# Quest Foundation (World-State + Conditions/Effects) 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:** Add a world-flag store and one typed condition/effect vocabulary, then wire it into five integration points (locked exits, state-dependent descriptions, conditional NPC dialogue, reactions with requires/effects, switch effects) so the world supports data-driven gated progression.

**Architecture:** `GameState` (flags) lives in `GameContext`. `Condition`/`Effect` are pure data records in `model`; `Conditions.all(...)` and `Effects.applyAll(...)` in `game` evaluate/apply them against the context. Each integration point carries `requires`/`effects` lists and calls these two helpers. All new YAML fields are optional → existing worlds and the 90 tests are unaffected.

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

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

---

## Task 1: Core engine — `GameState`, `Condition`, `Effect`, `Conditions`, `Effects`

**Files:**
- Create: `game/GameState.java`, `model/Condition.java`, `model/Effect.java`, `game/Conditions.java`, `game/Effects.java`
- Modify: `game/GameContext.java`
- Test: `game/GameStateTest.java`, `game/ConditionsTest.java`, `game/EffectsTest.java`

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

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

import org.junit.jupiter.api.Test;
import static org.assertj.core.api.Assertions.assertThat;

class GameStateTest {
    @Test
    void setIsSetClear() {
        GameState s = new GameState();
        assertThat(s.isSet("power_on")).isFalse();
        s.set("power_on");
        assertThat(s.isSet("power_on")).isTrue();
        s.clear("power_on");
        assertThat(s.isSet("power_on")).isFalse();
    }
}
```

`src/test/java/thb/jeanluc/adventure/game/ConditionsTest.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.Player;
import thb.jeanluc.adventure.model.Room;
import thb.jeanluc.adventure.model.item.PlainItem;

import java.util.List;

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

class ConditionsTest {
    private GameContext ctx() {
        Player p = new Player(new Room("k", "K", "d"), 0);
        return new GameContext(null, p, new TestIO());
    }

    @Test
    void flagAndNotFlag() {
        GameContext ctx = ctx();
        ctx.getState().set("power_on");
        assertThat(Conditions.holds(new Condition(Condition.Type.FLAG, "power_on"), ctx)).isTrue();
        assertThat(Conditions.holds(new Condition(Condition.Type.NOT_FLAG, "power_on"), ctx)).isFalse();
        assertThat(Conditions.holds(new Condition(Condition.Type.NOT_FLAG, "x"), ctx)).isTrue();
    }

    @Test
    void hasItem() {
        GameContext ctx = ctx();
        ctx.getPlayer().addItem(PlainItem.builder().id("lamp").name("Lamp").description("d").build());
        assertThat(Conditions.holds(new Condition(Condition.Type.HAS_ITEM, "lamp"), ctx)).isTrue();
        assertThat(Conditions.holds(new Condition(Condition.Type.HAS_ITEM, "key"), ctx)).isFalse();
    }

    @Test
    void allRequiresEveryConditionAndEmptyIsTrue() {
        GameContext ctx = ctx();
        ctx.getState().set("a");
        assertThat(Conditions.all(List.of(), ctx)).isTrue();
        assertThat(Conditions.all(List.of(new Condition(Condition.Type.FLAG, "a")), ctx)).isTrue();
        assertThat(Conditions.all(List.of(
                new Condition(Condition.Type.FLAG, "a"),
                new Condition(Condition.Type.FLAG, "b")), ctx)).isFalse();
    }
}
```

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

import org.junit.jupiter.api.Test;
import thb.jeanluc.adventure.io.TestIO;
import thb.jeanluc.adventure.model.Effect;
import thb.jeanluc.adventure.model.Player;
import thb.jeanluc.adventure.model.Room;
import thb.jeanluc.adventure.model.World;
import thb.jeanluc.adventure.model.item.Item;
import thb.jeanluc.adventure.model.item.PlainItem;

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

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

class EffectsTest {
    private GameContext ctx(Map<String, Item> items) {
        Player p = new Player(new Room("k", "K", "d"), 0);
        World w = new World(Map.of(), items, Map.of(), "t", "w");
        return new GameContext(w, p, new TestIO());
    }

    @Test
    void setAndClearFlag() {
        GameContext ctx = ctx(Map.of());
        Effects.applyAll(List.of(new Effect(Effect.Type.SET_FLAG, "power_on")), ctx);
        assertThat(ctx.getState().isSet("power_on")).isTrue();
        Effects.apply(new Effect(Effect.Type.CLEAR_FLAG, "power_on"), ctx);
        assertThat(ctx.getState().isSet("power_on")).isFalse();
    }

    @Test
    void giveAndRemoveItem() {
        Item key = PlainItem.builder().id("key").name("Key").description("d").build();
        GameContext ctx = ctx(Map.of("key", key));
        Effects.apply(new Effect(Effect.Type.GIVE_ITEM, "key"), ctx);
        assertThat(ctx.getPlayer().hasItem("key")).isTrue();
        Effects.apply(new Effect(Effect.Type.REMOVE_ITEM, "key"), ctx);
        assertThat(ctx.getPlayer().hasItem("key")).isFalse();
    }

    @Test
    void giveUnknownItemIsTolerated() {
        GameContext ctx = ctx(Map.of());
        Effects.apply(new Effect(Effect.Type.GIVE_ITEM, "ghost"), ctx);
        assertThat(ctx.getPlayer().hasItem("ghost")).isFalse();
    }

    @Test
    void sayWritesToIo() {
        GameContext ctx = ctx(Map.of());
        Effects.apply(new Effect(Effect.Type.SAY, "boo"), ctx);
        assertThat(((TestIO) ctx.getIo()).allOutput()).contains("boo");
    }
}
```

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

Run: `mvn -q test -Dtest=GameStateTest,ConditionsTest,EffectsTest`
Expected: FAIL — types don't exist.

- [ ] **Step 3: Create the engine**

`game/GameState.java`:
```java
package thb.jeanluc.adventure.game;

import java.util.Collections;
import java.util.LinkedHashSet;
import java.util.Set;

