# Win-Condition & Endings Implementation Plan

> **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking.

**Goal:** Priority-ordered, condition-driven endings with an end-of-game summary; the game ends when an ending fires.

**Architecture:** `Ending` is data (condition + text), loaded from optional `endings.yaml` into an ordered `World.endings`. `EndingEngine.triggered(ctx)` returns the first matching ending; `Game` checks it each turn after the quest tick, prints the ending + summary, and stops. Reuses the existing condition engine and quest log.

**Tech Stack:** Java 25, Maven, JUnit 5 + AssertJ, Lombok, Jackson/SnakeYAML.

Spec: [docs/superpowers/specs/2026-05-31-endings-design.md](../specs/2026-05-31-endings-design.md)

---

## Task 1: Ending model, DTO/factory, World.endings, loading

**Files:**
- Create: `model/Ending.java`, `loader/dto/EndingDto.java`, `loader/EndingFactory.java`
- Modify: `model/World.java`, `loader/WorldLoader.java`
- Test: `loader/EndingLoadingTest.java`

- [ ] **Step 1: Create `model/Ending.java`**

```java
package thb.jeanluc.adventure.model;

import java.util.List;

/** A game ending: shown (and ends the game) when its conditions hold. */
public record Ending(String id, String title, boolean victory, List<Condition> when, String text) {
    public Ending {
        when = when == null ? List.of() : List.copyOf(when);
    }
}
```

- [ ] **Step 2: Add `endings` to `World.java` with back-compat constructors**

Add import:
```java
import java.util.List;
```
Add the field after `quests`:
```java
    /** Ordered list of endings (first matching one wins). */
    private final List<Ending> endings;
```
Replace the existing back-compat constructor with two that both delegate to the full constructor:
```java
    /** Backward-compatible constructor for worlds without quests or endings. */
    public World(Map<String, Room> rooms, Map<String, Item> items, Map<String, Npc> npcs,
                 String title, String welcomeMessage) {
        this(rooms, items, npcs, title, welcomeMessage, Map.of(), List.of());
    }

    /** Backward-compatible constructor for worlds with quests but no endings. */
    public World(Map<String, Room> rooms, Map<String, Item> items, Map<String, Npc> npcs,
                 String title, String welcomeMessage, Map<String, Quest> quests) {
        this(rooms, items, npcs, title, welcomeMessage, quests, List.of());
    }
```
(The 7-arg constructor is the Lombok-generated `@RequiredArgsConstructor` over all final fields in declaration order: rooms, items, npcs, title, welcomeMessage, quests, endings.)

- [ ] **Step 3: Create `loader/dto/EndingDto.java`**

```java
package thb.jeanluc.adventure.loader.dto;

import java.util.List;

/** YAML representation of a game ending. */
public record EndingDto(String id, String title, Boolean victory, List<ConditionDto> when, String text) {
}
```

- [ ] **Step 4: Create `loader/EndingFactory.java`**

```java
package thb.jeanluc.adventure.loader;

import thb.jeanluc.adventure.loader.dto.ConditionDto;
import thb.jeanluc.adventure.loader.dto.EndingDto;
import thb.jeanluc.adventure.model.Ending;

/** Builds {@link Ending} objects from {@link EndingDto}s. */
public final class EndingFactory {

    private EndingFactory() {
    }

    public static Ending fromDto(EndingDto dto) {
        return new Ending(
                dto.id(),
                dto.title(),
                Boolean.TRUE.equals(dto.victory()),
                ConditionDto.toModelList(dto.when()),
                dto.text());
    }
}
```

- [ ] **Step 5: Load `endings.yaml` in `WorldLoader.java`**

Add imports:
```java
import thb.jeanluc.adventure.loader.dto.EndingDto;
import thb.jeanluc.adventure.model.Ending;
```
After the `questDtos` read, add:
```java
        List<EndingDto> endingDtos = readListOptional(basePath + "/endings.yaml", EndingDto.class);
```
After the quest `requireUniqueIds`, add:
```java
        requireUniqueIds("ending", endingDtos.stream().map(EndingDto::id).toList());
```
Build an **ordered** ending list (preserve YAML order) next to the quest map build:
```java
        List<Ending> endings = new ArrayList<>();
        for (EndingDto dto : endingDtos) {
            endings.add(EndingFactory.fromDto(dto));
        }
```
Add the import for `ArrayList` if missing:
```java
import java.util.ArrayList;
```
Change the `World` construction to the 7-arg form:
```java
        World world = new World(rooms, items, npcs,
                gameDto.title(), gameDto.welcomeMessage(), quests, endings);
```

