Merge main menu + save/load into develop

Adds a main-menu shell above the game loop (New Game / Load / Settings /
Quit) via a new GameIO.choose primitive (console numbered menu + Swing
buttons), JSON save/load as a delta over the YAML world (single active
slot; manual save, autosave on quest-completion + every 10 turns, and
quit-to-menu), and minimal runtime-togglable settings (colour + glyph).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-06-01 15:42:09 +02:00
41 changed files with 3786 additions and 99 deletions

View File

@@ -40,3 +40,6 @@ build/
### Brainstorming visual companion ### ### Brainstorming visual companion ###
.superpowers/ .superpowers/
# Local save games and settings
saves/

View File

@@ -144,6 +144,13 @@ vorerst puzzle-fokussiert ohne Survival-Druck.
### 6. Hauptmenü & Settings ### 6. Hauptmenü & Settings
> ✅ umgesetzt (Branch `feature/main-menu-save-load`). Hauptmenü-Shell oberhalb
> des Game-Loops (Neues Spiel / Laden / Einstellungen / Beenden) über neue
> `GameIO.choose`-Primitive (Konsole: nummeriertes Menü; GUI: Buttons).
> **Minimale Settings**: nur Farb-Modus + Glyphen-Modus (ASCII/Unicode), live
> umschaltbar, in `saves/settings.json` persistiert. Musik-/Typewriter-Toggles
> weiter zurückgestellt (Features existieren noch nicht).
- **Hauptmenü** vor der Spielschleife: *Neues Spiel*, *Spiel laden*, *Einstellungen*, *Beenden*. - **Hauptmenü** vor der Spielschleife: *Neues Spiel*, *Spiel laden*, *Einstellungen*, *Beenden*.
- **Spielstände-Liste**: gespeicherte Spiele mit Metadaten (Name, Raum, Zugzahl, - **Spielstände-Liste**: gespeicherte Spiele mit Metadaten (Name, Raum, Zugzahl,
Zeitstempel) anzeigen und hineinladen. Zeitstempel) anzeigen und hineinladen.
@@ -154,6 +161,13 @@ vorerst puzzle-fokussiert ohne Survival-Druck.
### 7. Speichern / Laden ### 7. Speichern / Laden
> ✅ umgesetzt (Branch `feature/main-menu-save-load`). JSON-Spielstand als
> Delta über die frisch aus YAML geladene Welt (`SaveData`/`SaveCodec`/
> `SaveService`, atomare Writes). **Ein aktiver Slot**: manuelles `save`,
> Autosave (Quest-Completion + alle 10 Züge) und `quit`/`menu` (speichern +
> zurück ins Menü) schreiben denselben Slot; Laden nur über das Menü.
> `saves/` ist gitignored.
- Spielstand serialisieren (Player-Zustand, Inventar, World-Flags, besuchte Räume, - Spielstand serialisieren (Player-Zustand, Inventar, World-Flags, besuchte Räume,
Quest-Fortschritt) Format z.B. YAML/JSON. Quest-Fortschritt) Format z.B. YAML/JSON.
- Mehrere Speicherstände, benennbar; Anbindung an die Spielstände-Liste im Menü. - Mehrere Speicherstände, benennbar; Anbindung an die Spielstände-Liste im Menü.
@@ -175,6 +189,9 @@ vorerst puzzle-fokussiert ohne Survival-Druck.
## Festgelegte Erweiterungs-Entscheidungen ## Festgelegte Erweiterungs-Entscheidungen
> **Pathfinding** (BFS `go to <raum>`, Trie-Autocomplete) bleibt für eine
> spätere Runde im Scope.
| Entscheidung | Wert | | Entscheidung | Wert |
|---|---| |---|---|
| Eigene `uebung`-Datenstrukturen verwenden? | **Nein** Standard-Collections (vom Prof bestätigt) | | Eigene `uebung`-Datenstrukturen verwenden? | **Nein** Standard-Collections (vom Prof bestätigt) |