/** Named world flags. A flag is "set" (true) when present in the set. */
public class GameState {

    private final Set<String> flags = new LinkedHashSet<>();

    public boolean isSet(String flag) {
        return flags.contains(flag);
    }

    public void set(String flag) {
        flags.add(flag);
    }

    public void clear(String flag) {
        flags.remove(flag);
    }

    public Set<String> all() {
        return Collections.unmodifiableSet(flags);
    }
}
```

`model/Condition.java`:
```java
package thb.jeanluc.adventure.model;

/** A single boolean test evaluated against world state and the player. */
public record Condition(Type type, String arg) {
    public enum Type { FLAG, NOT_FLAG, HAS_ITEM }
}
```

`model/Effect.java`:
```java
package thb.jeanluc.adventure.model;

/** A single state mutation or message. */
public record Effect(Type type, String arg) {
    public enum Type { SET_FLAG, CLEAR_FLAG, GIVE_ITEM, REMOVE_ITEM, SAY }
}
```

`game/Conditions.java`:
```java
package thb.jeanluc.adventure.game;

import thb.jeanluc.adventure.model.Condition;

import java.util.List;

/** Evaluates {@link Condition}s against a {@link GameContext}. */
public final class Conditions {

    private Conditions() {
    }

    public static boolean holds(Condition c, GameContext ctx) {
        return switch (c.type()) {
            case FLAG -> ctx.getState().isSet(c.arg());
            case NOT_FLAG -> !ctx.getState().isSet(c.arg());
            case HAS_ITEM -> ctx.getPlayer().hasItem(c.arg());
        };
    }

    /** True iff every condition holds. A null or empty list is vacuously true. */
    public static boolean all(List<Condition> conditions, GameContext ctx) {
        if (conditions == null) {
            return true;
        }
        for (Condition c : conditions) {
            if (!holds(c, ctx)) {
                return false;
            }
        }
        return true;
    }
}
```

`game/Effects.java`:
```java
package thb.jeanluc.adventure.game;

import lombok.extern.slf4j.Slf4j;
import thb.jeanluc.adventure.model.Effect;
import thb.jeanluc.adventure.model.item.Item;

import java.util.List;

/** Applies {@link Effect}s to a {@link GameContext}. */
@Slf4j
public final class Effects {

    private Effects() {
    }

    public static void apply(Effect e, GameContext ctx) {
        switch (e.type()) {
            case SET_FLAG -> ctx.getState().set(e.arg());
            case CLEAR_FLAG -> ctx.getState().clear(e.arg());
            case GIVE_ITEM -> {
                Item it = ctx.getWorld().getItems().get(e.arg());
                if (it == null) {
                    log.warn("Effect GIVE_ITEM references unknown item '{}'", e.arg());
                } else {
                    ctx.getPlayer().addItem(it);
                }
            }
            case REMOVE_ITEM -> ctx.getPlayer().removeItem(e.arg());
            case SAY -> ctx.getIo().write(e.arg());
        }
    }

    /** Applies each effect in order. A null list is a no-op. */
    public static void applyAll(List<Effect> effects, GameContext ctx) {
        if (effects == null) {
            return;
        }
        for (Effect e : effects) {
            apply(e, ctx);
        }
    }
}
```

- [ ] **Step 4: Add `GameState` to `GameContext`**

In `game/GameContext.java`, add after the `io` field (the initializer keeps it out of the `@RequiredArgsConstructor`):
```java
    /** Mutable world flags. Created fresh per context; not a constructor arg. */
    private final GameState state = new GameState();
```

- [ ] **Step 5: Run to verify pass**

Run: `mvn -q test -Dtest=GameStateTest,ConditionsTest,EffectsTest`
Expected: PASS.
Run: `mvn -q test`
Expected: PASS (full suite, GameContext change is additive).

- [ ] **Step 6: Commit**

```bash
git add src/main/java/thb/jeanluc/adventure/game/GameState.java \
        src/main/java/thb/jeanluc/adventure/game/Conditions.java \
        src/main/java/thb/jeanluc/adventure/game/Effects.java \
        src/main/java/thb/jeanluc/adventure/game/GameContext.java \
        src/main/java/thb/jeanluc/adventure/model/Condition.java \
        src/main/java/thb/jeanluc/adventure/model/Effect.java \
        src/test/java/thb/jeanluc/adventure/game/GameStateTest.java \
        src/test/java/thb/jeanluc/adventure/game/ConditionsTest.java \
        src/test/java/thb/jeanluc/adventure/game/EffectsTest.java
git commit -m "feat(game): world-state engine (GameState, Condition/Effect, evaluator/applier)"
```

---

## Task 2: Condition/Effect DTOs

**Files:**
- Create: `loader/dto/ConditionDto.java`, `loader/dto/EffectDto.java`
- Test: `loader/dto/ConditionEffectDtoTest.java`

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

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

import org.junit.jupiter.api.Test;
import thb.jeanluc.adventure.loader.WorldLoadException;
import thb.jeanluc.adventure.model.Condition;
import thb.jeanluc.adventure.model.Effect;

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

class ConditionEffectDtoTest {
    @Test
    void conditionToModel() {
        assertThat(new ConditionDto("power_on", null, null).toModel())
                .isEqualTo(new Condition(Condition.Type.FLAG, "power_on"));
        assertThat(new ConditionDto(null, "x", null).toModel().type())
                .isEqualTo(Condition.Type.NOT_FLAG);
        assertThat(new ConditionDto(null, null, "lamp").toModel().type())
                .isEqualTo(Condition.Type.HAS_ITEM);
    }

    @Test
    void emptyConditionThrows() {
        assertThatThrownBy(() -> new ConditionDto(null, null, null).toModel())
                .isInstanceOf(WorldLoadException.class);
    }

    @Test
    void effectToModel() {
        assertThat(new EffectDto("p", null, null, null, null).toModel())
                .isEqualTo(new Effect(Effect.Type.SET_FLAG, "p"));
        assertThat(new EffectDto(null, null, "key", null, null).toModel().type())
                .isEqualTo(Effect.Type.GIVE_ITEM);
        assertThat(new EffectDto(null, null, null, null, "boo").toModel().type())
                .isEqualTo(Effect.Type.SAY);
    }

    @Test
    void emptyEffectThrows() {
        assertThatThrownBy(() -> new EffectDto(null, null, null, null, null).toModel())
                .isInstanceOf(WorldLoadException.class);
    }
}
```