- [ ] **Step 6: Write the loading test**

`src/test/java/thb/jeanluc/adventure/loader/EndingLoadingTest.java`:
```java
package thb.jeanluc.adventure.loader;

import org.junit.jupiter.api.Test;
import thb.jeanluc.adventure.loader.dto.ConditionDto;
import thb.jeanluc.adventure.loader.dto.EndingDto;
import thb.jeanluc.adventure.model.Ending;

import java.util.List;

import static org.assertj.core.api.Assertions.assertThat;

class EndingLoadingTest {
    @Test
    void factoryMapsFields() {
        Ending e = EndingFactory.fromDto(new EndingDto("victory", "Won", true,
                List.of(new ConditionDto("manor_secured", null, null)), "You win."));
        assertThat(e.id()).isEqualTo("victory");
        assertThat(e.victory()).isTrue();
        assertThat(e.when()).hasSize(1);
        assertThat(e.text()).isEqualTo("You win.");
    }
}
```

- [ ] **Step 7: Run tests**

Run: `mvn -q test -Dtest=EndingLoadingTest`
Expected: PASS.
Run: `mvn -q test`
Expected: PASS — the real `endings.yaml` does not exist yet, so `readListOptional` returns empty; existing `new World(...)` callers compile via the back-compat constructors.

- [ ] **Step 8: Commit**

```bash
git add src/main/java/thb/jeanluc/adventure/model/Ending.java \
        src/main/java/thb/jeanluc/adventure/loader/dto/EndingDto.java \
        src/main/java/thb/jeanluc/adventure/loader/EndingFactory.java \
        src/main/java/thb/jeanluc/adventure/model/World.java \
        src/main/java/thb/jeanluc/adventure/loader/WorldLoader.java \
        src/test/java/thb/jeanluc/adventure/loader/EndingLoadingTest.java
git commit -m "feat: Ending model + endings.yaml loading (ordered, optional)"
```

---

## Task 2: EndingEngine + Game wiring

**Files:**
- Create: `game/EndingEngine.java`
- Modify: `game/Game.java`
- Test: `game/EndingEngineTest.java`

- [ ] **Step 1: Write failing test**

`src/test/java/thb/jeanluc/adventure/game/EndingEngineTest.java`:
```java
package thb.jeanluc.adventure.game;

import org.junit.jupiter.api.Test;
import thb.jeanluc.adventure.io.TestIO;
import thb.jeanluc.adventure.model.Condition;
import thb.jeanluc.adventure.model.Ending;
import thb.jeanluc.adventure.model.Player;
import thb.jeanluc.adventure.model.Room;
import thb.jeanluc.adventure.model.World;

import java.util.List;
import java.util.Map;

import static org.assertj.core.api.Assertions.assertThat;

class EndingEngineTest {
    private GameContext ctx(List<Ending> endings) {
        Player p = new Player(new Room("k", "K", "d"), 0);
        World w = new World(Map.of(), Map.of(), Map.of(), "t", "w", Map.of(), endings);
        return new GameContext(w, p, new TestIO());
    }

    private Ending ending(String id, boolean victory, String flag) {
        return new Ending(id, id + "-title", victory,
                List.of(new Condition(Condition.Type.FLAG, flag)), id + " text");
    }

    @Test
    void firstMatchingEndingWinsByOrder() {
        GameContext ctx = ctx(List.of(ending("victory", true, "won"), ending("fled", false, "fled")));
        ctx.getState().set("won");
        ctx.getState().set("fled");
        assertThat(EndingEngine.triggered(ctx).id()).isEqualTo("victory");
    }

    @Test
    void noEndingWhenNoConditionHolds() {
        GameContext ctx = ctx(List.of(ending("victory", true, "won")));
        assertThat(EndingEngine.triggered(ctx)).isNull();
    }

    @Test
    void renderIncludesTitleTextAndSummary() {
        GameContext ctx = ctx(List.of(ending("victory", true, "won")));
        ctx.getState().set("won");
        String out = EndingEngine.render(EndingEngine.triggered(ctx), ctx, 7).plainText();
        assertThat(out).contains("victory-title").contains("victory text");
        assertThat(out).contains("Turns: 7").contains("Quests completed: 0 / 0");
    }
}
```