File diff suppressed because it is too large Load Diff

View File

@@ -0,0 +1,281 @@
# Spec: Hauptmenü + Speichern/Laden (+ minimale Settings)
Stand: 2026-06-01. Erstes Teilprojekt der Erweiterungsrunde nach Abschluss von
Phasen 17 (Backlog #6 + #7, Teil von #6-Settings). Baut auf vorhandenem
`GameIO`-Abstraktions-Modell, `GameContext` (World/Player/GameState/QuestLog) und
dem `App.run(io)`-Einstieg auf, der von Konsole und GUI geteilt wird.
## 1. Kontext & Ziel
Das Spiel startet bisher direkt in die Spielschleife und endet per `quit` /
Ending / EOF mit Prozess-Ende; es gibt keine Persistenz. Ziel:
- **Hauptmenü oberhalb der Spielschleife** (Neues Spiel · Laden · Einstellungen ·
Beenden), identisch in Konsole und GUI über die geteilte `GameIO`-Abstraktion.
- **Speichern/Laden** des veränderlichen Spielzustands als JSON, als **Delta über
die frisch aus YAML geladene Welt** (Welt-Definition bleibt datengetrieben; der
Spielstand enthält nur den mutierten Zustand).
- **Ein aktiver Slot pro laufendem Spiel** (beim Neues-Spiel benannt). Manuelles
`save`, Autosave und Speichern-beim-Verlassen schreiben alle in diesen Slot.
- **Minimale Settings**: Farb-Modus + Glyphen-Modus (ASCII/Unicode) umschalten,
persistiert.
Bestätigte Entscheidungen (Brainstorming 2026-06-01):
- Menü-Integration: **eine neue `GameIO`-Primitive `choose(...)`** (Konsole-Default
= nummeriertes Textmenü, `SwingIO` überschreibt mit Buttons). Menü-Logik
einmalig geschrieben, Konsolen-Parität gratis.
- Save-Format: **JSON** (maschinengenerierter Zustand; klar getrennt vom
YAML-Content). Jackson ist bereits Abhängigkeit.
- Slot-Modell: **ein aktiver Slot für alles** (save + autosave + quit-save
überschreiben denselben Slot; Menü-Laden listet alle benannten Spielstände).
- `quit`/`exit`/`menu` in-game = **speichern + zurück ins Hauptmenü**; Prozess-Ende
nur über das Hauptmenü-„Beenden".
- Neues Spiel: **Slot-Name abfragen, mit Default** (Enter akzeptiert Default).
- Autosave: **Events (Quest abgeschlossen, quit-to-menu) + Intervall alle 10 Züge**.
- Settings-Datei: **`saves/settings.json`**.
## 2. Scope
**In Scope:**
- Shell-Schleife in `App.run(io)` (Menü-Schicht über dem Game-Loop).
- `menu`-Paket: `MainMenu`, `SettingsMenu`, `MenuAction`.
- `GameIO.choose(String title, List<String> options) → int` + Konsole-Default
(nummeriert, Re-Prompt) + `SwingIO`-Override (Buttons).
- `GameSession` (Bündel des speicherbaren Zustands + Slot-Name + `turn`).
- `SaveData`-DTO (JSON) + `SaveService` (save/list/load, atomar) + `SaveSlotInfo`.
- In-Game-Befehle: `save`, `menu` (Aliase `quit`/`exit`). Kein `load`-Befehl.
- Autosave: Quest-Completion-Hook, quit-to-menu, Intervall alle 10 Züge.
- `Settings` + `SettingsStore` (`saves/settings.json`); `ConsoleIO`-Farb-/Glyphen-
Modus zur Laufzeit umschaltbar machen (Felder non-final + Setter).
- Tests: Round-Trip, Overlay, Failure-Fälle, Menü-Logik, Konsolen-`choose`.
**Out of Scope:**
- Mehrere Slots pro Spiel / getrennter Autosave-Slot (bewusst „ein aktiver Slot").
- Settings für Musik/Typewriter (Features existieren noch nicht).
- GUI-Hintergrundbilder/„echte" Menü-Screens (Buttons genügen).
- Pathfinding / `go to <raum>` (eigene spätere Runde, in Scope gehalten).
- Migration alter Save-Versionen (nur Versions-Check + graceful refuse).
## 3. Architektur: Shell-Schleife über dem Loop
`App.run(io)` wird zur **Shell-Schleife**, die den Lebenszyklus besitzt. Der
Prozess endet nur über Hauptmenü-„Beenden"; Spielende/`menu` kehren ins Menü
zurück.
```
App.run(io):
Settings s = SettingsStore.load(); // → auf io anwenden (Farbe/Glyphen)
loop:
switch (MainMenu.show(io)) {
NEW_GAME -> { GameSession g = newSession(promptName(io)); play(io, g); }
LOAD -> { SaveSlotInfo slot = pickSlot(io); // oder „zurück"
if (slot != null) {
try { play(io, SaveService.load(slot.slug())); }
catch (SaveException e) { io.write(e.getUserMessage()); }
} }
SETTINGS -> SettingsMenu.show(io, s); // toggelt + persistiert + wendet an
QUIT -> return;
}
play(io, session):
GameContext ctx = new GameContext(session); // s.u.
CommandRegistry registry = buildRegistry(...); // inkl. save/menu
Game game = new Game(ctx, registry, parser);
Banner + Welcome + erstes look;
game.run(); // kehrt zurück bei menu/quit/Ending/EOF
```
`newSession(name)` lädt die Welt frisch aus YAML (`WorldLoader`) und baut eine
neue `GameSession`. `SaveService.load` lädt die Welt ebenso frisch und legt das
Save-Delta darüber.
## 4. `GameSession` (game)
Bündelt den **speicherbaren** Zustand an einem Ort (heute über `GameContext` +
privates `turn` in `Game` verstreut). `turn` wandert hierher, damit es gespeichert
und in der Slot-Metadata gezeigt werden kann.
```java
public class GameSession {
private final World world; // aus YAML geladen (statisch)
private final Player player;
private final GameState state;
private final QuestLog questLog;
private int turn;
private final String slotName; // gebundener aktiver Slot
// getter; getTurn/setTurn/incrementTurn
}
```
`GameContext` bekommt einen Konstruktor `GameContext(GameSession, GameIO)` (oder
hält eine `GameSession`-Referenz statt der vier Einzelfelder). Bestehende
Command-Signaturen (`execute(ctx, args)`) bleiben unverändert; `ctx.getWorld()`
etc. delegieren an die Session. `Game` liest/erhöht `turn` über die Session statt
über ein eigenes Feld.
## 5. Menü-Schicht (menu)
```java
public enum MenuAction { NEW_GAME, LOAD, SETTINGS, QUIT }
public final class MainMenu { // frontend-agnostisch
public static MenuAction show(GameIO io) {
int i = io.choose("Haunted Manor", List.of(
"New Game", "Load Game", "Settings", "Quit"));
return MenuAction.values()[i]; // Reihenfolge = Indizes
}
}
```
`SettingsMenu.show(GameIO, Settings)` toggelt Farbe/Glyphen über wiederholte
`choose`-Aufrufe (mit „zurück"-Option), persistiert via `SettingsStore` und wendet
live auf das `io` an. `pickSlot`/`promptName` nutzen `choose` bzw. `readLine`.
### `GameIO.choose` (io)
Neue Primitive auf `GameIO`:
```java
/** Zeigt eine Auswahl; gibt den 0-basierten Index der Wahl zurück. */
default int choose(String title, List<String> options) {
print(/* Titel + nummerierte Liste 1..n als StyledText */);
while (true) {
String line = readLine();
Integer n = parseInRange(line, 1, options.size());
if (n != null) return n - 1;
write("Please enter a number between 1 and " + options.size() + ".");
}
}
```
- **Konsole** nutzt den Default (nummeriert + Re-Prompt). **EOF/`null` → letzte
Option** (Konvention: Menüs ordnen die sichere/abbrechende Wahl — „Quit" bzw.
„zurück" — stets als letzte Option, sodass EOF nie in einen Zustand führt).
- **`SwingIO` überschreibt** `choose`: rendert Buttons (ein Button je Option),
blockiert den Worker-Thread bis zum Klick — dasselbe Blocking-Handoff-Muster wie
das vorhandene `readLine` (EDT ↔ Worker). Kein Re-Prompt nötig (Buttons sind
immer gültig).
## 6. In-Game-Befehle (command/impl)
- **`SaveCommand`** (`save`): `SaveService.save(session)` → „Game saved." / bei
Fehler graceful Meldung, Loop läuft weiter.
- **`MenuCommand`** (`menu`, Aliase `quit`, `exit`): `SaveService.save(session)`
dann `game.stop()` → zurück ins Hauptmenü. Ersetzt den bisherigen `QuitCommand`
(Bindung an `Game` wie gehabt via `bind(game)`).
- **Kein `load`-Befehl** — Laden ausschließlich über das Hauptmenü.
## 7. Autosave
Ein aktiver Slot; alle Autosaves überschreiben ihn. Trigger:
- **Quest abgeschlossen** — Hook in `QuestEngine` (nach `questLog.complete(id)`),
ruft eine `Autosaver`/`SaveService.save(session)`-Callback auf. Der Engine darf
dafür Zugriff auf einen Save-Callback bekommen (z.B. via `GameContext`), um die
Schichtung (game → loader) nicht zu verletzen.
- **quit-to-menu** — `MenuCommand` speichert ohnehin.
- **Intervall** — in `Game.run()` nach jedem erfolgreichen Befehl: wenn
`turn % 10 == 0`, `SaveService.save(session)`.
Autosave-Fehler werden geloggt und schlucken (kein Loop-Abbruch); optional eine
dezente Meldung.
## 8. Save-Datenmodell: `SaveData` (loader/save)
JSON-DTO, reines Delta über die YAML-Welt:
```java
public record SaveData(
int schemaVersion, // aktuell 1; Mismatch → refuse
String worldTitle, // Sanity-Check gegen geladene Welt
String slotName,
long savedAtEpochMillis, // System.currentTimeMillis()
int turn,
String currentRoomId,
List<String> visitedRoomIds, // geordnet
int gold,
List<String> inventoryItemIds, // geordnet
List<String> flags, // gesetzte World-Flags
Map<String,Integer> questStages, // aktive Quest → Stage-Index
List<String> questCompleted,
Map<String,List<String>> roomItemIds, // roomId → Item-Ids im Raum
Map<String,Boolean> switchStates // SwitchableItem-Id → on/off
) {}
```
`inventoryItemIds` + `roomItemIds` erfassen die Item-Platzierung vollständig;
Items in keinem von beiden gelten als verbraucht/entfernt. Switch-Zustände decken
Lampe/Generator/Tür ab.
## 9. Persistenz: `SaveService` (loader/save)
- Verzeichnis `saves/` (relativ zum Arbeitsverzeichnis, on-demand angelegt, in
`.gitignore`). Ein Slot = `saves/<slug>.json`, `slug` = sanitisierter Name
(`[a-z0-9_-]`, Rest → `_`).
- **`save(GameSession)`**: `SaveData` aus Session bauen → Jackson → **atomar**
schreiben (Temp-Datei + `Files.move` ATOMIC_MOVE/REPLACE_EXISTING).
- **`list() → List<SaveSlotInfo>`**: `saves/*.json` scannen, Header-Felder lesen
(`slotName`, `currentRoomId`, `turn`, `savedAtEpochMillis`) → für die
Laden-Liste. Beschädigte Dateien überspringen (geloggt).
- **`load(slug) → GameSession`**: `SaveData` lesen → Welt frisch via `WorldLoader`
`SaveApplier` legt das Delta darüber → `GameSession`.
- **`SaveApplier`**: löst Ids gegen die frische Welt auf (Räume, Items). Setzt
Player-Raum/Gold/Inventar/Visited, World-Flags, QuestLog (Stages + completed),
verteilt Items in Räume/Inventar, setzt Switch-Zustände, `turn`.
```java
public record SaveSlotInfo(String slug, String slotName, String roomId,
int turn, long savedAtEpochMillis) {}
```
## 10. Minimale Settings (game/io)
```java
public record Settings(ConsoleIO.ColorMode colorMode, ConsoleIO.GlyphMode glyphMode) {
public static Settings defaults() { return new Settings(ColorMode.AUTO, GlyphMode.UNICODE); }
}
```
- `SettingsStore.load()/save(Settings)``saves/settings.json` (Jackson). Fehlend/
beschädigt → `Settings.defaults()`.
- **`ConsoleIO`**: `useColor`/`glyphs` von `final` auf veränderlich umstellen +
`setColorMode`/`setGlyphMode`, damit ein Settings-Toggle **live** wirkt (heute
konstruktor-fix). `App.main` lädt Settings vor dem Menü und konstruiert/füttert
`ConsoleIO` damit.
- `SwingIO`: Glyphen/Farbe für die GUI ggf. No-Op bzw. minimal (GUI rendert eigene
Stile); Settings-Wirkung primär Konsole. (Bestätigen im Plan.)
## 11. Fehlerbehandlung
- **`SaveException`** (eigene, mit `getUserMessage()`): beschädigtes/unlesbares
JSON, Schreibrechte fehlen, Schema-Mismatch, unbekannte Ids → gefangen, geloggt,
benutzerfreundliche Meldung; **nie** Absturz. Load-Fehler → zurück ins Menü.
- Konsolen-`choose`: ungültige Eingabe → Re-Prompt; `null`/EOF → sichere Vorgabe.
- Leere Slot-Liste beim Laden → „No saved games." → zurück ins Menü.
- GUI-Buttons können keine ungültige Wahl liefern.
## 12. Tests
- **`SaveServiceTest`** (Temp-Dir): Session bauen → `save``load` → volle
Zustandsgleichheit (Raum, Inventar, Item-Platzierung, Flags, Quest-Stages +
completed, Switch-Zustände, Gold, `turn`).
- **`SaveDataTest`**: Jackson (De-)Serialisierung stabil; Overlay auf frische Welt
(verschobene Items, Quest mitten in Stage).
- **Failure**: beschädigtes JSON, unbekannte Raum-Id, Schema-Mismatch → `SaveException`
mit sinnvoller Meldung; `list()` überspringt kaputte Dateien.
- **`MainMenu`/`SettingsMenu`**: Fake-`GameIO` mit skriptbaren `choose`-Ergebnissen;
prüft Aktions-Mapping + Settings-Persistenz.
- **Konsolen-`choose`-Default**: nummeriertes Rendering + Bad-Input-Re-Prompt über
gemocktes `readLine`.
- **Konvention**: `SwingIO.choose`/GUI von Unit-Tests ausgenommen (manuelle
Verifikation), wie etabliert keine YAML-/GUI-abhängigen Domain-Tests.
## 13. Architektur-Werte / Risiken
- **Geteilter Loop bleibt zentral**: nur *eine* neue IO-Primitive; Menü-*Logik* ist
frontend-agnostisch, nur das Rendering divergiert (Default vs. Override).
- **Datengetrieben**: Welt weiter aus YAML; Save ist reines Delta — Content-Updates
brechen alte Saves höchstens bei entfernten Ids (→ graceful refuse).
- **Schichtung**: `SaveService` lebt unter `loader` (kennt `WorldLoader`); der
Quest-Autosave-Hook braucht einen Save-Callback im `GameContext`, um `game` nicht
direkt von `loader` abhängig zu machen — im Plan sauber verdrahten.
- **GUI-Threading**: `SwingIO.choose` muss dasselbe EDT↔Worker-Blocking-Muster wie
`readLine` nutzen; sonst Deadlock-Gefahr.

