docs: implementation plan for win-condition & endings
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
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Semesterprojekt/docs/superpowers/plans/2026-05-31-endings.md
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Semesterprojekt/docs/superpowers/plans/2026-05-31-endings.md
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# Win-Condition & Endings Implementation Plan
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> **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.
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**Goal:** Priority-ordered, condition-driven endings with an end-of-game summary; the game ends when an ending fires.
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**Architecture:** `Ending` is data (condition + text), loaded from optional `endings.yaml` into an ordered `World.endings`. `EndingEngine.triggered(ctx)` returns the first matching ending; `Game` checks it each turn after the quest tick, prints the ending + summary, and stops. Reuses the existing condition engine and quest log.
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**Tech Stack:** Java 25, Maven, JUnit 5 + AssertJ, Lombok, Jackson/SnakeYAML.
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Spec: [docs/superpowers/specs/2026-05-31-endings-design.md](../specs/2026-05-31-endings-design.md)
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---
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## Task 1: Ending model, DTO/factory, World.endings, loading
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**Files:**
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- Create: `model/Ending.java`, `loader/dto/EndingDto.java`, `loader/EndingFactory.java`
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- Modify: `model/World.java`, `loader/WorldLoader.java`
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- Test: `loader/EndingLoadingTest.java`
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- [ ] **Step 1: Create `model/Ending.java`**
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```java
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package thb.jeanluc.adventure.model;
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import java.util.List;
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/** A game ending: shown (and ends the game) when its conditions hold. */
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public record Ending(String id, String title, boolean victory, List<Condition> when, String text) {
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public Ending {
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when = when == null ? List.of() : List.copyOf(when);
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}
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}
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```
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- [ ] **Step 2: Add `endings` to `World.java` with back-compat constructors**
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Add import:
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```java
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import java.util.List;
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```
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Add the field after `quests`:
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```java
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/** Ordered list of endings (first matching one wins). */
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private final List<Ending> endings;
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```
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Replace the existing back-compat constructor with two that both delegate to the full constructor:
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```java
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/** Backward-compatible constructor for worlds without quests or endings. */
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public World(Map<String, Room> rooms, Map<String, Item> items, Map<String, Npc> npcs,
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String title, String welcomeMessage) {
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this(rooms, items, npcs, title, welcomeMessage, Map.of(), List.of());
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}
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/** Backward-compatible constructor for worlds with quests but no endings. */
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public World(Map<String, Room> rooms, Map<String, Item> items, Map<String, Npc> npcs,
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String title, String welcomeMessage, Map<String, Quest> quests) {
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this(rooms, items, npcs, title, welcomeMessage, quests, List.of());
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}
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```
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(The 7-arg constructor is the Lombok-generated `@RequiredArgsConstructor` over all final fields in declaration order: rooms, items, npcs, title, welcomeMessage, quests, endings.)
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- [ ] **Step 3: Create `loader/dto/EndingDto.java`**
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```java
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package thb.jeanluc.adventure.loader.dto;
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import java.util.List;
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/** YAML representation of a game ending. */
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public record EndingDto(String id, String title, Boolean victory, List<ConditionDto> when, String text) {
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}
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```
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- [ ] **Step 4: Create `loader/EndingFactory.java`**
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```java
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package thb.jeanluc.adventure.loader;
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import thb.jeanluc.adventure.loader.dto.ConditionDto;
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import thb.jeanluc.adventure.loader.dto.EndingDto;
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import thb.jeanluc.adventure.model.Ending;
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/** Builds {@link Ending} objects from {@link EndingDto}s. */
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public final class EndingFactory {
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private EndingFactory() {
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}
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public static Ending fromDto(EndingDto dto) {
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return new Ending(
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dto.id(),
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dto.title(),
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Boolean.TRUE.equals(dto.victory()),
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ConditionDto.toModelList(dto.when()),
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dto.text());
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}
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}
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```
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- [ ] **Step 5: Load `endings.yaml` in `WorldLoader.java`**
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Add imports:
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```java
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import thb.jeanluc.adventure.loader.dto.EndingDto;
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import thb.jeanluc.adventure.model.Ending;
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```
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After the `questDtos` read, add:
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```java
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List<EndingDto> endingDtos = readListOptional(basePath + "/endings.yaml", EndingDto.class);
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```
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After the quest `requireUniqueIds`, add:
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```java
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requireUniqueIds("ending", endingDtos.stream().map(EndingDto::id).toList());
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```
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Build an **ordered** ending list (preserve YAML order) next to the quest map build:
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```java
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List<Ending> endings = new ArrayList<>();
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for (EndingDto dto : endingDtos) {
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endings.add(EndingFactory.fromDto(dto));
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}
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```
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Add the import for `ArrayList` if missing:
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```java
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import java.util.ArrayList;
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```
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Change the `World` construction to the 7-arg form:
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```java
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World world = new World(rooms, items, npcs,
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gameDto.title(), gameDto.welcomeMessage(), quests, endings);
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```
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- [ ] **Step 6: Write the loading test**
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`src/test/java/thb/jeanluc/adventure/loader/EndingLoadingTest.java`:
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```java
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package thb.jeanluc.adventure.loader;
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import org.junit.jupiter.api.Test;
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import thb.jeanluc.adventure.loader.dto.ConditionDto;
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import thb.jeanluc.adventure.loader.dto.EndingDto;
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import thb.jeanluc.adventure.model.Ending;
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import java.util.List;
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import static org.assertj.core.api.Assertions.assertThat;
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class EndingLoadingTest {
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@Test
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void factoryMapsFields() {
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Ending e = EndingFactory.fromDto(new EndingDto("victory", "Won", true,
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List.of(new ConditionDto("manor_secured", null, null)), "You win."));
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assertThat(e.id()).isEqualTo("victory");
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assertThat(e.victory()).isTrue();
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assertThat(e.when()).hasSize(1);
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assertThat(e.text()).isEqualTo("You win.");
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}
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}
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```
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- [ ] **Step 7: Run tests**
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Run: `mvn -q test -Dtest=EndingLoadingTest`
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Expected: PASS.
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Run: `mvn -q test`
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Expected: PASS — the real `endings.yaml` does not exist yet, so `readListOptional` returns empty; existing `new World(...)` callers compile via the back-compat constructors.
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- [ ] **Step 8: Commit**
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```bash
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git add src/main/java/thb/jeanluc/adventure/model/Ending.java \
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src/main/java/thb/jeanluc/adventure/loader/dto/EndingDto.java \
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src/main/java/thb/jeanluc/adventure/loader/EndingFactory.java \
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src/main/java/thb/jeanluc/adventure/model/World.java \
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src/main/java/thb/jeanluc/adventure/loader/WorldLoader.java \
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src/test/java/thb/jeanluc/adventure/loader/EndingLoadingTest.java
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git commit -m "feat: Ending model + endings.yaml loading (ordered, optional)"
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```
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---
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## Task 2: EndingEngine + Game wiring
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**Files:**
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- Create: `game/EndingEngine.java`
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- Modify: `game/Game.java`
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- Test: `game/EndingEngineTest.java`
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- [ ] **Step 1: Write failing test**
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`src/test/java/thb/jeanluc/adventure/game/EndingEngineTest.java`:
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```java
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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.Condition;
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import thb.jeanluc.adventure.model.Ending;
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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.List;
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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 EndingEngineTest {
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private GameContext ctx(List<Ending> endings) {
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Player p = new Player(new Room("k", "K", "d"), 0);
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World w = new World(Map.of(), Map.of(), Map.of(), "t", "w", Map.of(), endings);
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return new GameContext(w, p, new TestIO());
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}
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private Ending ending(String id, boolean victory, String flag) {
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return new Ending(id, id + "-title", victory,
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List.of(new Condition(Condition.Type.FLAG, flag)), id + " text");
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}
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@Test
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void firstMatchingEndingWinsByOrder() {
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GameContext ctx = ctx(List.of(ending("victory", true, "won"), ending("fled", false, "fled")));
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ctx.getState().set("won");
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ctx.getState().set("fled");
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assertThat(EndingEngine.triggered(ctx).id()).isEqualTo("victory");
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}
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@Test
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void noEndingWhenNoConditionHolds() {
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GameContext ctx = ctx(List.of(ending("victory", true, "won")));
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assertThat(EndingEngine.triggered(ctx)).isNull();
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}
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@Test
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void renderIncludesTitleTextAndSummary() {
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GameContext ctx = ctx(List.of(ending("victory", true, "won")));
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ctx.getState().set("won");
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String out = EndingEngine.render(EndingEngine.triggered(ctx), ctx, 7).plainText();
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assertThat(out).contains("victory-title").contains("victory text");
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assertThat(out).contains("Turns: 7").contains("Quests completed: 0 / 0");
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}
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}
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```
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- [ ] **Step 2: Run to verify failure**
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Run: `mvn -q test -Dtest=EndingEngineTest`
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Expected: FAIL — `EndingEngine` missing.