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

Run: `mvn -q test -Dtest=ConditionEffectDtoTest`
Expected: FAIL — DTOs don't exist.

- [ ] **Step 3: Create the DTOs**

`loader/dto/ConditionDto.java`:
```java
package thb.jeanluc.adventure.loader.dto;

import thb.jeanluc.adventure.loader.WorldLoadException;
import thb.jeanluc.adventure.model.Condition;

import java.util.ArrayList;
import java.util.List;

/** YAML condition: exactly one of the fields is set. */
public record ConditionDto(String flag, String notFlag, String hasItem) {

    public Condition toModel() {
        if (flag != null) {
            return new Condition(Condition.Type.FLAG, flag);
        }
        if (notFlag != null) {
            return new Condition(Condition.Type.NOT_FLAG, notFlag);
        }
        if (hasItem != null) {
            return new Condition(Condition.Type.HAS_ITEM, hasItem);
        }
        throw new WorldLoadException("Condition must set one of flag/notFlag/hasItem");
    }

    public static List<Condition> toModelList(List<ConditionDto> dtos) {
        List<Condition> out = new ArrayList<>();
        if (dtos != null) {
            for (ConditionDto d : dtos) {
                out.add(d.toModel());
            }
        }
        return out;
    }
}
```

`loader/dto/EffectDto.java`:
```java
package thb.jeanluc.adventure.loader.dto;

import thb.jeanluc.adventure.loader.WorldLoadException;
import thb.jeanluc.adventure.model.Effect;

import java.util.ArrayList;
import java.util.List;

/** YAML effect: exactly one of the fields is set. */
public record EffectDto(String setFlag, String clearFlag, String giveItem, String removeItem, String say) {

    public Effect toModel() {
        if (setFlag != null) {
            return new Effect(Effect.Type.SET_FLAG, setFlag);
        }
        if (clearFlag != null) {
            return new Effect(Effect.Type.CLEAR_FLAG, clearFlag);
        }
        if (giveItem != null) {
            return new Effect(Effect.Type.GIVE_ITEM, giveItem);
        }
        if (removeItem != null) {
            return new Effect(Effect.Type.REMOVE_ITEM, removeItem);
        }
        if (say != null) {
            return new Effect(Effect.Type.SAY, say);
        }
        throw new WorldLoadException("Effect must set one of setFlag/clearFlag/giveItem/removeItem/say");
    }

    public static List<Effect> toModelList(List<EffectDto> dtos) {
        List<Effect> out = new ArrayList<>();
        if (dtos != null) {
            for (EffectDto d : dtos) {
                out.add(d.toModel());
            }
        }
        return out;
    }
}
```

- [ ] **Step 4: Run to verify pass**

Run: `mvn -q test -Dtest=ConditionEffectDtoTest`
Expected: PASS.

- [ ] **Step 5: Commit**

```bash
git add src/main/java/thb/jeanluc/adventure/loader/dto/ConditionDto.java \
        src/main/java/thb/jeanluc/adventure/loader/dto/EffectDto.java \
        src/test/java/thb/jeanluc/adventure/loader/dto/ConditionEffectDtoTest.java
git commit -m "feat(loader): ConditionDto/EffectDto with toModel mapping"
```

---

## Task 3: Locked exits

**Files:**
- Create: `model/ExitLock.java`, `loader/dto/ExitLockDto.java`
- Modify: `model/Room.java`, `loader/dto/RoomDto.java`, `loader/ReferenceResolver.java`, `command/impl/GoCommand.java`
- Test: `command/impl/LockedExitTest.java`

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

`src/test/java/thb/jeanluc/adventure/command/impl/LockedExitTest.java`:
```java
package thb.jeanluc.adventure.command.impl;

import org.junit.jupiter.api.Test;
import thb.jeanluc.adventure.game.GameContext;
import thb.jeanluc.adventure.io.TestIO;
import thb.jeanluc.adventure.model.Condition;
import thb.jeanluc.adventure.model.Direction;
import thb.jeanluc.adventure.model.ExitLock;
import thb.jeanluc.adventure.model.Player;
import thb.jeanluc.adventure.model.Room;

import java.util.List;

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

class LockedExitTest {
    @Test
    void lockedExitBlocksUntilFlagSet() {
        Room kitchen = new Room("kitchen", "Kitchen", "d");
        Room cellar = new Room("cellar", "Cellar", "d");
        kitchen.addExit(Direction.EAST, cellar);
        kitchen.addExitLock(Direction.EAST, new ExitLock(
                List.of(new Condition(Condition.Type.FLAG, "power_on")),
                "The cellar door is sealed."));
        Player player = new Player(kitchen, 0);
        TestIO io = new TestIO();
        GameContext ctx = new GameContext(null, player, io);

        new GoCommand().execute(ctx, List.of("east"));
        assertThat(player.getCurrentRoom()).isEqualTo(kitchen);
        assertThat(io.allOutput()).contains("sealed");

        ctx.getState().set("power_on");
        new GoCommand().execute(ctx, List.of("east"));
        assertThat(player.getCurrentRoom()).isEqualTo(cellar);
    }
}
```

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

Run: `mvn -q test -Dtest=LockedExitTest`
Expected: FAIL — `ExitLock` / `addExitLock` missing.