View File

@@ -11,23 +11,35 @@ import thb.jeanluc.adventure.command.impl.HelpCommand;
import thb.jeanluc.adventure.command.impl.InventoryCommand; import thb.jeanluc.adventure.command.impl.InventoryCommand;
import thb.jeanluc.adventure.command.impl.LookCommand; import thb.jeanluc.adventure.command.impl.LookCommand;
import thb.jeanluc.adventure.command.impl.MapCommand; import thb.jeanluc.adventure.command.impl.MapCommand;
import thb.jeanluc.adventure.command.impl.MenuCommand;
import thb.jeanluc.adventure.command.impl.QuestsCommand; import thb.jeanluc.adventure.command.impl.QuestsCommand;
import thb.jeanluc.adventure.command.impl.QuitCommand;
import thb.jeanluc.adventure.command.impl.ReadCommand; import thb.jeanluc.adventure.command.impl.ReadCommand;
import thb.jeanluc.adventure.command.impl.SaveCommand;
import thb.jeanluc.adventure.command.impl.TakeCommand; import thb.jeanluc.adventure.command.impl.TakeCommand;
import thb.jeanluc.adventure.command.impl.TalkCommand; import thb.jeanluc.adventure.command.impl.TalkCommand;
import thb.jeanluc.adventure.command.impl.UseCommand; import thb.jeanluc.adventure.command.impl.UseCommand;
import thb.jeanluc.adventure.game.Game; import thb.jeanluc.adventure.game.Game;
import thb.jeanluc.adventure.game.GameContext; import thb.jeanluc.adventure.game.GameContext;
import thb.jeanluc.adventure.game.GameSession;
import thb.jeanluc.adventure.io.ConsoleIO; import thb.jeanluc.adventure.io.ConsoleIO;
import thb.jeanluc.adventure.io.GameIO; import thb.jeanluc.adventure.io.GameIO;
import thb.jeanluc.adventure.io.text.Banner; import thb.jeanluc.adventure.io.text.Banner;
import thb.jeanluc.adventure.loader.WorldLoader; import thb.jeanluc.adventure.loader.WorldLoader;
import thb.jeanluc.adventure.menu.MainMenu;
import thb.jeanluc.adventure.menu.SettingsMenu;
import thb.jeanluc.adventure.save.SaveException;
import thb.jeanluc.adventure.save.SaveService;
import thb.jeanluc.adventure.save.SaveSlotInfo;
import thb.jeanluc.adventure.save.Settings;
import thb.jeanluc.adventure.save.SettingsStore;
import java.util.List;
/** /**
* Entry point for the console version of the game. Loads the world from * Console entry point. Loads settings, then runs the main-menu shell loop:
* YAML, wires up the command registry, and hands control to the * New Game / Load / Settings / Quit. Each game runs the shared {@link Game}
* {@link Game} loop. * loop and returns here when the player saves-and-exits, reaches an ending,
* or input ends. Shared by console and GUI via {@link #run(GameIO)}.
*/ */
@Slf4j @Slf4j
public final class App { public final class App {
@@ -35,11 +47,7 @@ public final class App {
private App() { private App() {
} }
/** /** Standard JVM entry point. @param args ignored */
* Standard JVM entry point.
*
* @param args ignored
*/
public static void main(String[] args) { public static void main(String[] args) {
GameIO io = new ConsoleIO(); GameIO io = new ConsoleIO();
try { try {
@@ -51,15 +59,52 @@ public final class App {
} }
} }
/** /** Runs the menu shell on the given IO until the player quits. */
* Boots the game on the given IO channel. Reusable by both
* {@link App} (console) and {@code AppGui} (Swing worker thread).
*
* @param io the IO channel to use
*/
public static void run(GameIO io) { public static void run(GameIO io) {
SaveService saves = new SaveService();
SettingsStore settingsStore = new SettingsStore();
Settings settings = settingsStore.load();
ConsoleIO consoleIo = io instanceof ConsoleIO c ? c : null;
SettingsMenu.apply(settings, consoleIo);
boolean running = true;
while (running) {
switch (MainMenu.show(io)) {
case NEW_GAME -> play(io, saves, newSession(io));
case LOAD -> {
SaveSlotInfo slot = MainMenu.pickSlot(io, saves);
if (slot != null) {
try {
play(io, saves, saves.load(slot.slug()));
} catch (SaveException e) {
io.write("Could not load: " + e.getUserMessage());
}
}
}
case SETTINGS -> settings = SettingsMenu.show(io, settings, settingsStore, consoleIo);
case QUIT -> running = false;
}
}
io.write("Farewell.");
}
/** Loads a fresh world and binds it to a newly named session. */
private static GameSession newSession(GameIO io) {
WorldLoader.LoadResult loaded = new WorldLoader().load(); WorldLoader.LoadResult loaded = new WorldLoader().load();
GameContext ctx = new GameContext(loaded.world(), loaded.player(), io); String name = MainMenu.promptName(io, "Manor");
return new GameSession(loaded.world(), loaded.player(), name);
}
/** Builds the registry, runs one game to completion, autosaving to its slot. */
private static void play(GameIO io, SaveService saves, GameSession session) {
GameContext ctx = new GameContext(session, io);
ctx.setSaveCallback(() -> {
try {
saves.save(session);
} catch (SaveException e) {
log.warn("Autosave failed", e);
}
});
CommandRegistry registry = new CommandRegistry(); CommandRegistry registry = new CommandRegistry();
registry.register(new GoCommand(), "go", "move", "walk"); registry.register(new GoCommand(), "go", "move", "walk");
@@ -74,17 +119,18 @@ public final class App {
registry.register(new QuestsCommand(), "quests", "log", "journal"); registry.register(new QuestsCommand(), "quests", "log", "journal");
registry.register(new TalkCommand(), "talk", "speak"); registry.register(new TalkCommand(), "talk", "speak");
registry.register(new GiveCommand(), "give"); registry.register(new GiveCommand(), "give");
registry.register(new HelpCommand(registry), "help", "?"); registry.register(new SaveCommand(saves), "save");
QuitCommand quit = new QuitCommand();
registry.register(quit, "quit", "exit");
Game game = new Game(ctx, registry, new CommandParser()); Game game = new Game(ctx, registry, new CommandParser());
quit.bind(game);
io.print(Banner.welcome(loaded.world().getTitle())); MenuCommand menu = new MenuCommand(saves);
io.write(loaded.world().getWelcomeMessage()); menu.bind(game);
new LookCommand().execute(ctx, java.util.List.of()); registry.register(menu, "menu", "quit", "exit");
registry.register(new HelpCommand(registry), "help", "?");
io.print(Banner.welcome(session.getWorld().getTitle()));
io.write(session.getWorld().getWelcomeMessage());
new LookCommand().execute(ctx, List.of());
game.run(); game.run();
} }