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- [ ] **Step 3: Create `game/EndingEngine.java`**
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```java
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package thb.jeanluc.adventure.game;
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import thb.jeanluc.adventure.io.text.StyledText;
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import thb.jeanluc.adventure.model.Ending;
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/** Detects the first matching ending and renders the end-of-game screen. */
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public final class EndingEngine {
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private EndingEngine() {
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}
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/** First ending whose conditions hold, in list order; null if none. */
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public static Ending triggered(GameContext ctx) {
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for (Ending e : ctx.getWorld().getEndings()) {
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if (Conditions.all(e.when(), ctx)) {
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return e;
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}
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}
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return null;
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}
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/** Builds the ending screen: title banner, text, and a run summary. */
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public static StyledText render(Ending e, GameContext ctx, int turns) {
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int total = ctx.getWorld().getQuests().size();
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int done = ctx.getQuestLog().completed().size();
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String bar = "═".repeat(Math.max(12, e.title().length() + 6));
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StyledText.Builder b = StyledText.builder();
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b.heading(bar + "\n").heading(" " + e.title() + "\n").heading(bar + "\n");
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b.plain(e.text().stripTrailing()).plain("\n\n");
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b.dim("Turns: " + turns + "\n");
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b.dim("Quests completed: " + done + " / " + total + "\n");
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b.heading("Rank: " + rank(e, total, done));
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return b.build();
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}
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private static String rank(Ending e, int total, int done) {
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if (e.victory() && total > 0 && done == total) {
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return "Master of the Manor";
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}
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if (e.victory()) {
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return "Manor Reclaimed";
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}
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return "Escaped — the manor keeps its secrets";
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}
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}
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```
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- [ ] **Step 4: Wire endings into `Game.java`**
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In `Game.java` add a `maybeEnd()` method and call it after each `publishHud()`. Add the import:
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```java
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import thb.jeanluc.adventure.model.Ending;
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```
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(`EndingEngine` is in the same `game` package — no import.) Update `run()` so it calls `maybeEnd()` after the initial publish and after the per-iteration publish:
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```java
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public void run() {
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publishHud();
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maybeEnd();
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while (running) {
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String input = ctx.getIo().readLine();
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if (input == null) {
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break;
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}
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ParsedCommand parsed = parser.parse(input);
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if (parsed.verb().isEmpty()) {
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continue;
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}
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Optional<Command> cmd = registry.find(parsed.verb());
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if (cmd.isEmpty()) {
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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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}
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publishHud();
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maybeEnd();
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}
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}
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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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stop();
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}
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}
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```
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- [ ] **Step 5: Run tests**
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Run: `mvn -q test -Dtest=EndingEngineTest`
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Expected: PASS.
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Run: `mvn -q test`
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Expected: PASS — `GameTest`'s worlds have no endings (empty list), so `maybeEnd()` is a no-op there.