- [ ] **Step 2: Run to verify failure**

Run: `mvn -q test -Dtest=EndingEngineTest`
Expected: FAIL — `EndingEngine` missing.

- [ ] **Step 3: Create `game/EndingEngine.java`**

```java
package thb.jeanluc.adventure.game;

import thb.jeanluc.adventure.io.text.StyledText;
import thb.jeanluc.adventure.model.Ending;

/** Detects the first matching ending and renders the end-of-game screen. */
public final class EndingEngine {

    private EndingEngine() {
    }

    /** First ending whose conditions hold, in list order; null if none. */
    public static Ending triggered(GameContext ctx) {
        for (Ending e : ctx.getWorld().getEndings()) {
            if (Conditions.all(e.when(), ctx)) {
                return e;
            }
        }
        return null;
    }

    /** Builds the ending screen: title banner, text, and a run summary. */
    public static StyledText render(Ending e, GameContext ctx, int turns) {
        int total = ctx.getWorld().getQuests().size();
        int done = ctx.getQuestLog().completed().size();
        String bar = "═".repeat(Math.max(12, e.title().length() + 6));

        StyledText.Builder b = StyledText.builder();
        b.heading(bar + "\n").heading("  " + e.title() + "\n").heading(bar + "\n");
        b.plain(e.text().stripTrailing()).plain("\n\n");
        b.dim("Turns: " + turns + "\n");
        b.dim("Quests completed: " + done + " / " + total + "\n");
        b.heading("Rank: " + rank(e, total, done));
        return b.build();
    }

    private static String rank(Ending e, int total, int done) {
        if (e.victory() && total > 0 && done == total) {
            return "Master of the Manor";
        }
        if (e.victory()) {
            return "Manor Reclaimed";
        }
        return "Escaped — the manor keeps its secrets";
    }
}
```

- [ ] **Step 4: Wire endings into `Game.java`**

In `Game.java` add a `maybeEnd()` method and call it after each `publishHud()`. Add the import:
```java
import thb.jeanluc.adventure.model.Ending;
```
(`EndingEngine` is in the same `game` package — no import.) Update `run()` so it calls `maybeEnd()` after the initial publish and after the per-iteration publish:
```java
    public void run() {
        publishHud();
        maybeEnd();
        while (running) {
            String input = ctx.getIo().readLine();
            if (input == null) {
                break;
            }
            ParsedCommand parsed = parser.parse(input);
            if (parsed.verb().isEmpty()) {
                continue;
            }
            Optional<Command> cmd = registry.find(parsed.verb());
            if (cmd.isEmpty()) {
                ctx.getIo().write("I don't understand '" + parsed.verb() + "'. Type 'help'.");
            } else {
                cmd.get().execute(ctx, parsed.args());
                turn++;
            }
            publishHud();
            maybeEnd();
        }
    }

    private void maybeEnd() {
        Ending e = EndingEngine.triggered(ctx);
        if (e != null) {
            ctx.getIo().print(EndingEngine.render(e, ctx, turn));
            stop();
        }
    }
```

- [ ] **Step 5: Run tests**

Run: `mvn -q test -Dtest=EndingEngineTest`
Expected: PASS.
Run: `mvn -q test`
Expected: PASS — `GameTest`'s worlds have no endings (empty list), so `maybeEnd()` is a no-op there.