View File

@@ -0,0 +1,44 @@
package thb.jeanluc.adventure.command.impl;
import lombok.RequiredArgsConstructor;
import thb.jeanluc.adventure.command.Command;
import thb.jeanluc.adventure.game.Game;
import thb.jeanluc.adventure.game.GameContext;
import thb.jeanluc.adventure.save.SaveException;
import thb.jeanluc.adventure.save.SaveService;
import java.util.List;
/**
* Saves the active slot and returns to the main menu by stopping the loop.
* Usage: {@code menu} (aliases {@code quit}, {@code exit}).
*/
@RequiredArgsConstructor
public class MenuCommand implements Command {
private final SaveService saves;
private Game game;
/** Binds the running game (two-phase wiring, as the registry is built first). */
public void bind(Game game) {
this.game = game;
}
@Override
public void execute(GameContext ctx, List<String> args) {
try {
saves.save(ctx.getSession());
ctx.getIo().write("Game saved. Returning to the main menu.");
} catch (SaveException e) {
ctx.getIo().write("Could not save: " + e.getUserMessage());
}
if (game != null) {
game.stop();
}
}
@Override
public String help() {
return "menu - save and return to the main menu (aliases: quit, exit)";
}
}

View File

@@ -1,41 +0,0 @@
package thb.jeanluc.adventure.command.impl;
import thb.jeanluc.adventure.command.Command;
import thb.jeanluc.adventure.game.Game;
import thb.jeanluc.adventure.game.GameContext;
import java.util.List;
/**
* Ends the game loop. Holds a reference to the {@link Game} so it can
* flip the loop flag. Usage: {@code quit}.
*/
public class QuitCommand implements Command {
/** The game whose loop is to be stopped. Set via {@link #bind(Game)}. */
private Game game;
/**
* Binds the game instance after construction. Two-phase wiring is
* necessary because the registry is typically built before the game
* starts running.
*
* @param game the running game; must not be null
*/
public void bind(Game game) {
this.game = game;
}
@Override
public void execute(GameContext ctx, List<String> args) {
ctx.getIo().write("Goodbye.");
if (game != null) {
game.stop();
}
}
@Override
public String help() {
return "quit - exit the game (alias: exit)";
}
}

View File

@@ -0,0 +1,31 @@
package thb.jeanluc.adventure.command.impl;
import lombok.RequiredArgsConstructor;
import thb.jeanluc.adventure.command.Command;
import thb.jeanluc.adventure.game.GameContext;
import thb.jeanluc.adventure.save.SaveException;
import thb.jeanluc.adventure.save.SaveService;
import java.util.List;
/** Manually saves the active slot. Usage: {@code save}. */
@RequiredArgsConstructor
public class SaveCommand implements Command {
private final SaveService saves;
@Override
public void execute(GameContext ctx, List<String> args) {
try {
saves.save(ctx.getSession());
ctx.getIo().write("Game saved.");
} catch (SaveException e) {
ctx.getIo().write(e.getUserMessage());
}
}
@Override
public String help() {
return "save - save your game to the current slot";
}
}

View File

@@ -32,9 +32,6 @@ public class Game {
/** Loop flag. Flipped to false by {@link #stop()}. */ /** Loop flag. Flipped to false by {@link #stop()}. */
private boolean running = true; private boolean running = true;
/** Number of commands processed this session; shown in the HUD. */
private int turn = 0;
/** /**
* Runs the loop until {@link #stop()} is called or input is exhausted. * Runs the loop until {@link #stop()} is called or input is exhausted.
*/ */
@@ -55,7 +52,10 @@ public class Game {
ctx.getIo().write("I don't understand '" + parsed.verb() + "'. Type 'help'."); ctx.getIo().write("I don't understand '" + parsed.verb() + "'. Type 'help'.");
} else { } else {
cmd.get().execute(ctx, parsed.args()); cmd.get().execute(ctx, parsed.args());
turn++; ctx.getSession().incrementTurn();
if (ctx.getSession().getTurn() % 10 == 0) {
ctx.save();
}
} }
publishHud(); publishHud();
maybeEnd(); maybeEnd();
@@ -66,7 +66,7 @@ public class Game {
private void maybeEnd() { private void maybeEnd() {
Ending e = EndingEngine.triggered(ctx); Ending e = EndingEngine.triggered(ctx);
if (e != null) { if (e != null) {
ctx.getIo().print(EndingEngine.render(e, ctx, turn)); ctx.getIo().print(EndingEngine.render(e, ctx, ctx.getSession().getTurn()));
stop(); stop();
} }
} }
@@ -76,7 +76,7 @@ public class Game {
ctx.getIo().setHud(new Hud( ctx.getIo().setHud(new Hud(
ctx.getPlayer().getCurrentRoom().getName(), ctx.getPlayer().getCurrentRoom().getName(),
ctx.getPlayer().getGold(), ctx.getPlayer().getGold(),
turn, ctx.getSession().getTurn(),
Light.carryingLight(ctx))); Light.carryingLight(ctx)));
MapView map = MapLayout.compute( MapView map = MapLayout.compute(
ctx.getWorld(), ctx.getWorld(),