- [ ] **Step 3: Create `model/ExitLock.java`**

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

import java.util.List;

/** A condition-gated exit with a message shown when it is blocked. */
public record ExitLock(List<Condition> requires, String blocked) {
    public ExitLock {
        requires = requires == null ? List.of() : List.copyOf(requires);
    }
}
```

- [ ] **Step 4: Add exit locks to `Room.java`**

Add the import:
```java
import java.util.List;
```
Add the field next to `exits`:
```java
    /** Optional condition-gates per exit direction. */
    private final EnumMap<Direction, ExitLock> exitLocks = new EnumMap<>(Direction.class);
```
Add the mutator (near `addExit`):
```java
    /**
     * Adds a condition-gate to the exit in the given direction.
     *
     * @param direction the gated direction
     * @param lock      the lock to apply
     */
    public void addExitLock(Direction direction, ExitLock lock) {
        exitLocks.put(direction, lock);
    }
```

- [ ] **Step 5: Add `exitLocks` to `RoomDto.java` and create `ExitLockDto`**

`loader/dto/ExitLockDto.java`:
```java
package thb.jeanluc.adventure.loader.dto;

import java.util.List;

/** YAML representation of a single condition-gated exit. */
public record ExitLockDto(String direction, List<ConditionDto> requires, String blocked) {
}
```

In `RoomDto.java`, add the field as the last record component:
```java
        List<String> npcs,
        List<ExitLockDto> exitLocks
```
(append `, List<ExitLockDto> exitLocks` after `npcs`, and add the matching Javadoc `@param exitLocks` line).

- [ ] **Step 6: Wire exit locks in `ReferenceResolver.resolveRooms`**

Add imports:
```java
import thb.jeanluc.adventure.loader.dto.ConditionDto;
import thb.jeanluc.adventure.loader.dto.ExitLockDto;
import thb.jeanluc.adventure.model.ExitLock;
```
At the end of the per-room loop body in `resolveRooms` (after the `npcs` block), add:
```java
            if (dto.exitLocks() != null) {
                for (ExitLockDto lock : dto.exitLocks()) {
                    Direction direction;
                    try {
                        direction = Direction.fromString(lock.direction());
                    } catch (IllegalArgumentException ex) {
                        throw new WorldLoadException(
                                "Room '" + dto.id() + "' has exit lock with unknown direction '" + lock.direction() + "'");
                    }
                    room.addExitLock(direction, new ExitLock(
                            ConditionDto.toModelList(lock.requires()), lock.blocked()));
                }
            }
```

- [ ] **Step 7: Enforce the lock in `GoCommand`**

Add imports:
```java
import thb.jeanluc.adventure.game.Conditions;
import thb.jeanluc.adventure.model.ExitLock;
```
After the `next.isEmpty()` check and before `ctx.getPlayer().setCurrentRoom(next.get())`, insert:
```java
        ExitLock lock = ctx.getPlayer().getCurrentRoom().getExitLocks().get(dir);
        if (lock != null && !Conditions.all(lock.requires(), ctx)) {
            ctx.getIo().write(lock.blocked());
            return;
        }
```

- [ ] **Step 8: Run tests**

Run: `mvn -q test -Dtest=LockedExitTest`
Expected: PASS.
Run: `mvn -q test`
Expected: PASS (full suite).

- [ ] **Step 9: Commit**

```bash
git add src/main/java/thb/jeanluc/adventure/model/ExitLock.java \
        src/main/java/thb/jeanluc/adventure/loader/dto/ExitLockDto.java \
        src/main/java/thb/jeanluc/adventure/loader/dto/RoomDto.java \
        src/main/java/thb/jeanluc/adventure/model/Room.java \
        src/main/java/thb/jeanluc/adventure/loader/ReferenceResolver.java \
        src/main/java/thb/jeanluc/adventure/command/impl/GoCommand.java \
        src/test/java/thb/jeanluc/adventure/command/impl/LockedExitTest.java
git commit -m "feat: condition-locked exits"
```

---

## Task 4: State-dependent room descriptions

**Files:**
- Create: `model/DescriptionState.java`, `loader/dto/DescriptionStateDto.java`
- Modify: `model/Room.java`, `loader/dto/RoomDto.java`, `loader/ReferenceResolver.java`, `command/impl/LookCommand.java`
- Test: `command/impl/DescriptionStateTest.java`

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

`src/test/java/thb/jeanluc/adventure/command/impl/DescriptionStateTest.java`:
```java
package thb.jeanluc.adventure.command.impl;

import org.junit.jupiter.api.Test;
import thb.jeanluc.adventure.game.GameContext;
import thb.jeanluc.adventure.io.TestIO;
import thb.jeanluc.adventure.model.Condition;
import thb.jeanluc.adventure.model.DescriptionState;
import thb.jeanluc.adventure.model.Player;
import thb.jeanluc.adventure.model.Room;

import java.util.List;

