Merge go to <room> pathfinding into develop
BFS auto-walk over visited rooms (respecting locked exits + darkness), routed through GoCommand (go to <room> vs go <direction>). Console: silent traversal + a start/middle/destination summary line. GUI: the minimap animates the player moving room-by-room via a new GameIO.travelStep hook (SwingIO override, ~300ms; console no-op). New stateless Pathfinder BFS in the game package. Trie autocomplete deferred. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -195,8 +195,11 @@ vorerst puzzle-fokussiert ohne Survival-Druck.
|
||||
|
||||
## Festgelegte Erweiterungs-Entscheidungen
|
||||
|
||||
> **Pathfinding** (BFS `go to <raum>`, Trie-Autocomplete) bleibt für eine
|
||||
> spätere Runde im Scope.
|
||||
> ✅ **Pathfinding** umgesetzt (Branch `feature/pathfinding-go-to`): `go to <raum>`
|
||||
> per BFS über besuchte Räume (Locks + Licht beachtet), via `GoCommand`
|
||||
> (Richtung vs. Raumziel). Konsole still + Zusammenfassung (Start/Mitte/Ziel),
|
||||
> GUI-Minikarte animiert pro Schritt (`GameIO.travelStep`, ~300 ms).
|
||||
> **Trie-Autocomplete** weiterhin für eine spätere Runde zurückgestellt.
|
||||
|
||||
| Entscheidung | Wert |
|
||||
|---|---|
|
||||
|
||||
@@ -4,38 +4,48 @@ import thb.jeanluc.adventure.command.Command;
|
||||
import thb.jeanluc.adventure.game.Conditions;
|
||||
import thb.jeanluc.adventure.game.GameContext;
|
||||
import thb.jeanluc.adventure.game.Light;
|
||||
import thb.jeanluc.adventure.game.Pathfinder;
|
||||
import thb.jeanluc.adventure.map.MapLayout;
|
||||
import thb.jeanluc.adventure.model.Direction;
|
||||
import thb.jeanluc.adventure.model.ExitLock;
|
||||
import thb.jeanluc.adventure.model.Room;
|
||||
|
||||
import java.util.ArrayList;
|
||||
import java.util.List;
|
||||
import java.util.Optional;
|
||||
|
||||
/**
|
||||
* Moves the player into the room reachable in a given direction.
|
||||
* Usage: {@code go <direction>}.
|
||||
* Moves the player. {@code go <direction>} steps once to a connected room.
|
||||
* {@code go to <room>} auto-walks the shortest path (BFS) over already-visited
|
||||
* rooms, honouring locked exits and darkness. Usage: {@code go <direction>} or
|
||||
* {@code go to <room>}. The parser strips the filler word "to", so "go to
|
||||
* <room>" and "go <room>" are equivalent.
|
||||
*/
|
||||
public class GoCommand implements Command {
|
||||
|
||||
@Override
|
||||
public void execute(GameContext ctx, List<String> args) {
|
||||
if (args.isEmpty()) {
|
||||
ctx.getIo().write("Go where? Try 'go north'.");
|
||||
ctx.getIo().write("Go where? Try 'go north' or 'go to <room>'.");
|
||||
return;
|
||||
}
|
||||
Direction dir;
|
||||
try {
|
||||
dir = Direction.fromString(args.getFirst());
|
||||
} catch (IllegalArgumentException e) {
|
||||
ctx.getIo().write("I don't know which way '" + args.getFirst() + "' is.");
|
||||
return;
|
||||
Direction dir = Direction.fromString(args.getFirst());
|
||||
moveDirection(ctx, dir);
|
||||
} catch (IllegalArgumentException notADirection) {
|
||||
goToRoom(ctx, args);
|
||||
}
|
||||
Optional<Room> next = ctx.getPlayer().getCurrentRoom().getExit(dir);
|
||||
}
|
||||
|
||||
/** Single-step move in a compass direction (the original behaviour). */
|
||||
private void moveDirection(GameContext ctx, Direction dir) {
|
||||
Room here = ctx.getPlayer().getCurrentRoom();
|
||||
Optional<Room> next = here.getExit(dir);
|
||||
if (next.isEmpty()) {
|
||||
ctx.getIo().write("You can't go " + dir.getLabel() + " from here.");
|
||||
return;
|
||||
}
|
||||
ExitLock lock = ctx.getPlayer().getCurrentRoom().getExitLocks().get(dir);
|
||||
ExitLock lock = here.getExitLocks().get(dir);
|
||||
if (lock != null && !Conditions.all(lock.requires(), ctx)) {
|
||||