View File

@@ -1,32 +1,63 @@
package thb.jeanluc.adventure.game; package thb.jeanluc.adventure.game;
import lombok.Getter;
import lombok.RequiredArgsConstructor;
import thb.jeanluc.adventure.io.GameIO; import thb.jeanluc.adventure.io.GameIO;
import thb.jeanluc.adventure.model.Player; import thb.jeanluc.adventure.model.Player;
import thb.jeanluc.adventure.model.World; import thb.jeanluc.adventure.model.World;
/** /**
* Bundle of everything a command needs to do its work: the world, the * Bundle of everything a command needs: the active {@link GameSession}
* player, and the IO channel. Passing this single object keeps command * (world, player, flags, quests, turn) and the IO channel. Getters delegate
* signatures small and consistent. * to the session so existing command code keeps working unchanged.
*/ */
@Getter
@RequiredArgsConstructor
public class GameContext { public class GameContext {
/** Loaded world (rooms, items, npcs). */ private final GameSession session;
private final World world;
/** The player avatar. */
private final Player player;
/** IO channel for reading input and writing output. */
private final GameIO io; private final GameIO io;
/** Mutable world flags. Created fresh per context; not a constructor arg. */ /** Silent autosave hook, wired by the app; no-op by default (tests). */
private final GameState state = new GameState(); private Runnable saveCallback = () -> { };
/** Runtime quest progress. Created fresh per context; not a constructor arg. */ public GameContext(GameSession session, GameIO io) {
private final QuestLog questLog = new QuestLog(); this.session = session;
this.io = io;
}
/** Convenience for tests/legacy callers: wraps a fresh single-use session. */
public GameContext(World world, Player player, GameIO io) {
this(new GameSession(world, player, "session"), io);
}
public GameSession getSession() {
return session;
}
public World getWorld() {
return session.getWorld();
}
public Player getPlayer() {
return session.getPlayer();
}
public GameState getState() {
return session.getState();
}
public QuestLog getQuestLog() {
return session.getQuestLog();
}
public GameIO getIo() {
return io;
}
/** Sets the silent autosave hook (called by interval/quest autosave). */
public void setSaveCallback(Runnable saveCallback) {
this.saveCallback = saveCallback;
}
/** Runs the silent autosave hook. */
public void save() {
saveCallback.run();
}
} }

View File

@@ -0,0 +1,36 @@
package thb.jeanluc.adventure.game;
import lombok.Getter;
import thb.jeanluc.adventure.model.Player;
import thb.jeanluc.adventure.model.World;
/**
* Bundle of the mutable, savable game state for one playthrough: the
* loaded {@link World}, the {@link Player}, world {@link GameState} flags,
* {@link QuestLog} progress, the turn counter, and the bound save-slot name.
* Save/load read and write exactly this object.
*/
@Getter
public class GameSession {
private final World world;
private final Player player;
private final GameState state = new GameState();
private final QuestLog questLog = new QuestLog();
private final String slotName;
private int turn;
public GameSession(World world, Player player, String slotName) {
this.world = world;
this.player = player;
this.slotName = slotName;
}
public void setTurn(int turn) {
this.turn = turn;
}
public void incrementTurn() {
this.turn++;
}
}

View File

@@ -1,5 +1,6 @@
package thb.jeanluc.adventure.game; package thb.jeanluc.adventure.game;
import java.util.Collection;
import java.util.Collections; import java.util.Collections;
import java.util.LinkedHashSet; import java.util.LinkedHashSet;
import java.util.Set; import java.util.Set;
@@ -24,4 +25,10 @@ public class GameState {
public Set<String> all() { public Set<String> all() {
return Collections.unmodifiableSet(flags); return Collections.unmodifiableSet(flags);
} }
/** Replaces all flags with the given collection (used by load). */
public void restore(Collection<String> newFlags) {
flags.clear();
flags.addAll(newFlags);
}
} }

View File

@@ -62,6 +62,7 @@ public final class QuestEngine {
ctx.getQuestLog().complete(q.id()); ctx.getQuestLog().complete(q.id());
ctx.getIo().print(StyledText.builder() ctx.getIo().print(StyledText.builder()
.heading("★ Quest complete: ").plain(q.title()).build()); .heading("★ Quest complete: ").plain(q.title()).build());
ctx.save();
} }
public static QuestView viewOf(GameContext ctx) { public static QuestView viewOf(GameContext ctx) {

View File

@@ -1,5 +1,6 @@
package thb.jeanluc.adventure.game; package thb.jeanluc.adventure.game;
import java.util.Collection;
import java.util.Collections; import java.util.Collections;
import java.util.LinkedHashMap; import java.util.LinkedHashMap;
import java.util.LinkedHashSet; import java.util.LinkedHashSet;
@@ -46,4 +47,12 @@ public class QuestLog {
public Set<String> completed() { public Set<String> completed() {
return Collections.unmodifiableSet(completed); return Collections.unmodifiableSet(completed);
} }
/** Replaces all progress with the given stage map and completed set (load). */
public void restore(Map<String, Integer> stages, Collection<String> completedIds) {
stageIndex.clear();
stageIndex.putAll(stages);
completed.clear();
completed.addAll(completedIds);
}
} }

View File

@@ -32,8 +32,8 @@ public class ConsoleIO implements GameIO {
private final BufferedReader in; private final BufferedReader in;
private final PrintStream out; private final PrintStream out;
private final boolean useColor; private boolean useColor;
private final GlyphMode glyphs; private GlyphMode glyphs;
public ConsoleIO() { public ConsoleIO() {
this(new BufferedReader(new InputStreamReader(System.in, StandardCharsets.UTF_8)), this(new BufferedReader(new InputStreamReader(System.in, StandardCharsets.UTF_8)),
@@ -49,22 +49,33 @@ public class ConsoleIO implements GameIO {
this.in = in; this.in = in;
this.out = out; this.out = out;
this.glyphs = glyphs; this.glyphs = glyphs;
this.useColor = switch (colorMode) { setColorMode(colorMode);
}
/** Re-resolves colour emission from the given mode (AUTO checks the console). */
public void setColorMode(ColorMode mode) {
this.useColor = switch (mode) {
case ON -> true; case ON -> true;
case OFF -> false; case OFF -> false;
case AUTO -> System.console() != null; case AUTO -> System.console() != null;
}; };
} }
/** Switches the frame/glyph fidelity tier live. */
public void setGlyphMode(GlyphMode mode) {
this.glyphs = mode;
}
@Override @Override
public String readLine() { public String readLine() {
out.print("> "); out.print("> ");
out.flush(); out.flush();
try { try {
String line = in.readLine(); // null propagates as true EOF (ends the game loop); "" stays "" (blank input re-prompts).
return line == null ? "" : line; return in.readLine();
} catch (IOException e) { } catch (IOException e) {
return ""; // Treat a stream failure as EOF so input ends cleanly rather than spinning.
return null;
} }
} }

View File

@@ -9,6 +9,8 @@ import thb.jeanluc.adventure.io.text.Renderings;
import thb.jeanluc.adventure.io.text.RoomView; import thb.jeanluc.adventure.io.text.RoomView;
import thb.jeanluc.adventure.io.text.StyledText; import thb.jeanluc.adventure.io.text.StyledText;
import java.util.List;
/** /**
* Bidirectional channel between the engine and the player. Commands emit * Bidirectional channel between the engine and the player. Commands emit
* semantic, role-styled output via {@link #print(StyledText)} (the primitive) * semantic, role-styled output via {@link #print(StyledText)} (the primitive)
@@ -56,4 +58,38 @@ public interface GameIO {
default void showQuests(QuestView view) { default void showQuests(QuestView view) {
print(QuestText.render(view)); print(QuestText.render(view));
} }
/**
* Presents a titled list of options and returns the 0-based index of the
* player's choice. Default (console) prints a numbered list and reads a
* number, re-prompting on invalid input. EOF / empty input returns the
* LAST option (menus place the safe/cancel option last). Frontends with
* native widgets (e.g. buttons) may override.
*
* @param title heading shown above the options
* @param options non-empty list of option labels
* @return 0-based index into {@code options}
*/
default int choose(String title, List<String> options) {
StyledText.Builder b = StyledText.builder().heading(title).plain("\n");
for (int i = 0; i < options.size(); i++) {
b.plain(" " + (i + 1) + ") " + options.get(i) + "\n");
}
print(b.build());
while (true) {
String line = readLine();
if (line == null || line.isBlank()) {
return options.size() - 1;
}
try {
int n = Integer.parseInt(line.trim());
if (n >= 1 && n <= options.size()) {
return n - 1;
}
} catch (NumberFormatException ignored) {
// fall through to re-prompt
}
write("Please enter a number between 1 and " + options.size() + ".");
}
}
} }