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

class DescriptionStateTest {
    @Test
    void descriptionSwitchesWithFlag() {
        Room cellar = new Room("cellar", "Cellar", "Pitch black down here.");
        cellar.addDescriptionState(new DescriptionState(
                List.of(new Condition(Condition.Type.FLAG, "power_on")),
                "Lit now, a workbench stands against the wall."));
        Player player = new Player(cellar, 0);
        TestIO io = new TestIO();
        GameContext ctx = new GameContext(null, player, io);

        new LookCommand().execute(ctx, List.of());
        assertThat(io.allOutput()).contains("Pitch black");

        io.outputs().clear();
        ctx.getState().set("power_on");
        new LookCommand().execute(ctx, List.of());
        assertThat(io.allOutput()).contains("workbench").doesNotContain("Pitch black");
    }
}
```

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

Run: `mvn -q test -Dtest=DescriptionStateTest`
Expected: FAIL — `DescriptionState` / `addDescriptionState` missing.

- [ ] **Step 3: Create `model/DescriptionState.java`**

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

import java.util.List;

/** An alternate room description shown while its conditions hold. */
public record DescriptionState(List<Condition> when, String text) {
    public DescriptionState {
        when = when == null ? List.of() : List.copyOf(when);
    }
}
```

- [ ] **Step 4: Add description states to `Room.java`**

Add imports:
```java
import java.util.ArrayList;
```
Add the field:
```java
    /** Optional condition-gated description variants, first match wins. */
    private final List<DescriptionState> descriptionStates = new ArrayList<>();
```
Add the mutator:
```java
    /**
     * Adds a condition-gated description variant.
     *
     * @param state the description variant
     */
    public void addDescriptionState(DescriptionState state) {
        descriptionStates.add(state);
    }
```

- [ ] **Step 5: Add `descriptionStates` to `RoomDto` and create `DescriptionStateDto`**

`loader/dto/DescriptionStateDto.java`:
```java
package thb.jeanluc.adventure.loader.dto;

import java.util.List;

/** YAML representation of a conditional room description. */
public record DescriptionStateDto(List<ConditionDto> when, String text) {
}
```

In `RoomDto.java`, append a new component after `exitLocks`:
```java
        List<ExitLockDto> exitLocks,
        List<DescriptionStateDto> descriptionStates
```
(and the matching `@param descriptionStates` Javadoc line).

- [ ] **Step 6: Wire in `ReferenceResolver.resolveRooms`**

Add imports:
```java
import thb.jeanluc.adventure.loader.dto.DescriptionStateDto;
import thb.jeanluc.adventure.model.DescriptionState;
```
After the `exitLocks` block in the room loop, add:
```java
            if (dto.descriptionStates() != null) {
                for (DescriptionStateDto ds : dto.descriptionStates()) {
                    room.addDescriptionState(new DescriptionState(
                            ConditionDto.toModelList(ds.when()), ds.text()));
                }
            }
```

- [ ] **Step 7: Resolve the active description in `LookCommand`**

Add imports:
```java
import thb.jeanluc.adventure.game.Conditions;
import thb.jeanluc.adventure.model.DescriptionState;
```
Replace the `RoomView` construction so the description is resolved first. Change:
```java
        ctx.getIo().showRoom(new RoomView(room.getName(), room.getDescription(), items, npcs, exits));
```
to:
```java
        String description = room.getDescription();
        for (DescriptionState ds : room.getDescriptionStates()) {
            if (Conditions.all(ds.when(), ctx)) {
                description = ds.text();
                break;
            }
        }
        ctx.getIo().showRoom(new RoomView(room.getName(), description, items, npcs, exits));
```

- [ ] **Step 8: Run tests**

Run: `mvn -q test -Dtest=DescriptionStateTest`
Expected: PASS.
Run: `mvn -q test`
Expected: PASS.

- [ ] **Step 9: Commit**

```bash
git add src/main/java/thb/jeanluc/adventure/model/DescriptionState.java \
        src/main/java/thb/jeanluc/adventure/loader/dto/DescriptionStateDto.java \
        src/main/java/thb/jeanluc/adventure/loader/dto/RoomDto.java \
        src/main/java/thb/jeanluc/adventure/model/Room.java \
        src/main/java/thb/jeanluc/adventure/loader/ReferenceResolver.java \
        src/main/java/thb/jeanluc/adventure/command/impl/LookCommand.java \
        src/test/java/thb/jeanluc/adventure/command/impl/DescriptionStateTest.java
git commit -m "feat: state-dependent room descriptions"
```

---

## Task 5: Conditional NPC dialogue

**Files:**
- Create: `model/DialogueLine.java`, `loader/dto/DialogueLineDto.java`
- Modify: `model/Npc.java`, `loader/dto/NpcDto.java`, `loader/ReferenceResolver.java`, `command/impl/TalkCommand.java`
- Test: `command/impl/DialogueTest.java`

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

`src/test/java/thb/jeanluc/adventure/command/impl/DialogueTest.java`:
```java
package thb.jeanluc.adventure.command.impl;

import org.junit.jupiter.api.Test;
import thb.jeanluc.adventure.game.GameContext;
import thb.jeanluc.adventure.io.TestIO;
import thb.jeanluc.adventure.model.Condition;
import thb.jeanluc.adventure.model.DialogueLine;
import thb.jeanluc.adventure.model.Npc;
import thb.jeanluc.adventure.model.Player;
import thb.jeanluc.adventure.model.Room;

import java.util.List;

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

class DialogueTest {
    @Test
    void dialogueSwitchesWithFlagElseGreeting() {
        Room room = new Room("k", "K", "d");
        Npc man = Npc.shell("man", "Old Man", "stooped", "Hello there.");
        man.addDialogue(new DialogueLine(
                List.of(new Condition(Condition.Type.FLAG, "power_on")),
                "The lights are back, bless you!"));
        room.addNpc(man);
        Player player = new Player(room, 0);
        TestIO io = new TestIO();
        GameContext ctx = new GameContext(null, player, io);

        new TalkCommand().execute(ctx, List.of("man"));
        assertThat(io.allOutput()).contains("Hello there");

        io.outputs().clear();
        ctx.getState().set("power_on");
        new TalkCommand().execute(ctx, List.of("man"));
        assertThat(io.allOutput()).contains("lights are back").doesNotContain("Hello there");
    }
}
```

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

Run: `mvn -q test -Dtest=DialogueTest`
Expected: FAIL — `DialogueLine` / `addDialogue` missing.