ctx.getIo().write(lock.blocked());
|
||||
return;
|
||||
@@ -49,8 +59,70 @@ public class GoCommand implements Command {
|
||||
new LookCommand().execute(ctx, List.of());
|
||||
}
|
||||
|
||||
/** Resolve a visited room by id/name and auto-walk the BFS path to it. */
|
||||
private void goToRoom(GameContext ctx, List<String> args) {
|
||||
String name = String.join(" ", args).toLowerCase();
|
||||
Room target = resolveVisited(ctx, name);
|
||||
if (target == null) {
|
||||
ctx.getIo().write("You don't know any direction or place called '" + name + "'.");
|
||||
return;
|
||||
}
|
||||
Room start = ctx.getPlayer().getCurrentRoom();
|
||||
if (target == start) {
|
||||
ctx.getIo().write("You're already in the " + target.getName() + ".");
|
||||
return;
|
||||
}
|
||||
List<Room> path = Pathfinder.findPath(ctx, target);
|
||||
if (path.isEmpty()) {
|
||||
ctx.getIo().write("You can't find a way there right now.");
|
||||
return;
|
||||
}
|
||||
List<Room> route = new ArrayList<>();
|
||||
route.add(start);
|
||||
route.addAll(path);
|
||||
for (Room step : path) {
|
||||
ctx.getPlayer().setCurrentRoom(step);
|
||||
ctx.getIo().travelStep(MapLayout.compute(
|
||||
ctx.getWorld(), ctx.getPlayer().getVisitedRoomIds(), step));
|
||||
}
|
||||
ctx.getIo().write(summary(route));
|
||||
new LookCommand().execute(ctx, List.of());
|
||||
}
|
||||
|
||||
/** Finds a visited room whose id or display name matches {@code name}. */
|
||||
private Room resolveVisited(GameContext ctx, String name) {
|
||||
// the command test harness (CommandTestSupport) uses a null world; production always has one
|
||||
if (ctx.getWorld() == null) {
|
||||
return null;
|
||||
}
|
||||
for (String id : ctx.getPlayer().getVisitedRoomIds()) {
|
||||
Room r = ctx.getWorld().getRooms().get(id);
|
||||
if (r == null) {
|
||||
continue;
|
||||
}
|
||||
if (id.equalsIgnoreCase(name) || r.getName().equalsIgnoreCase(name)) {
|
||||
return r;
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
/** Names start, destination, and at most one middle waypoint. */
|
||||
private String summary(List<Room> route) {
|
||||
int n = route.size();
|
||||
String start = route.get(0).getName();
|
||||
String dest = route.get(n - 1).getName();
|
||||
if (n >= 3) {
|
||||
String middle = route.get(n / 2).getName();
|
||||
return "You make your way from the " + start + ", through the " + middle
|
||||
+ ", to the " + dest + ".";
|
||||
}
|
||||
return "You make your way from the " + start + " to the " + dest + ".";
|
||||
}
|
||||
|
||||
@Override
|
||||
public String help() {
|
||||
return "go <direction> - move to the connected room (north/south/east/west)";
|
||||
return "go <direction> - move one room (north/south/east/west); "
|
||||
+ "or go to <room> to travel to a known room";
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,76 @@
|
||||
package thb.jeanluc.adventure.game;
|
||||
|
||||
import thb.jeanluc.adventure.model.Direction;
|
||||
import thb.jeanluc.adventure.model.ExitLock;
|
||||
import thb.jeanluc.adventure.model.Room;
|
||||
|
||||
import java.util.ArrayDeque;
|
||||
import java.util.HashMap;
|
||||
import java.util.LinkedList;
|
||||
import java.util.List;
|
||||
import java.util.Map;
|
||||
import java.util.Queue;
|
||||
import java.util.Set;
|
||||
|
||||
/**
|
||||
* Breadth-first shortest-path search over the rooms the player has already
|
||||
* visited, honouring the same gates as a manual move: locked exits and
|
||||
* darkness. Stateless utility, alongside {@link Conditions}/{@link Effects}/
|
||||
* {@link Light}.
|
||||
*/
|
||||
public final class Pathfinder {
|
||||
|
||||
private Pathfinder() {
|
||||
}
|
||||
|
||||
/**
|
||||
* Finds the shortest path from the player's current room to {@code target}.