View File

@@ -10,7 +10,11 @@ import thb.jeanluc.adventure.io.text.StyledText;
import javax.swing.AbstractAction; import javax.swing.AbstractAction;
import javax.swing.BorderFactory; import javax.swing.BorderFactory;
import javax.swing.Box;
import javax.swing.BoxLayout;
import javax.swing.JButton;
import javax.swing.JComponent; import javax.swing.JComponent;
import javax.swing.JDialog;
import javax.swing.JFrame; import javax.swing.JFrame;
import javax.swing.JLabel; import javax.swing.JLabel;
import javax.swing.JPanel; import javax.swing.JPanel;
@@ -342,6 +346,51 @@ public class SwingIO implements GameIO {
// The GUI map panel is always visible; nothing extra to do on the 'map' command. // The GUI map panel is always visible; nothing extra to do on the 'map' command.
} }
@Override
public int choose(String title, List<String> options) {
// Same EDT↔worker handoff as readLine: the worker blocks on take(),
// the EDT (button click / window close) offers the chosen index.
LinkedBlockingQueue<Integer> picked = new LinkedBlockingQueue<>();
SwingUtilities.invokeLater(() -> {
JDialog dialog = new JDialog(frame, title, true);
JPanel panel = new JPanel();
panel.setLayout(new BoxLayout(panel, BoxLayout.Y_AXIS));
panel.setBorder(BorderFactory.createEmptyBorder(12, 12, 12, 12));
panel.add(new JLabel(title));
panel.add(Box.createVerticalStrut(8));
for (int i = 0; i < options.size(); i++) {
int idx = i;
JButton b = new JButton(options.get(i));
b.setAlignmentX(0f);
b.addActionListener(e -> {
dialog.dispose();
picked.offer(idx);
});
panel.add(b);
panel.add(Box.createVerticalStrut(4));
}
// Closing the dialog counts as the last (safe/cancel) option.
dialog.setDefaultCloseOperation(JDialog.DO_NOTHING_ON_CLOSE);
dialog.addWindowListener(new java.awt.event.WindowAdapter() {
@Override
public void windowClosing(java.awt.event.WindowEvent e) {
dialog.dispose();
picked.offer(options.size() - 1);
}
});
dialog.setContentPane(panel);
dialog.pack();
dialog.setLocationRelativeTo(frame);
dialog.setVisible(true);
});
try {
return picked.take();
} catch (InterruptedException e) {
Thread.currentThread().interrupt();
return options.size() - 1;
}
}
private void addList(List<Span> spans, List<String> xs, Style st) { private void addList(List<Span> spans, List<String> xs, Style st) {
for (int i = 0; i < xs.size(); i++) { for (int i = 0; i < xs.size(); i++) {
if (i > 0) { if (i > 0) {

View File

@@ -0,0 +1,49 @@
package thb.jeanluc.adventure.menu;
import thb.jeanluc.adventure.io.GameIO;
import thb.jeanluc.adventure.save.SaveService;
import thb.jeanluc.adventure.save.SaveSlotInfo;
import java.util.ArrayList;
import java.util.List;
/** Frontend-agnostic main menu, slot picker, and new-game name prompt. */
public final class MainMenu {
private MainMenu() {
}
/** Shows the main menu and returns the chosen action. */
public static MenuAction show(GameIO io) {
int i = io.choose("HAUNTED MANOR",
List.of("New Game", "Load Game", "Settings", "Quit"));
return MenuAction.values()[i];
}
/** Prompts for a new save name; blank input yields {@code defaultName}. */
public static String promptName(GameIO io, String defaultName) {
io.write("Name your save (Enter for \"" + defaultName + "\"):");
String line = io.readLine();
return (line == null || line.isBlank()) ? defaultName : line.trim();
}
/**
* Lets the player pick a save slot to load. Returns the chosen
* {@link SaveSlotInfo}, or {@code null} if there are none or the player
* picks "Back".
*/
public static SaveSlotInfo pickSlot(GameIO io, SaveService saves) {
List<SaveSlotInfo> slots = saves.list();
if (slots.isEmpty()) {
io.write("No saved games.");
return null;
}
List<String> labels = new ArrayList<>();
for (SaveSlotInfo s : slots) {
labels.add(s.slotName() + " (" + s.roomId() + ", turn " + s.turn() + ")");
}
labels.add("Back");
int i = io.choose("LOAD GAME", labels);
return i < slots.size() ? slots.get(i) : null;
}
}

View File

@@ -0,0 +1,6 @@
package thb.jeanluc.adventure.menu;
/** Top-level main-menu choices, in display order. */
public enum MenuAction {
NEW_GAME, LOAD, SETTINGS, QUIT
}

View File

@@ -0,0 +1,67 @@
package thb.jeanluc.adventure.menu;
import thb.jeanluc.adventure.io.ConsoleIO;
import thb.jeanluc.adventure.io.GameIO;
import thb.jeanluc.adventure.save.Settings;
import thb.jeanluc.adventure.save.SettingsStore;
import java.util.List;
/** Minimal settings screen: toggle colour and glyph mode; persists + applies. */
public final class SettingsMenu {
private SettingsMenu() {
}
/**
* Loops the settings screen until the player picks "Back", persisting and
* applying each change. Returns the final settings.
*
* @param io active IO
* @param current starting settings
* @param store where to persist
* @param consoleIo the console IO to apply changes to live, or null if not console
*/
public static Settings show(GameIO io, Settings current, SettingsStore store, ConsoleIO consoleIo) {
Settings s = current;
while (true) {
int i = io.choose("SETTINGS", List.of(
"Colour: " + s.colorMode(),
"Glyphs: " + s.glyphMode(),
"Back"));
if (i == 0) {
s = new Settings(nextColor(s.colorMode()), s.glyphMode());
} else if (i == 1) {
s = new Settings(s.colorMode(), nextGlyph(s.glyphMode()));
} else {
return s;
}
store.save(s);
apply(s, consoleIo);
}
}
/** Applies colour/glyph settings to the console IO (no-op if null). */
public static void apply(Settings s, ConsoleIO consoleIo) {
if (consoleIo != null) {
consoleIo.setColorMode(s.colorMode());
consoleIo.setGlyphMode(s.glyphMode());
}
}
private static ConsoleIO.ColorMode nextColor(ConsoleIO.ColorMode m) {
return switch (m) {
case AUTO -> ConsoleIO.ColorMode.ON;
case ON -> ConsoleIO.ColorMode.OFF;
case OFF -> ConsoleIO.ColorMode.AUTO;
};
}
private static ConsoleIO.GlyphMode nextGlyph(ConsoleIO.GlyphMode m) {
return switch (m) {
case UNICODE -> ConsoleIO.GlyphMode.ASCII;
case ASCII -> ConsoleIO.GlyphMode.GLYPH;
case GLYPH -> ConsoleIO.GlyphMode.UNICODE;
};
}
}

View File

@@ -53,4 +53,14 @@ public class SwitchableItem extends Item {
public boolean isOn() { public boolean isOn() {
return state; return state;
} }
/**
* Directly sets the on/off state without running effects or printing.
* Used only when restoring a saved game.
*
* @param state the state to restore
*/
public void setState(boolean state) {
this.state = state;
}
} }

