드세요!"
}
if state.joining {
inputStr := state.codeInput + strings.Repeat("_", 4-len(state.codeInput))
roomList += fmt.Sprintf("\n 방 코드 입력: [%s] (Esc로 취소)\n", inputStr)
}
return lipgloss.JoinVertical(lipgloss.Left,
header,
"",
roomStyle.Render(roomList),
"",
menu,
)
}