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:
2026-06-01 20:27:30 +02:00
8 changed files with 398 additions and 13 deletions

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@@ -195,8 +195,11 @@ vorerst puzzle-fokussiert ohne Survival-Druck.
## Festgelegte Erweiterungs-Entscheidungen ## Festgelegte Erweiterungs-Entscheidungen
> **Pathfinding** (BFS `go to <raum>`, Trie-Autocomplete) bleibt für eine > **Pathfinding** umgesetzt (Branch `feature/pathfinding-go-to`): `go to <raum>`
> spätere Runde im Scope. > 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 | | Entscheidung | Wert |
|---|---| |---|---|

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@@ -4,38 +4,48 @@ import thb.jeanluc.adventure.command.Command;
import thb.jeanluc.adventure.game.Conditions; import thb.jeanluc.adventure.game.Conditions;
import thb.jeanluc.adventure.game.GameContext; import thb.jeanluc.adventure.game.GameContext;
import thb.jeanluc.adventure.game.Light; 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.Direction;
import thb.jeanluc.adventure.model.ExitLock; import thb.jeanluc.adventure.model.ExitLock;
import thb.jeanluc.adventure.model.Room; import thb.jeanluc.adventure.model.Room;
import java.util.ArrayList;
import java.util.List; import java.util.List;
import java.util.Optional; import java.util.Optional;
/** /**
* Moves the player into the room reachable in a given direction. * Moves the player. {@code go <direction>} steps once to a connected room.
* Usage: {@code go <direction>}. * {@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
* &lt;room&gt;" and "go &lt;room&gt;" are equivalent.
*/ */
public class GoCommand implements Command { public class GoCommand implements Command {
@Override @Override
public void execute(GameContext ctx, List<String> args) { public void execute(GameContext ctx, List<String> args) {
if (args.isEmpty()) { if (args.isEmpty()) {
ctx.getIo().write("Go where? Try 'go north'."); ctx.getIo().write("Go where? Try 'go north' or 'go to <room>'.");
return; return;
} }
Direction dir;
try { try {
dir = Direction.fromString(args.getFirst()); Direction dir = Direction.fromString(args.getFirst());
} catch (IllegalArgumentException e) { moveDirection(ctx, dir);
ctx.getIo().write("I don't know which way '" + args.getFirst() + "' is."); } catch (IllegalArgumentException notADirection) {
return; 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()) { if (next.isEmpty()) {
ctx.getIo().write("You can't go " + dir.getLabel() + " from here."); ctx.getIo().write("You can't go " + dir.getLabel() + " from here.");
return; return;
} }
ExitLock lock = ctx.getPlayer().getCurrentRoom().getExitLocks().get(dir); ExitLock lock = here.getExitLocks().get(dir);
if (lock != null && !Conditions.all(lock.requires(), ctx)) { if (lock != null && !Conditions.all(lock.requires(), ctx)) {
ctx.getIo().write(lock.blocked()); ctx.getIo().write(lock.blocked());
return; return;
@@ -49,8 +59,70 @@ public class GoCommand implements Command {
new LookCommand().execute(ctx, List.of()); 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 @Override
public String help() { 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";
} }
} }

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@@ -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;
}
}

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@@ -44,6 +44,17 @@ public interface GameIO {
// no-op // 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). */ /** On-demand map (the 'map' command). Default renders ASCII (Unicode frames). */
default void showMap(MapView view) { default void showMap(MapView view) {
print(AsciiMap.render(view, true)); print(AsciiMap.render(view, true));

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@@ -66,6 +66,9 @@ public class SwingIO implements GameIO {
/** Unscaled size for the HUD and side-panel font, in points. */ /** Unscaled size for the HUD and side-panel font, in points. */
private static final float SMALL_SIZE = 12.5f; 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. */ /** 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 double SIDE_RATIO = 0.28;
private static final int SIDE_MIN = 180; private static final int SIDE_MIN = 180;
@@ -335,6 +338,16 @@ public class SwingIO implements GameIO {
map.show(view); map.show(view);
} }
@Override
public void travelStep(MapView view) {
setMap(view);
try {
Thread.sleep(TRAVEL_STEP_MS);
} catch (InterruptedException e) {
Thread.currentThread().interrupt();
}
}
@Override @Override
public void setQuests(QuestView view) { public void setQuests(QuestView view) {
quests.show(view); quests.show(view);

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@@ -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");
}
}

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@@ -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();
}
}

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@@ -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();
}
}