View File

@@ -0,0 +1,126 @@
package thb.jeanluc.adventure.save;
import thb.jeanluc.adventure.game.GameSession;
import thb.jeanluc.adventure.game.QuestLog;
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.SwitchableItem;
import java.util.ArrayList;
import java.util.LinkedHashMap;
import java.util.List;
import java.util.Map;
/**
* Converts between a live {@link GameSession} and a {@link SaveData} snapshot.
* Pure (no disk): {@link #capture} reads a session; {@link #apply} overlays a
* snapshot onto a session built from a freshly loaded world.
*/
public final class SaveCodec {
private SaveCodec() {
}
/** Reads the mutable state of {@code session} into a {@link SaveData}. */
public static SaveData capture(GameSession session) {
World w = session.getWorld();
Player p = session.getPlayer();
Map<String, List<String>> roomItems = new LinkedHashMap<>();
for (Room room : w.getRooms().values()) {
if (!room.getItems().isEmpty()) {
roomItems.put(room.getId(), new ArrayList<>(room.getItems().keySet()));
}
}
Map<String, Boolean> switches = new LinkedHashMap<>();
for (Item item : w.getItems().values()) {
if (item instanceof SwitchableItem sw) {
switches.put(sw.getId(), sw.isOn());
}
}
Map<String, Integer> stages = new LinkedHashMap<>();
QuestLog log = session.getQuestLog();
for (String id : log.active()) {
stages.put(id, log.stageIndex(id));
}
return new SaveData(
SaveData.CURRENT_VERSION,
w.getTitle(),
session.getSlotName(),
System.currentTimeMillis(),
session.getTurn(),
p.getCurrentRoom().getId(),
new ArrayList<>(p.getVisitedRoomIds()),
p.getGold(),
new ArrayList<>(p.getInventory().keySet()),
new ArrayList<>(session.getState().all()),
stages,
new ArrayList<>(log.completed()),
roomItems,
switches);
}
/**
* Overlays {@code data} onto {@code session} (whose world was just loaded
* from YAML). Throws {@link SaveException} if the save references ids that
* no longer exist in the current world.
*/
public static void apply(SaveData data, GameSession session) {
World w = session.getWorld();
Player p = session.getPlayer();
// 1. Clear all item placements, then redistribute from the save.
for (Room room : w.getRooms().values()) {
room.getItems().clear();
}
p.getInventory().clear();
for (Map.Entry<String, List<String>> e : data.roomItemIds().entrySet()) {
Room room = requireRoom(w, e.getKey());
for (String itemId : e.getValue()) {
room.addItem(requireItem(w, itemId));
}
}
for (String itemId : data.inventoryItemIds()) {
p.addItem(requireItem(w, itemId));
}
// 2. Switch states.
for (Map.Entry<String, Boolean> e : data.switchStates().entrySet()) {
if (requireItem(w, e.getKey()) instanceof SwitchableItem sw) {
sw.setState(e.getValue());
}
}
// 3. Player position + visited + gold.
p.getVisitedRoomIds().clear();
p.getVisitedRoomIds().addAll(data.visitedRoomIds());
p.setCurrentRoom(requireRoom(w, data.currentRoomId()));
p.setGold(data.gold());
// 4. Flags, quests, turn.
session.getState().restore(data.flags());
session.getQuestLog().restore(data.questStages(), data.questCompleted());
session.setTurn(data.turn());
}
private static Room requireRoom(World w, String id) {
Room r = w.getRooms().get(id);
if (r == null) {
throw new SaveException("Save refers to unknown room '" + id
+ "'. The game content may have changed.");
}
return r;
}
private static Item requireItem(World w, String id) {
Item i = w.getItems().get(id);
if (i == null) {
throw new SaveException("Save refers to unknown item '" + id
+ "'. The game content may have changed.");
}
return i;
}
}

View File

@@ -0,0 +1,44 @@
package thb.jeanluc.adventure.save;
import java.util.List;
import java.util.Map;
/**
* JSON-serialised snapshot of the mutable game state — a delta laid over the
* world freshly loaded from YAML. Header fields ({@code slotName}, room,
* {@code turn}, {@code savedAtEpochMillis}) double as the slot-list metadata.
*/
public record SaveData(
int schemaVersion,
String worldTitle,
String slotName,
long savedAtEpochMillis,
int turn,
String currentRoomId,
List<String> visitedRoomIds,
int gold,
List<String> inventoryItemIds,
List<String> flags,
Map<String, Integer> questStages,
List<String> questCompleted,
Map<String, List<String>> roomItemIds,
Map<String, Boolean> switchStates
) {
/** Current on-disk schema version. */
public static final int CURRENT_VERSION = 1;
/**
* Compact canonical constructor: normalizes any null collection component
* to an empty immutable collection so a truncated/hand-edited save JSON
* degrades gracefully instead of NPE-ing in {@link SaveCodec#apply}.
*/
public SaveData {
if (visitedRoomIds == null) visitedRoomIds = List.of();
if (inventoryItemIds == null) inventoryItemIds = List.of();
if (flags == null) flags = List.of();
if (questStages == null) questStages = Map.of();
if (questCompleted == null) questCompleted = List.of();
if (roomItemIds == null) roomItemIds = Map.of();
if (switchStates == null) switchStates = Map.of();
}
}

View File

@@ -0,0 +1,18 @@
package thb.jeanluc.adventure.save;
/** Thrown when a save cannot be written/read; carries a player-facing message. */
public class SaveException extends RuntimeException {
public SaveException(String message, Throwable cause) {
super(message, cause);
}
public SaveException(String message) {
super(message);
}
/** Player-facing message (the constructor message is already user-friendly). */
public String getUserMessage() {
return getMessage();
}
}

View File

@@ -0,0 +1,118 @@
package thb.jeanluc.adventure.save;
import com.fasterxml.jackson.databind.ObjectMapper;
import lombok.extern.slf4j.Slf4j;
import thb.jeanluc.adventure.game.GameSession;
import thb.jeanluc.adventure.loader.WorldLoader;
import java.io.IOException;
import java.nio.file.Files;
import java.nio.file.Path;
import java.nio.file.StandardCopyOption;
import java.util.ArrayList;
import java.util.Comparator;
import java.util.List;
import java.util.Locale;
import java.util.stream.Stream;
/**
* Reads and writes save slots as JSON files in a directory (default
* {@code ./saves}). One slot = one {@code <slug>.json}. Loading reloads the
* world from YAML and overlays the snapshot via {@link SaveCodec}.
*/
@Slf4j
public class SaveService {
private static final String SETTINGS_FILENAME = "settings.json";
private final Path dir;
private final ObjectMapper mapper = new ObjectMapper();
/** Uses the default {@code ./saves} directory. */
public SaveService() {
this(Path.of("saves"));
}
public SaveService(Path dir) {
this.dir = dir;
}
/** Slug used for the on-disk filename of a slot name. */
public static String slug(String slotName) {
String s = slotName.trim().toLowerCase(Locale.ROOT).replaceAll("[^a-z0-9_-]+", "_");
if (s.isBlank()) {
return "save";
}
// Never let a user-named save collide with the settings file.
return s.equals("settings") ? "settings_" : s;
}
/** Writes the session to {@code <slug>.json} atomically. */
public void save(GameSession session) {
SaveData data = SaveCodec.capture(session);
try {
Files.createDirectories(dir);
Path target = dir.resolve(slug(session.getSlotName()) + ".json");
Path tmp = dir.resolve(slug(session.getSlotName()) + ".json.tmp");
mapper.writerWithDefaultPrettyPrinter().writeValue(tmp.toFile(), data);
try {
Files.move(tmp, target, StandardCopyOption.REPLACE_EXISTING, StandardCopyOption.ATOMIC_MOVE);
} catch (IOException atomicFailed) {
try {
Files.move(tmp, target, StandardCopyOption.REPLACE_EXISTING);
} catch (IOException fallbackFailed) {
Files.deleteIfExists(tmp);
throw fallbackFailed;
}
}
} catch (IOException e) {
throw new SaveException("Could not write save '" + session.getSlotName() + "': " + e.getMessage(), e);
}
}
/** Lists all readable slots, newest first; skips unreadable files. */
public List<SaveSlotInfo> list() {
if (!Files.isDirectory(dir)) {
return List.of();
}
List<SaveSlotInfo> out = new ArrayList<>();
try (Stream<Path> files = Files.list(dir)) {
for (Path f : files
.filter(p -> p.toString().endsWith(".json"))
.filter(p -> !p.getFileName().toString().equals(SETTINGS_FILENAME))
.toList()) {
try {
SaveData d = mapper.readValue(f.toFile(), SaveData.class);
String slug = f.getFileName().toString().replaceFirst("\\.json$", "");
out.add(new SaveSlotInfo(slug, d.slotName(), d.currentRoomId(),
d.turn(), d.savedAtEpochMillis()));
} catch (IOException badFile) {
log.warn("Skipping unreadable save file {}", f, badFile);
}
}
} catch (IOException e) {
log.warn("Could not list save directory {}", dir, e);
}
out.sort(Comparator.comparingLong(SaveSlotInfo::savedAtEpochMillis).reversed());
return out;
}
/** Loads a slot by slug: read JSON, reload world, overlay snapshot. */
public GameSession load(String slug) {
Path file = dir.resolve(slug + ".json");
SaveData data;
try {
data = mapper.readValue(file.toFile(), SaveData.class);
} catch (IOException e) {
throw new SaveException("Could not read save '" + slug + "': " + e.getMessage(), e);
}
if (data.schemaVersion() != SaveData.CURRENT_VERSION) {
throw new SaveException("Save '" + slug + "' uses an incompatible version ("
+ data.schemaVersion() + "); expected " + SaveData.CURRENT_VERSION + ".");
}
WorldLoader.LoadResult fresh = new WorldLoader().load();
GameSession session = new GameSession(fresh.world(), fresh.player(), data.slotName());
SaveCodec.apply(data, session);
return session;
}
}