- [ ] **Step 3: Create `model/DialogueLine.java`**

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

import java.util.List;

/** A conditional line an NPC says on {@code talk}, first match wins. */
public record DialogueLine(List<Condition> when, String text) {
    public DialogueLine {
        when = when == null ? List.of() : List.copyOf(when);
    }
}
```

- [ ] **Step 4: Add dialogue to `Npc.java`**

Add imports:
```java
import lombok.Builder;
import java.util.ArrayList;
import java.util.List;
```
Add the field (with `@Builder.Default` so every builder path initialises it):
```java
    /** Optional condition-gated dialogue lines, first match wins; else {@link #greeting}. */
    @Builder.Default
    private final List<DialogueLine> dialogue = new ArrayList<>();
```
Add the mutator:
```java
    /**
     * Adds a conditional dialogue line.
     *
     * @param line the dialogue line
     */
    public void addDialogue(DialogueLine line) {
        dialogue.add(line);
    }
```

- [ ] **Step 5: Add `dialogue` to `NpcDto` and create `DialogueLineDto`**

`loader/dto/DialogueLineDto.java`:
```java
package thb.jeanluc.adventure.loader.dto;

import java.util.List;

/** YAML representation of a conditional NPC line. */
public record DialogueLineDto(List<ConditionDto> when, String text) {
}
```

In `NpcDto.java`, append a component after `reactions`:
```java
        List<ReactionDto> reactions,
        List<DialogueLineDto> dialogue
```
(and the `@param dialogue` Javadoc line).

- [ ] **Step 6: Wire dialogue in `ReferenceResolver.resolveNpcs`**

Add imports:
```java
import thb.jeanluc.adventure.loader.dto.ConditionDto;
import thb.jeanluc.adventure.loader.dto.DialogueLineDto;
import thb.jeanluc.adventure.model.DialogueLine;
```
Replace the early `if (dto.reactions() == null) { continue; }` so dialogue is still processed. Change the start of the per-DTO loop body from:
```java
            if (dto.reactions() == null) {
                continue;
            }
            Npc npc = npcs.get(dto.id());
            for (ReactionDto r : dto.reactions()) {
```
to:
```java
            Npc npc = npcs.get(dto.id());
            if (dto.dialogue() != null) {
                for (DialogueLineDto dl : dto.dialogue()) {
                    npc.addDialogue(new DialogueLine(ConditionDto.toModelList(dl.when()), dl.text()));
                }
            }
            if (dto.reactions() == null) {
                continue;
            }
            for (ReactionDto r : dto.reactions()) {
```

- [ ] **Step 7: Resolve the active line in `TalkCommand`**

Add imports:
```java
import thb.jeanluc.adventure.game.Conditions;
import thb.jeanluc.adventure.model.DialogueLine;
```
Replace:
```java
        ctx.getIo().write(npc.get().getName() + " says: " + npc.get().getGreeting());
```
with:
```java
        Npc found = npc.get();
        String line = found.getGreeting();
        for (DialogueLine dl : found.getDialogue()) {
            if (Conditions.all(dl.when(), ctx)) {
                line = dl.text();
                break;
            }
        }
        ctx.getIo().write(found.getName() + " says: " + line);
```

- [ ] **Step 8: Run tests**

Run: `mvn -q test -Dtest=DialogueTest`
Expected: PASS.
Run: `mvn -q test`
Expected: PASS.

- [ ] **Step 9: Commit**

```bash
git add src/main/java/thb/jeanluc/adventure/model/DialogueLine.java \
        src/main/java/thb/jeanluc/adventure/loader/dto/DialogueLineDto.java \
        src/main/java/thb/jeanluc/adventure/loader/dto/NpcDto.java \
        src/main/java/thb/jeanluc/adventure/model/Npc.java \
        src/main/java/thb/jeanluc/adventure/loader/ReferenceResolver.java \
        src/main/java/thb/jeanluc/adventure/command/impl/TalkCommand.java \
        src/test/java/thb/jeanluc/adventure/command/impl/DialogueTest.java
git commit -m "feat: conditional NPC dialogue"
```

---

## Task 6: Reactions with requires + effects

**Files:**
- Modify: `model/NpcReaction.java`, `loader/dto/ReactionDto.java`, `loader/ReferenceResolver.java`, `command/impl/GiveCommand.java`
- Test: `command/impl/ReactionEffectsTest.java`

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

`src/test/java/thb/jeanluc/adventure/command/impl/ReactionEffectsTest.java`:
```java
package thb.jeanluc.adventure.command.impl;

import org.junit.jupiter.api.Test;
import thb.jeanluc.adventure.game.GameContext;
import thb.jeanluc.adventure.io.TestIO;
import thb.jeanluc.adventure.model.Condition;
import thb.jeanluc.adventure.model.Effect;
import thb.jeanluc.adventure.model.Npc;
import thb.jeanluc.adventure.model.NpcReaction;
import thb.jeanluc.adventure.model.Player;
import thb.jeanluc.adventure.model.Room;
import thb.jeanluc.adventure.model.item.PlainItem;

import java.util.List;