- [ ] **Step 6: Commit**

```bash
git add src/main/java/thb/jeanluc/adventure/game/EndingEngine.java \
        src/main/java/thb/jeanluc/adventure/game/Game.java \
        src/test/java/thb/jeanluc/adventure/game/EndingEngineTest.java
git commit -m "feat(game): EndingEngine + per-turn end check with summary"
```

---

## Task 3: Demo endings + flee door + docs + verification

**Files:**
- Create: `src/main/resources/world/endings.yaml`
- Modify: `src/main/resources/world/items.yaml`, `rooms.yaml`, `docs/enhancement-ideas.md`

- [ ] **Step 1: Create `src/main/resources/world/endings.yaml`**

```yaml
- id: victory
  title: "The Manor Reclaimed"
  victory: true
  when: [{ flag: manor_secured }]
  text: |
    The lights hold steady and the whispers fade to nothing. Whatever held
    this place has loosened its grip. The manor is yours now.
- id: fled
  title: "Into the Night"
  victory: false
  when: [{ flag: fled }]
  text: |
    You wrench the front door open and bolt into the dark. Safe — but the
    manor keeps its secrets, and they will keep you awake for years.
```

- [ ] **Step 2: Add a "front door" switch to `items.yaml`**

Append:
```yaml
- id: front_door
  type: switchable
  name: Front Door
  description: The heavy front door. It would let you leave the manor for good.
  state: false
  onText: |
    You haul the front door open and step out into the cold night.
  offText: |
    You ease the door shut again.
  effects:
    - { setFlag: fled }
```

- [ ] **Step 3: Place the door in the kitchen (`rooms.yaml`)**

Change the kitchen's items line from:
```yaml
  items: [letter, lamp]
```
to:
```yaml
  items: [letter, lamp, front_door]
```

- [ ] **Step 4: Mark 3.3 done in `docs/enhancement-ideas.md`**

Under the `### 5. Quest-System (NPC-Ausbau)` status block, append:
```markdown
> ✅ #3.3 umgesetzt (Branch `feature/endings`): priorisierte, condition-driven
> Enden (`endings.yaml`) + End-Screen mit Summary (Züge, Quests X/Y, Rang).
> Demo: Sieg-Ende (`manor_secured`) und Flucht-Ende (Front Door → `fled`).
> Damit ist das Quest-System (#3) komplett.
```

- [ ] **Step 5: Full suite + end-to-end console**

Run: `mvn -q test`
Expected: PASS.

Victory path:
```bash
printf 'go south\nuse generator\ngo north\ntake lamp\ngive lamp old_man\n' | mvn -q -DskipTests exec:java@run
```
Expected: completing the `restore_power` quest sets `manor_secured`; on the next turn the game prints the **"The Manor Reclaimed"** ending banner, the summary (`Turns: …`, `Quests completed: 1 / 1`, `Rank: Master of the Manor`), and exits — no `quit` needed.

Flee path:
```bash
printf 'use front_door\n' | mvn -q -DskipTests exec:java@run
```
Expected: the **"Into the Night"** ending + summary (`Rank: Escaped …`), then exit.

- [ ] **Step 6: Commit**

```bash
git add src/main/resources/world/endings.yaml \
        src/main/resources/world/items.yaml \
        src/main/resources/world/rooms.yaml \
        docs/enhancement-ideas.md
git commit -m "feat(content): victory & flee endings; front-door flee switch"
```

---

## Self-Review notes

- **Spec coverage:** model+loader (T1), engine+Game wiring+summary (T2), demo+docs (T3). Scoreboards/turn-conditions deferred.
- **Backward compatibility:** `World` gains 5- and 6-arg back-compat constructors delegating to the 7-arg; existing `new World(...)` callers (tests, prior loader pattern) compile unchanged. `endings.yaml` optional. `GameTest` worlds have empty endings → `maybeEnd()` no-op.
- **Type consistency:** `EndingEngine.triggered(ctx)`/`render(Ending, ctx, int)`, `Ending.when/victory/title/text`, `World.getEndings`, `EndingFactory.fromDto`, `EndingDto` used consistently.
- **Layering:** `Ending` (model) carries no `game` dependency; `EndingEngine` (game) depends on model + io.text.
