feat(game): GameSession bundles savable state; turn + autosave hook
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@@ -32,9 +32,6 @@ public class Game {
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/** Loop flag. Flipped to false by {@link #stop()}. */
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private boolean running = true;
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/** Number of commands processed this session; shown in the HUD. */
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private int turn = 0;
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/**
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* Runs the loop until {@link #stop()} is called or input is exhausted.
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*/
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@@ -55,7 +52,10 @@ public class Game {
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ctx.getIo().write("I don't understand '" + parsed.verb() + "'. Type 'help'.");
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} else {
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cmd.get().execute(ctx, parsed.args());
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turn++;
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ctx.getSession().incrementTurn();
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if (ctx.getSession().getTurn() % 10 == 0) {
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ctx.save();
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}
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}
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publishHud();
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maybeEnd();
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@@ -66,7 +66,7 @@ public class Game {
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private void maybeEnd() {
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Ending e = EndingEngine.triggered(ctx);
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if (e != null) {
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ctx.getIo().print(EndingEngine.render(e, ctx, turn));
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ctx.getIo().print(EndingEngine.render(e, ctx, ctx.getSession().getTurn()));
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stop();
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}
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}
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@@ -76,7 +76,7 @@ public class Game {
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ctx.getIo().setHud(new Hud(
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ctx.getPlayer().getCurrentRoom().getName(),
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ctx.getPlayer().getGold(),
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turn,
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ctx.getSession().getTurn(),
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Light.carryingLight(ctx)));
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MapView map = MapLayout.compute(
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ctx.getWorld(),
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@@ -1,32 +1,63 @@
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package thb.jeanluc.adventure.game;
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import lombok.Getter;
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import lombok.RequiredArgsConstructor;
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import thb.jeanluc.adventure.io.GameIO;
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import thb.jeanluc.adventure.model.Player;
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import thb.jeanluc.adventure.model.World;
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/**
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* Bundle of everything a command needs to do its work: the world, the
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* player, and the IO channel. Passing this single object keeps command
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* signatures small and consistent.
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* Bundle of everything a command needs: the active {@link GameSession}
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* (world, player, flags, quests, turn) and the IO channel. Getters delegate
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* to the session so existing command code keeps working unchanged.
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*/
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@Getter
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@RequiredArgsConstructor
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public class GameContext {
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/** Loaded world (rooms, items, npcs). */
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private final World world;
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/** The player avatar. */
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private final Player player;
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/** IO channel for reading input and writing output. */
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private final GameSession session;
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private final GameIO io;
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/** Mutable world flags. Created fresh per context; not a constructor arg. */
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private final GameState state = new GameState();
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/** Silent autosave hook, wired by the app; no-op by default (tests). */
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private Runnable saveCallback = () -> { };
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/** Runtime quest progress. Created fresh per context; not a constructor arg. */
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private final QuestLog questLog = new QuestLog();
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public GameContext(GameSession session, GameIO io) {
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this.session = session;
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this.io = io;
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}
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/** Convenience for tests/legacy callers: wraps a fresh single-use session. */
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public GameContext(World world, Player player, GameIO io) {
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this(new GameSession(world, player, "session"), io);
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}
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public GameSession getSession() {
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return session;
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}
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public World getWorld() {
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return session.getWorld();
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}
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public Player getPlayer() {
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return session.getPlayer();
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}
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public GameState getState() {
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return session.getState();
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}
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public QuestLog getQuestLog() {
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return session.getQuestLog();
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}
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public GameIO getIo() {
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return io;
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}
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/** Sets the silent autosave hook (called by interval/quest autosave). */
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public void setSaveCallback(Runnable saveCallback) {
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this.saveCallback = saveCallback;
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}
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/** Runs the silent autosave hook. */
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public void save() {
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saveCallback.run();
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}
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}
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@@ -0,0 +1,36 @@
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package thb.jeanluc.adventure.game;
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import lombok.Getter;
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import thb.jeanluc.adventure.model.Player;
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import thb.jeanluc.adventure.model.World;
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/**
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* Bundle of the mutable, savable game state for one playthrough: the
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* loaded {@link World}, the {@link Player}, world {@link GameState} flags,
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* {@link QuestLog} progress, the turn counter, and the bound save-slot name.
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* Save/load read and write exactly this object.
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*/
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@Getter
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public class GameSession {
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private final World world;
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private final Player player;
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private final GameState state = new GameState();
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private final QuestLog questLog = new QuestLog();
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private final String slotName;
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private int turn;
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public GameSession(World world, Player player, String slotName) {
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this.world = world;
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this.player = player;
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this.slotName = slotName;
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}
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public void setTurn(int turn) {
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this.turn = turn;
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}
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public void incrementTurn() {
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this.turn++;
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}
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}
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@@ -0,0 +1,52 @@
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package thb.jeanluc.adventure.game;
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import org.junit.jupiter.api.Test;
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import thb.jeanluc.adventure.io.TestIO;
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import thb.jeanluc.adventure.model.Player;
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import thb.jeanluc.adventure.model.Room;
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import thb.jeanluc.adventure.model.World;
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import java.util.Map;
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import static org.assertj.core.api.Assertions.assertThat;
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class GameSessionTest {
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private GameSession session() {
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Room k = new Room("k", "Kitchen", "d");
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World w = new World(Map.of("k", k), Map.of(), Map.of(), "t", "w");
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return new GameSession(w, new Player(k, 0), "slot-a");
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}
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@Test
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void exposesStateAndIncrementsTurn() {
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GameSession s = session();
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assertThat(s.getSlotName()).isEqualTo("slot-a");
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assertThat(s.getTurn()).isZero();
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s.incrementTurn();
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s.incrementTurn();
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assertThat(s.getTurn()).isEqualTo(2);
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s.setTurn(10);
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assertThat(s.getTurn()).isEqualTo(10);
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}
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@Test
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void contextDelegatesToSession() {
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GameSession s = session();
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GameContext ctx = new GameContext(s, new TestIO());
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assertThat(ctx.getWorld()).isSameAs(s.getWorld());
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assertThat(ctx.getPlayer()).isSameAs(s.getPlayer());
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assertThat(ctx.getState()).isSameAs(s.getState());
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assertThat(ctx.getQuestLog()).isSameAs(s.getQuestLog());
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assertThat(ctx.getSession()).isSameAs(s);
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}
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@Test
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void legacyConstructorBuildsFreshSession() {
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Room k = new Room("k", "Kitchen", "d");
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World w = new World(Map.of("k", k), Map.of(), Map.of(), "t", "w");
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GameContext ctx = new GameContext(w, new Player(k, 0), new TestIO());
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assertThat(ctx.getSession()).isNotNull();
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assertThat(ctx.getSession().getTurn()).isZero();
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}
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}
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