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>
42 lines
1.5 KiB
Go
42 lines
1.5 KiB
Go
package game
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import (
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"crypto/sha256"
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"encoding/binary"
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"fmt"
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"time"
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"github.com/tolelom/catacombs/config"
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)
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// Mutation represents a weekly gameplay modifier.
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type Mutation struct {
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ID string
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Name string
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Description string
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Apply func(cfg *config.GameConfig)
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}
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// Mutations is the list of all available mutations.
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var Mutations = []Mutation{
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{ID: "no_skills", Name: "Skill Lockout", Description: "Class skills are disabled",
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Apply: func(cfg *config.GameConfig) { cfg.SkillUses = 0 }},
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{ID: "speed_run", Name: "Speed Run", Description: "Turn timeout halved",
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Apply: func(cfg *config.GameConfig) { cfg.TurnTimeoutSec = max(cfg.TurnTimeoutSec/2, 2) }},
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{ID: "no_shop", Name: "Shop Closed", Description: "Shops are unavailable",
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Apply: func(cfg *config.GameConfig) {}}, // handled at runtime in EnterRoom
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{ID: "glass_cannon", Name: "Glass Cannon", Description: "Double damage, half HP",
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Apply: func(cfg *config.GameConfig) {}}, // handled at runtime in AddPlayer/spawnMonsters
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{ID: "elite_flood", Name: "Elite Flood", Description: "All monsters are elite",
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Apply: func(cfg *config.GameConfig) {}}, // handled at runtime in spawnMonsters
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}
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// GetWeeklyMutation returns the mutation for the current week,
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// determined by a SHA-256 hash of the year and ISO week number.
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func GetWeeklyMutation() Mutation {
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year, week := time.Now().ISOWeek()
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h := sha256.Sum256([]byte(fmt.Sprintf("mutation:%d:%d", year, week)))
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idx := int(binary.BigEndian.Uint64(h[:8]) % uint64(len(Mutations)))
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return Mutations[idx]
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}
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