Files
Catacombs/ui/waiting_view.go
tolelom 1563091de1 fix: 13 bugs found via systematic code review and testing
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>
2026-03-25 20:45:56 +09:00

120 lines
2.7 KiB
Go

package ui
import (
"fmt"
"time"
tea "github.com/charmbracelet/bubbletea"
"github.com/charmbracelet/lipgloss"
)
// WaitingScreen shows room members and lets players ready up before starting.
type WaitingScreen struct {
ready bool
}
func NewWaitingScreen() *WaitingScreen {
return &WaitingScreen{}
}
func (s *WaitingScreen) pollWaiting() tea.Cmd {
return tea.Tick(time.Second, func(t time.Time) tea.Msg {
return tickMsg{}
})
}
func (s *WaitingScreen) startGame(ctx *Context) (Screen, tea.Cmd) {
room := ctx.Lobby.GetRoom(ctx.RoomCode)
if room != nil && room.Session != nil {
ctx.Session = room.Session
ctx.Session.StartGame()
ctx.Lobby.StartRoom(ctx.RoomCode)
gs := NewGameScreen()
gs.gameState = ctx.Session.GetState()
return gs, gs.pollState()
}
return s, s.pollWaiting()
}
func (s *WaitingScreen) Update(msg tea.Msg, ctx *Context) (Screen, tea.Cmd) {
switch msg.(type) {
case tickMsg:
// Check if all players are ready → start game
if ctx.Lobby != nil && ctx.Lobby.AllReady(ctx.RoomCode) {
return s.startGame(ctx)
}
return s, s.pollWaiting()
}
if key, ok := msg.(tea.KeyMsg); ok {
if isEnter(key) && !s.ready {
s.ready = true
if ctx.Lobby != nil {
ctx.Lobby.SetPlayerReady(ctx.RoomCode, ctx.Fingerprint, true)
// Solo: if only 1 player in room, start immediately
room := ctx.Lobby.GetRoom(ctx.RoomCode)
if room != nil && len(room.Players) == 1 {
return s.startGame(ctx)
}
}
} else if isKey(key, "esc") || key.Type == tea.KeyEsc {
// Leave room — unready and go back to lobby
if ctx.Lobby != nil {
ctx.Lobby.SetPlayerReady(ctx.RoomCode, ctx.Fingerprint, false)
ctx.Lobby.LeaveRoom(ctx.RoomCode, ctx.Fingerprint)
}
ctx.RoomCode = ""
ls := NewLobbyScreen()
ls.refreshLobby(ctx)
return ls, nil
}
}
return s, nil
}
func (s *WaitingScreen) View(ctx *Context) string {
headerStyle := lipgloss.NewStyle().
Foreground(lipgloss.Color("205")).
Bold(true)
readyStyle := lipgloss.NewStyle().
Foreground(lipgloss.Color("46"))
notReadyStyle := lipgloss.NewStyle().
Foreground(lipgloss.Color("240"))
header := headerStyle.Render(fmt.Sprintf("── Waiting Room [%s] ──", ctx.RoomCode))
playerList := ""
if ctx.Lobby != nil {
room := ctx.Lobby.GetRoom(ctx.RoomCode)
if room != nil {
for _, p := range room.Players {
status := notReadyStyle.Render("...")
if p.Ready {
status = readyStyle.Render("READY")
}
cls := p.Class
if cls == "" {
cls = "?"
}
playerList += fmt.Sprintf(" %s (%s) %s\n", p.Name, cls, status)
}
}
}
menu := "[Enter] Ready"
if s.ready {
menu = "Waiting for other players..."
}
menu += " [Esc] Leave"
return lipgloss.JoinVertical(lipgloss.Left,
header,
"",
playerList,
"",
menu,
)
}