Files
Catacombs/ui/result_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

101 lines
2.7 KiB
Go

package ui
import (
"fmt"
"strings"
tea "github.com/charmbracelet/bubbletea"
"github.com/tolelom/catacombs/game"
"github.com/tolelom/catacombs/store"
)
// ResultScreen shows the end-of-run summary and rankings.
type ResultScreen struct {
gameState game.GameState
rankingSaved bool
}
func NewResultScreen(state game.GameState, rankingSaved bool) *ResultScreen {
return &ResultScreen{gameState: state, rankingSaved: rankingSaved}
}
func (s *ResultScreen) Update(msg tea.Msg, ctx *Context) (Screen, tea.Cmd) {
if key, ok := msg.(tea.KeyMsg); ok {
if isEnter(key) {
if ctx.Lobby != nil && ctx.Fingerprint != "" {
ctx.Lobby.UnregisterSession(ctx.Fingerprint)
}
if ctx.Session != nil {
ctx.Session.Stop()
ctx.Session = nil
}
if ctx.Lobby != nil && ctx.RoomCode != "" {
ctx.Lobby.RemoveRoom(ctx.RoomCode)
}
ctx.RoomCode = ""
ls := NewLobbyScreen()
ls.refreshLobby(ctx)
return ls, ls.pollLobby()
} else if isForceQuit(key) {
return s, tea.Quit
}
}
return s, nil
}
func (s *ResultScreen) View(ctx *Context) string {
var rankings []store.RunRecord
if ctx.Store != nil {
rankings, _ = ctx.Store.TopRuns(10)
}
return renderResult(s.gameState, rankings)
}
func renderResult(state game.GameState, rankings []store.RunRecord) string {
var sb strings.Builder
// Title
if state.Victory {
sb.WriteString(styleHeal.Render(" ✦ 승리 ✦ ") + "\n\n")
sb.WriteString(styleSystem.Render(" 카타콤을 정복했습니다!") + "\n\n")
} else {
sb.WriteString(styleDamage.Render(" ✦ 패배 ✦ ") + "\n\n")
sb.WriteString(styleSystem.Render(fmt.Sprintf(" B%d층에서 쓰러졌습니다", state.FloorNum)) + "\n\n")
}
// Player summary
sb.WriteString(styleHeader.Render("── 파티 요약 ──") + "\n\n")
totalGold := 0
for _, p := range state.Players {
status := styleHeal.Render("생존")
if p.IsDead() {
status = styleDamage.Render("사망")
}
sb.WriteString(fmt.Sprintf(" %s (%s) %s 골드: %d 아이템: %d 유물: %d\n",
stylePlayer.Render(p.Name), p.Class, status, p.Gold, len(p.Inventory), len(p.Relics)))
totalGold += p.Gold
}
sb.WriteString(fmt.Sprintf("\n 총 골드: %s\n", styleGold.Render(fmt.Sprintf("%d", totalGold))))
// Rankings
if len(rankings) > 0 {
sb.WriteString("\n" + styleHeader.Render("── 최고 기록 ──") + "\n\n")
for i, r := range rankings {
medal := " "
switch i {
case 0:
medal = styleGold.Render("🥇")
case 1:
medal = styleSystem.Render("🥈")
case 2:
medal = styleGold.Render("🥉")
}
sb.WriteString(fmt.Sprintf(" %s %s B%d층 점수: %d\n", medal, r.Player, r.Floor, r.Score))
}
}
sb.WriteString("\n" + styleAction.Render(" [Enter] 로비로 돌아가기") + "\n")
return sb.String()
}