|
||||
*
|
||||
* @param ctx active game context
|
||||
* @param target destination room (expected to be a visited room)
|
||||
* @return the rooms to step through, excluding the start and ending at
|
||||
* {@code target}; empty if there is no currently-passable path
|
||||
* (or {@code target} is the current room)
|
||||
*/
|
||||
public static List<Room> findPath(GameContext ctx, Room target) {
|
||||
Room start = ctx.getPlayer().getCurrentRoom();
|
||||
Set<String> visited = ctx.getPlayer().getVisitedRoomIds();
|
||||
|
||||
Queue<Room> queue = new ArrayDeque<>();
|
||||
Map<Room, Room> cameFrom = new HashMap<>();
|
||||
queue.add(start);
|
||||
cameFrom.put(start, null);
|
||||
|
||||
while (!queue.isEmpty()) {
|
||||
Room current = queue.poll();
|
||||
if (current == target) {
|
||||
return reconstruct(cameFrom, target);
|
||||
}
|
||||
for (Map.Entry<Direction, Room> exit : current.getExits().entrySet()) {
|
||||
Room next = exit.getValue();
|
||||
if (cameFrom.containsKey(next) || !visited.contains(next.getId())) {
|
||||
continue;
|
||||
}
|
||||
ExitLock lock = current.getExitLocks().get(exit.getKey());
|
||||
if (lock != null && !Conditions.all(lock.requires(), ctx)) {
|
||||
continue;
|
||||
}
|
||||
if (!Light.isLit(ctx, next)) {
|
||||
continue;
|
||||
}
|
||||
cameFrom.put(next, current);
|
||||
queue.add(next);
|
||||
}
|
||||
}
|
||||
return List.of();
|
||||
}
|
||||
|
||||
/** Walks predecessors back from target to start; returns steps after start. */
|
||||
private static List<Room> reconstruct(Map<Room, Room> cameFrom, Room target) {
|
||||
LinkedList<Room> path = new LinkedList<>();
|
||||
for (Room r = target; r != null && cameFrom.get(r) != null; r = cameFrom.get(r)) {
|
||||
path.addFirst(r);
|
||||
}
|
||||
return path;
|
||||
}
|
||||
}
|
||||
@@ -44,6 +44,17 @@ public interface GameIO {
|
||||
// no-op
|
||||
}
|
||||
|
||||
/**
|
||||
* One frame of an auto-walk (the {@code go to} command), as the player moves
|
||||
* through a room en route. Default is a no-op: text mode travels silently.
|
||||
* The GUI overrides this to repaint the map and pace the animation.
|
||||
*
|
||||
* @param view the map snapshot at this step
|
||||
*/
|
||||
default void travelStep(MapView view) {
|
||||
// no animation in text mode
|
||||
}
|
||||
|
||||
/** On-demand map (the 'map' command). Default renders ASCII (Unicode frames). */
|
||||
default void showMap(MapView view) {
|
||||
print(AsciiMap.render(view, true));
|
||||
|
||||
@@ -66,6 +66,9 @@ public class SwingIO implements GameIO {
|
||||
/** Unscaled size for the HUD and side-panel font, in points. */
|
||||
private static final float SMALL_SIZE = 12.5f;
|
||||
|
||||
/** Delay between rooms while animating a go-to auto-walk, in milliseconds. */
|
||||
private static final long TRAVEL_STEP_MS = 300L;
|
||||
|
||||
/** Side-panel width as a fraction of the window width, clamped by the bounds below. */
|
||||
private static final double SIDE_RATIO = 0.28;
|
||||
private static final int SIDE_MIN = 180;
|
||||
@@ -335,6 +338,16 @@ public class SwingIO implements GameIO {
|
||||
map.show(view);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void travelStep(MapView view) {
|
||||
setMap(view);
|
||||
try {
|
||||
Thread.sleep(TRAVEL_STEP_MS);
|
||||
} catch (InterruptedException e) {
|
||||
Thread.currentThread().interrupt();
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
public void setQuests(QuestView view) {
|
||||
quests.show(view);
|
||||
|
||||
@@ -0,0 +1,103 @@
|
||||
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 thb.jeanluc.adventure.model.World;
|
||||
|
||||
import java.util.LinkedHashMap;
|
||||
import java.util.List;
|
||||