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

class ReactionEffectsTest {
    @Test
    void reactionRequiresFlagAndAppliesEffects() {
        Room room = new Room("k", "K", "d");
        Npc man = Npc.shell("man", "Old Man", "stooped", "hi");
        man.putReaction("fuse", NpcReaction.builder()
                .requires(List.of(new Condition(Condition.Type.FLAG, "cellar_drained")))
                .effects(List.of(new Effect(Effect.Type.SET_FLAG, "fuse_installed")))
                .response("Done.")
                .build());
        room.addNpc(man);
        Player player = new Player(room, 0);
        player.addItem(PlainItem.builder().id("fuse").name("Fuse").description("d").build());
        TestIO io = new TestIO();
        GameContext ctx = new GameContext(null, player, io);

        new GiveCommand().execute(ctx, List.of("fuse", "man"));
        assertThat(ctx.getState().isSet("fuse_installed")).isFalse(); // requires not met

        ctx.getState().set("cellar_drained");
        new GiveCommand().execute(ctx, List.of("fuse", "man"));
        assertThat(ctx.getState().isSet("fuse_installed")).isTrue();
        assertThat(io.allOutput()).contains("Done.");
    }
}
```

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

Run: `mvn -q test -Dtest=ReactionEffectsTest`
Expected: FAIL — `requires`/`effects` not on `NpcReaction`.

- [ ] **Step 3: Extend `NpcReaction.java`**

Add imports:
```java
import thb.jeanluc.adventure.model.Condition;
import thb.jeanluc.adventure.model.Effect;
import java.util.List;
```
(They are already in package `model`, so drop the package-qualified imports — just `import java.util.List;`.) Add two fields next to the existing ones:
```java
    /** Conditions that must hold for the exchange; null/empty = always. */
    private final List<Condition> requires;

    /** Effects applied after a successful exchange; null = none. */
    private final List<Effect> effects;
```

- [ ] **Step 4: Add `requires`/`effects` to `ReactionDto.java`**

Append two components:
```java
        String consumes,
        List<ConditionDto> requires,
        List<EffectDto> effects
```
Add imports `java.util.List` and the `@param` lines.

- [ ] **Step 5: Wire in `ReferenceResolver.resolveNpcs`**

Add imports:
```java
import thb.jeanluc.adventure.loader.dto.EffectDto;
```
Extend the `NpcReaction.builder()` call to set the new fields:
```java
                NpcReaction reaction = NpcReaction.builder()
                        .consumes(consumes)
                        .gives(gives)
                        .response(r.response())
                        .requires(ConditionDto.toModelList(r.requires()))
                        .effects(EffectDto.toModelList(r.effects()))
                        .build();
```

- [ ] **Step 6: Enforce requires + apply effects in `GiveCommand`**

Add imports:
```java
import thb.jeanluc.adventure.game.Conditions;
import thb.jeanluc.adventure.game.Effects;
```
Replace the block from `NpcReaction reaction = reactionOpt.get();` to the final `write` with:
```java
        NpcReaction reaction = reactionOpt.get();
        if (!Conditions.all(reaction.getRequires(), ctx)) {
            ctx.getIo().write(npc.getName() + " isn't ready for that yet.");
            return;
        }
        if (reaction.getConsumes() != null) {
            ctx.getPlayer().removeItem(reaction.getConsumes().getId());
        }
        if (reaction.getGives() != null) {
            ctx.getPlayer().addItem(reaction.getGives());
        }
        Effects.applyAll(reaction.getEffects(), ctx);
        ctx.getIo().write(npc.getName() + ": " + reaction.getResponse());
```

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

Run: `mvn -q test -Dtest=ReactionEffectsTest`
Expected: PASS.
Run: `mvn -q test`
Expected: PASS (existing `TalkGiveCommandTest` still green — builders without requires/effects pass null, guarded).

- [ ] **Step 8: Commit**

```bash
git add src/main/java/thb/jeanluc/adventure/model/NpcReaction.java \
        src/main/java/thb/jeanluc/adventure/loader/dto/ReactionDto.java \
        src/main/java/thb/jeanluc/adventure/loader/ReferenceResolver.java \
        src/main/java/thb/jeanluc/adventure/command/impl/GiveCommand.java \
        src/test/java/thb/jeanluc/adventure/command/impl/ReactionEffectsTest.java
git commit -m "feat: NPC reactions gated by conditions, applying effects"
```

---

## Task 7: Switch effects

**Files:**
- Modify: `model/item/SwitchableItem.java`, `loader/dto/ItemDto.java`, `loader/ItemFactory.java`
- Test: `model/item/SwitchEffectsTest.java`

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

`src/test/java/thb/jeanluc/adventure/model/item/SwitchEffectsTest.java`:
```java
package thb.jeanluc.adventure.model.item;

import org.junit.jupiter.api.Test;
import thb.jeanluc.adventure.game.GameContext;
import thb.jeanluc.adventure.io.TestIO;
import thb.jeanluc.adventure.model.Effect;
import thb.jeanluc.adventure.model.Player;
import thb.jeanluc.adventure.model.Room;

import java.util.List;

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

class SwitchEffectsTest {
    @Test
    void switchingOnAppliesEffects() {
        SwitchableItem breaker = SwitchableItem.builder()
                .id("breaker").name("Breaker").description("d")
                .state(false).onText("hums to life").offText("off")
                .effects(List.of(new Effect(Effect.Type.SET_FLAG, "power_on")))
                .build();
        Player player = new Player(new Room("k", "K", "d"), 0);
        GameContext ctx = new GameContext(null, player, new TestIO());