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- [ ] **Step 6: Commit**
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```bash
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git add src/main/java/thb/jeanluc/adventure/game/EndingEngine.java \
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src/main/java/thb/jeanluc/adventure/game/Game.java \
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src/test/java/thb/jeanluc/adventure/game/EndingEngineTest.java
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git commit -m "feat(game): EndingEngine + per-turn end check with summary"
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```
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---
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## Task 3: Demo endings + flee door + docs + verification
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**Files:**
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- Create: `src/main/resources/world/endings.yaml`
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- Modify: `src/main/resources/world/items.yaml`, `rooms.yaml`, `docs/enhancement-ideas.md`
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- [ ] **Step 1: Create `src/main/resources/world/endings.yaml`**
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```yaml
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- id: victory
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title: "The Manor Reclaimed"
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victory: true
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when: [{ flag: manor_secured }]
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text: |
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The lights hold steady and the whispers fade to nothing. Whatever held
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this place has loosened its grip. The manor is yours now.
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- id: fled
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title: "Into the Night"
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victory: false
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when: [{ flag: fled }]
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text: |
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You wrench the front door open and bolt into the dark. Safe — but the
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manor keeps its secrets, and they will keep you awake for years.
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```
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- [ ] **Step 2: Add a "front door" switch to `items.yaml`**
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Append:
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```yaml
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- id: front_door
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type: switchable
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name: Front Door
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description: The heavy front door. It would let you leave the manor for good.
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state: false
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onText: |
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You haul the front door open and step out into the cold night.
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offText: |
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You ease the door shut again.
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effects:
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- { setFlag: fled }
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```
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- [ ] **Step 3: Place the door in the kitchen (`rooms.yaml`)**
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Change the kitchen's items line from:
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```yaml
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items: [letter, lamp]
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```
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to:
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```yaml
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items: [letter, lamp, front_door]
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```
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- [ ] **Step 4: Mark 3.3 done in `docs/enhancement-ideas.md`**
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Under the `### 5. Quest-System (NPC-Ausbau)` status block, append:
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```markdown
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> ✅ #3.3 umgesetzt (Branch `feature/endings`): priorisierte, condition-driven
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> Enden (`endings.yaml`) + End-Screen mit Summary (Züge, Quests X/Y, Rang).
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> Demo: Sieg-Ende (`manor_secured`) und Flucht-Ende (Front Door → `fled`).
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> Damit ist das Quest-System (#3) komplett.
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```
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- [ ] **Step 5: Full suite + end-to-end console**
|
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Run: `mvn -q test`
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Expected: PASS.
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||||
|
||||
Victory path:
|
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```bash
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printf 'go south\nuse generator\ngo north\ntake lamp\ngive lamp old_man\n' | mvn -q -DskipTests exec:java@run
|
||||
```
|
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Expected: completing the `restore_power` quest sets `manor_secured`; on the next turn the game prints the **"The Manor Reclaimed"** ending banner, the summary (`Turns: …`, `Quests completed: 1 / 1`, `Rank: Master of the Manor`), and exits — no `quit` needed.
|
||||
|
||||
Flee path:
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```bash
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printf 'use front_door\n' | mvn -q -DskipTests exec:java@run
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```
|
||||
Expected: the **"Into the Night"** ending + summary (`Rank: Escaped …`), then exit.
|
||||
|
||||
- [ ] **Step 6: Commit**
|
||||
|
||||
```bash
|
||||
git add src/main/resources/world/endings.yaml \
|
||||
src/main/resources/world/items.yaml \
|
||||
src/main/resources/world/rooms.yaml \
|
||||
docs/enhancement-ideas.md
|
||||
git commit -m "feat(content): victory & flee endings; front-door flee switch"
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Self-Review notes
|
||||
|
||||
- **Spec coverage:** model+loader (T1), engine+Game wiring+summary (T2), demo+docs (T3). Scoreboards/turn-conditions deferred.
|
||||
- **Backward compatibility:** `World` gains 5- and 6-arg back-compat constructors delegating to the 7-arg; existing `new World(...)` callers (tests, prior loader pattern) compile unchanged. `endings.yaml` optional. `GameTest` worlds have empty endings → `maybeEnd()` no-op.
|
||||
- **Type consistency:** `EndingEngine.triggered(ctx)`/`render(Ending, ctx, int)`, `Ending.when/victory/title/text`, `World.getEndings`, `EndingFactory.fromDto`, `EndingDto` used consistently.
|
||||
- **Layering:** `Ending` (model) carries no `game` dependency; `EndingEngine` (game) depends on model + io.text.
|
||||
Reference in New Issue
Block a user