import java.util.Map;
|
||||
|
||||
import static org.assertj.core.api.Assertions.assertThat;
|
||||
|
||||
class GoCommandPathTest {
|
||||
|
||||
/** kitchen --N--> hallway --N--> library (all lit). Optional lock on kitchen->hallway. */
|
||||
private GameContext world(boolean lockHallway, String libraryName) {
|
||||
Room kitchen = new Room("kitchen", "Kitchen", "d");
|
||||
Room hallway = new Room("hallway", "Hallway", "d");
|
||||
Room library = new Room("library", libraryName, "d");
|
||||
kitchen.addExit(Direction.NORTH, hallway);
|
||||
hallway.addExit(Direction.SOUTH, kitchen);
|
||||
hallway.addExit(Direction.NORTH, library);
|
||||
library.addExit(Direction.SOUTH, hallway);
|
||||
if (lockHallway) {
|
||||
kitchen.addExitLock(Direction.NORTH,
|
||||
new ExitLock(List.of(new Condition(Condition.Type.FLAG, "open")), "It's locked."));
|
||||
}
|
||||
Map<String, Room> rooms = new LinkedHashMap<>();
|
||||
rooms.put("kitchen", kitchen);
|
||||
rooms.put("hallway", hallway);
|
||||
rooms.put("library", library);
|
||||
World w = new World(rooms, Map.of(), Map.of(), "t", "w");
|
||||
Player p = new Player(kitchen, 0);
|
||||
p.getVisitedRoomIds().addAll(List.of("kitchen", "hallway", "library"));
|
||||
return new GameContext(w, p, new TestIO());
|
||||
}
|
||||
|
||||
private String out(GameContext ctx) {
|
||||
return ((TestIO) ctx.getIo()).allOutput();
|
||||
}
|
||||
|
||||
@Test
|
||||
void goToWalksToVisitedRoomById() {
|
||||
GameContext ctx = world(false, "Library");
|
||||
new GoCommand().execute(ctx, List.of("library"));
|
||||
assertThat(ctx.getPlayer().getCurrentRoom().getId()).isEqualTo("library");
|
||||
assertThat(out(ctx)).contains("make your way");
|
||||
assertThat(out(ctx)).contains("through the Hallway");
|
||||
}
|
||||
|
||||
@Test
|
||||
void resolvesByRoomName() {
|
||||
// id "library" but type the display name (lower-cased) — still resolves
|
||||
GameContext ctx = world(false, "Grand Library");
|
||||
new GoCommand().execute(ctx, List.of("grand", "library"));
|
||||
assertThat(ctx.getPlayer().getCurrentRoom().getId()).isEqualTo("library");
|
||||
}
|
||||
|
||||
@Test
|
||||
void unknownPlaceReportsSo() {
|
||||
GameContext ctx = world(false, "Library");
|
||||
new GoCommand().execute(ctx, List.of("dungeon"));
|
||||
assertThat(ctx.getPlayer().getCurrentRoom().getId()).isEqualTo("kitchen");
|
||||
assertThat(out(ctx)).contains("don't know any direction or place called 'dungeon'");
|
||||
}
|
||||
|
||||
@Test
|
||||
void alreadyThere() {
|
||||
GameContext ctx = world(false, "Library");
|
||||
new GoCommand().execute(ctx, List.of("kitchen"));
|
||||
assertThat(out(ctx)).contains("already in the Kitchen");
|
||||
}
|
||||
|
||||
@Test
|
||||
void noPassablePathReportsSo() {
|
||||
GameContext ctx = world(true, "Library"); // kitchen->hallway locked, flag unset
|
||||
new GoCommand().execute(ctx, List.of("library"));
|
||||
assertThat(ctx.getPlayer().getCurrentRoom().getId()).isEqualTo("kitchen");
|
||||
assertThat(out(ctx)).contains("can't find a way there");
|
||||
}
|
||||
|
||||
@Test
|
||||
void directionalMoveStillWorks() {
|
||||
GameContext ctx = world(false, "Library");
|
||||
new GoCommand().execute(ctx, List.of("north"));
|
||||
assertThat(ctx.getPlayer().getCurrentRoom().getId()).isEqualTo("hallway");
|
||||
}
|
||||
|
||||
@Test
|
||||
void adjacentWalkUsesShortSummary() {
|
||||
GameContext ctx = world(false, "Library");
|
||||
new GoCommand().execute(ctx, List.of("hallway"));
|
||||
assertThat(ctx.getPlayer().getCurrentRoom().getId()).isEqualTo("hallway");
|
||||
assertThat(out(ctx)).contains("make your way from the Kitchen to the Hallway");
|
||||
assertThat(out(ctx)).doesNotContain("through");