        breaker.use(ctx);
        assertThat(ctx.getState().isSet("power_on")).isTrue();
    }
}
```

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

Run: `mvn -q test -Dtest=SwitchEffectsTest`
Expected: FAIL — `effects` not on `SwitchableItem`.

- [ ] **Step 3: Add effects to `SwitchableItem.java`**

Add imports:
```java
import thb.jeanluc.adventure.game.Effects;
import thb.jeanluc.adventure.model.Effect;
import java.util.List;
```
Add the field:
```java
    /** Effects applied when this item transitions to on; null = none. */
    private final List<Effect> effects;
```
Replace `use` with:
```java
    @Override
    public void use(GameContext ctx) {
        state = !state;
        ctx.getIo().write(state ? onText : offText);
        if (state) {
            Effects.applyAll(effects, ctx);
        }
    }
```

- [ ] **Step 4: Add `effects` to `ItemDto.java`**

Append a component:
```java
        String offText,
        List<EffectDto> effects
```
Add `import java.util.List;` and the `@param effects` line.

- [ ] **Step 5: Wire in `ItemFactory.java`**

In the `"switchable"` case of the switch, add `.effects(...)` before `.build()`:
```java
            case "switchable" -> SwitchableItem.builder()
                    .id(dto.id())
                    .name(dto.name())
                    .description(dto.description())
                    .state(Boolean.TRUE.equals(dto.initialState()))
                    .onText(dto.onText())
                    .offText(dto.offText())
                    .effects(thb.jeanluc.adventure.loader.dto.EffectDto.toModelList(dto.effects()))
                    .build();
```

- [ ] **Step 6: Run tests**

Run: `mvn -q test -Dtest=SwitchEffectsTest`
Expected: PASS.
Run: `mvn -q test`
Expected: PASS.

- [ ] **Step 7: Commit**

```bash
git add src/main/java/thb/jeanluc/adventure/model/item/SwitchableItem.java \
        src/main/java/thb/jeanluc/adventure/loader/dto/ItemDto.java \
        src/main/java/thb/jeanluc/adventure/loader/ItemFactory.java \
        src/test/java/thb/jeanluc/adventure/model/item/SwitchEffectsTest.java
git commit -m "feat: switchable items apply effects when turned on"
```

---

## Task 8: End-to-end demo content + docs + final verification

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

- [ ] **Step 1: Add a generator switch to `items.yaml`**

Append:
```yaml
- id: generator
  type: switchable
  name: Generator
  description: A rusty generator with a heavy lever.
  state: false
  onText: |
    You heave the lever. Somewhere deep in the manor, the lights flicker on.
  offText: |
    You pull the lever back; the manor falls dark again.
  effects:
    - { setFlag: power_on }
```

- [ ] **Step 2: Gate the cellar and light it in `rooms.yaml`**

In the `kitchen` room, add an exit lock under its existing fields:
```yaml
  exitLocks:
    - direction: east
      requires: [{ flag: power_on }]
      blocked: |
        The cellar door is held shut by a magnetic lock — dead without power.
```
Put the generator in the `dungeon` room (add to its `items` list): change `items: []` to `items: [generator]`.
Give the `cellar` a lit variant — add under the cellar room:
```yaml
  descriptionStates:
    - when: [{ flag: power_on }]
      text: |
        With the power back, a single bulb reveals shelves of dusty jars.
```

- [ ] **Step 3: Add a reactive line to `npcs.yaml`**

Under `old_man`, add:
```yaml
  dialogue:
    - when: [{ flag: power_on }]
      text: |
        "You got the power running! The whole house feels less... watchful now."
```

- [ ] **Step 4: Run the full suite**

Run: `mvn -q test`
Expected: PASS (90 + new tests; fixtures unchanged).

- [ ] **Step 5: End-to-end console smoke**

Run:
```bash
printf 'go east\ngo south\nuse generator\ngo north\ngo east\nlook\ntalk old_man\nquit\n' | mvn -q -DskipTests exec:java@run
```
Expected: `go east` from the kitchen is blocked ("magnetic lock"); after `go south` to the dungeon and `use generator` (power_on), returning north and `go east` succeeds; `look` in the cellar shows the lit "dusty jars" description; the old man's reactive line is unlocked. No exceptions.

(Note: the kitchen→cellar exit is `east`; the first `go east` should be blocked, proving the lock.)

- [ ] **Step 6: Mark the foundation done in the backlog**

In `docs/enhancement-ideas.md`, under `### 5. Quest-System (NPC-Ausbau)`, add a status line:
```markdown
> ✅ Fundament umgesetzt (Branch `feature/quest-foundation`): World-Flags +
> Condition/Effect-Engine, verschlossene Exits, zustandsabhängige Beschreibungen,
> bedingte Dialoge, Reaktionen mit requires/effects, Schalter-Effekte. Quest-
> Objekte/Log (#3.2) und Enden (#3.3) offen.
```

- [ ] **Step 7: Commit**

```bash
git add src/main/resources/world/items.yaml \
        src/main/resources/world/rooms.yaml \
        src/main/resources/world/npcs.yaml \
        docs/enhancement-ideas.md
git commit -m "feat(content): demo the state engine (generator unlocks/lights the cellar)"
```

---

## Self-Review notes

- **Spec coverage:** engine (T1), DTOs (T2), locked exits (T3), state descriptions (T4), conditional dialogue (T5), reaction requires/effects (T6), switch effects (T7), demo+docs (T8). Light/dark, item-combination, quest objects, endings explicitly deferred.
- **Backward compatibility:** every new DTO field is appended and optional; `NpcReaction` keeps `consumes`/`gives`/`response`; null `requires`/`effects`/`dialogue` are guarded (`Conditions.all(null)=true`, `Effects.applyAll(null)=no-op`, `@Builder.Default` empty dialogue). Existing fixtures and the 90 tests are untouched.
- **Type consistency:** `Conditions.all(List<Condition>, ctx)`, `Effects.applyAll(List<Effect>, ctx)`, `ConditionDto.toModelList`/`EffectDto.toModelList`, `Room.addExitLock`/`addDescriptionState`, `Npc.addDialogue`, `NpcReaction.getRequires`/`getEffects`, `SwitchableItem` builder `.effects(...)` used consistently.
- **Layering:** `model` records (`Condition`, `Effect`, `ExitLock`, `DescriptionState`, `DialogueLine`) carry no `game` dependency; evaluator/applier (`game`) depend on `model`. No cycles.