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,88 @@
|
||||
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.Direction;
|
||||
import thb.jeanluc.adventure.model.ExitLock;
|
||||
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.LinkedHashMap;
|
||||
import java.util.List;
|
||||
import java.util.Map;
|
||||
import java.util.Set;
|
||||
|
||||
import static org.assertj.core.api.Assertions.assertThat;
|
||||
|
||||
class PathfinderTest {
|
||||
|
||||
private Room room(String id) {
|
||||
return new Room(id, id, "d");
|
||||
}
|
||||
|
||||
private GameContext ctx(Room start, List<Room> all, Set<String> visited) {
|
||||
Map<String, Room> rooms = new LinkedHashMap<>();
|
||||
for (Room r : all) {
|
||||
rooms.put(r.getId(), r);
|
||||
}
|
||||
World w = new World(rooms, Map.of(), Map.of(), "t", "w");
|
||||
Player p = new Player(start, 0);
|
||||
p.getVisitedRoomIds().addAll(visited);
|
||||
return new GameContext(w, p, new TestIO());
|
||||
}
|
||||
|
||||
@Test
|
||||
void findsShortestPathOverVisitedRooms() {
|
||||
Room a = room("a"), b = room("b"), c = room("c");
|
||||
a.addExit(Direction.NORTH, b);
|
||||
b.addExit(Direction.NORTH, c);
|
||||
GameContext ctx = ctx(a, List.of(a, b, c), Set.of("a", "b", "c"));
|
||||
assertThat(Pathfinder.findPath(ctx, c)).containsExactly(b, c);
|
||||
}
|
||||
|
||||
@Test
|
||||
void willNotRouteThroughUnvisitedRoom() {
|
||||
Room a = room("a"), b = room("b"), c = room("c");
|
||||
a.addExit(Direction.NORTH, b);
|
||||
b.addExit(Direction.NORTH, c);
|
||||
GameContext ctx = ctx(a, List.of(a, b, c), Set.of("a", "c")); // b not visited
|
||||
assertThat(Pathfinder.findPath(ctx, c)).isEmpty();
|
||||
}
|
||||
|
||||
@Test
|
||||
void respectsLockedExit() {
|
||||
Room a = room("a"), b = room("b");
|
||||
a.addExit(Direction.NORTH, b);
|
||||
a.addExitLock(Direction.NORTH,
|
||||
new ExitLock(List.of(new Condition(Condition.Type.FLAG, "open")), "locked"));
|
||||
GameContext ctx = ctx(a, List.of(a, b), Set.of("a", "b"));
|
||||
assertThat(Pathfinder.findPath(ctx, b)).isEmpty();
|
||||
ctx.getState().set("open");
|
||||
assertThat(Pathfinder.findPath(ctx, b)).containsExactly(b);
|
||||
}
|
||||
|
||||
@Test
|
||||
void respectsDarkness() {
|
||||
Room a = room("a");
|
||||
Room dark = room("dark");
|
||||
dark.setDark(true);
|
||||
a.addExit(Direction.NORTH, dark);
|
||||
GameContext ctx = ctx(a, List.of(a, dark), Set.of("a", "dark"));
|
||||
assertThat(Pathfinder.findPath(ctx, dark)).isEmpty();
|
||||
Item torch = PlainItem.builder().id("lit").name("Lit").description("d").light(true).build();
|
||||
ctx.getPlayer().addItem(torch);
|
||||
assertThat(Pathfinder.findPath(ctx, dark)).containsExactly(dark);
|
||||
}
|
||||
|
||||
@Test
|
||||
void unreachableTargetReturnsEmpty() {
|
||||
Room a = room("a");
|
||||
Room island = room("island"); // no connecting exits
|
||||
GameContext ctx = ctx(a, List.of(a, island), Set.of("a", "island"));
|
||||
assertThat(Pathfinder.findPath(ctx, island)).isEmpty();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,19 @@
|
||||
package thb.jeanluc.adventure.io;
|
||||
|
||||
import org.junit.jupiter.api.Test;
|
||||
import thb.jeanluc.adventure.io.text.MapView;
|
||||
|
||||
import java.util.List;
|
||||
|
||||
import static org.assertj.core.api.Assertions.assertThat;
|
||||
|
||||
class TravelStepDefaultTest {
|
||||
|
||||
@Test
|
||||
void defaultTravelStepIsSilentNoOp() {
|
||||
TestIO io = new TestIO();
|
||||
// An empty map view is fine; the default must not print or throw.
|
||||
io.travelStep(new MapView(List.of(), List.of()));
|
||||
assertThat(io.outputs()).isEmpty();
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user