View File

@@ -0,0 +1,6 @@
package thb.jeanluc.adventure.save;
/** Lightweight metadata for one save slot, shown in the Load menu. */
public record SaveSlotInfo(String slug, String slotName, String roomId,
int turn, long savedAtEpochMillis) {
}

View File

@@ -0,0 +1,11 @@
package thb.jeanluc.adventure.save;
import thb.jeanluc.adventure.io.ConsoleIO;
/** Persisted user preferences (minimal: colour + glyph fidelity). */
public record Settings(ConsoleIO.ColorMode colorMode, ConsoleIO.GlyphMode glyphMode) {
public static Settings defaults() {
return new Settings(ConsoleIO.ColorMode.AUTO, ConsoleIO.GlyphMode.UNICODE);
}
}

View File

@@ -0,0 +1,49 @@
package thb.jeanluc.adventure.save;
import com.fasterxml.jackson.databind.ObjectMapper;
import lombok.extern.slf4j.Slf4j;
import java.io.IOException;
import java.nio.file.Files;
import java.nio.file.Path;
/** Loads/saves {@link Settings} as JSON (default {@code saves/settings.json}). */
@Slf4j
public class SettingsStore {
private final Path file;
private final ObjectMapper mapper = new ObjectMapper();
public SettingsStore() {
this(Path.of("saves", "settings.json"));
}
public SettingsStore(Path file) {
this.file = file;
}
/** Returns persisted settings, or {@link Settings#defaults()} on any problem. */
public Settings load() {
if (!Files.isRegularFile(file)) {
return Settings.defaults();
}
try {
return mapper.readValue(file.toFile(), Settings.class);
} catch (IOException e) {
log.warn("Could not read settings {}, using defaults", file, e);
return Settings.defaults();
}
}
/** Persists settings; logs and swallows failures (non-fatal). */
public void save(Settings settings) {
try {
if (file.getParent() != null) {
Files.createDirectories(file.getParent());
}
mapper.writerWithDefaultPrettyPrinter().writeValue(file.toFile(), settings);
} catch (IOException e) {
log.warn("Could not write settings {}", file, e);
}
}
}

View File

@@ -0,0 +1,49 @@
package thb.jeanluc.adventure.command;
import org.junit.jupiter.api.Test;
import org.junit.jupiter.api.io.TempDir;
import thb.jeanluc.adventure.command.impl.MenuCommand;
import thb.jeanluc.adventure.command.impl.SaveCommand;
import thb.jeanluc.adventure.game.Game;
import thb.jeanluc.adventure.game.GameContext;
import thb.jeanluc.adventure.game.GameSession;
import thb.jeanluc.adventure.io.TestIO;
import thb.jeanluc.adventure.loader.WorldLoader;
import thb.jeanluc.adventure.save.SaveService;
import java.nio.file.Path;
import java.util.List;
import static org.assertj.core.api.Assertions.assertThat;
class SaveMenuCommandTest {
private GameContext ctx(String slot) {
WorldLoader.LoadResult r = new WorldLoader().load();
return new GameContext(new GameSession(r.world(), r.player(), slot), new TestIO());
}
@Test
void saveCommandWritesSlotAndReportsSuccess(@TempDir Path dir) {
SaveService svc = new SaveService(dir);
GameContext ctx = ctx("game-a");
new SaveCommand(svc).execute(ctx, List.of());
assertThat(svc.list()).extracting(s -> s.slotName()).containsExactly("game-a");
assertThat(((TestIO) ctx.getIo()).allOutput()).contains("Game saved");
}
@Test
void menuCommandSavesThenStopsLoop(@TempDir Path dir) {
SaveService svc = new SaveService(dir);
GameContext ctx = ctx("game-b");
Game game = new Game(ctx, new CommandRegistry(), new CommandParser());
MenuCommand menu = new MenuCommand(svc);
menu.bind(game);
menu.execute(ctx, List.of());
assertThat(svc.list()).hasSize(1);
// loop is stopped: run() must return without consuming queued input
((TestIO) ctx.getIo()).enqueue("look");
game.run();
assertThat(ctx.getIo().readLine()).isEqualTo("look"); // sentinel still unread
}
}

View File

@@ -0,0 +1,54 @@
package thb.jeanluc.adventure.game;
import org.junit.jupiter.api.Test;
import thb.jeanluc.adventure.io.TestIO;
import thb.jeanluc.adventure.model.Player;
import thb.jeanluc.adventure.model.Room;
import thb.jeanluc.adventure.model.World;
import java.util.Map;
import static org.assertj.core.api.Assertions.assertThat;
class GameSessionTest {
private GameSession session() {
Room k = new Room("k", "Kitchen", "d");
World w = new World(Map.of("k", k), Map.of(), Map.of(), "t", "w");
return new GameSession(w, new Player(k, 0), "slot-a");
}
@Test
void exposesStateAndIncrementsTurn() {
GameSession s = session();
assertThat(s.getSlotName()).isEqualTo("slot-a");
assertThat(s.getTurn()).isZero();
s.incrementTurn();
s.incrementTurn();
assertThat(s.getTurn()).isEqualTo(2);
s.setTurn(10);
assertThat(s.getTurn()).isEqualTo(10);
}
@Test
void contextDelegatesToSession() {
GameSession s = session();
GameContext ctx = new GameContext(s, new TestIO());
assertThat(ctx.getWorld()).isSameAs(s.getWorld());
assertThat(ctx.getPlayer()).isSameAs(s.getPlayer());
assertThat(ctx.getState()).isSameAs(s.getState());
assertThat(ctx.getQuestLog()).isSameAs(s.getQuestLog());
assertThat(ctx.getSession()).isSameAs(s);
}
@Test
void legacyConstructorBuildsFreshSession() {
Room k = new Room("k", "Kitchen", "d");
World w = new World(Map.of("k", k), Map.of(), Map.of(), "t", "w");
GameContext ctx = new GameContext(w, new Player(k, 0), new TestIO());
assertThat(ctx.getSession()).isNotNull();
assertThat(ctx.getSession().getTurn()).isZero();
assertThat(ctx.getWorld()).isSameAs(w);
assertThat(ctx.getPlayer().getCurrentRoom()).isSameAs(k);
}
}

View File

@@ -1,17 +1,20 @@
package thb.jeanluc.adventure.game; package thb.jeanluc.adventure.game;
import org.junit.jupiter.api.Test; import org.junit.jupiter.api.Test;
import org.junit.jupiter.api.io.TempDir;
import thb.jeanluc.adventure.command.CommandParser; import thb.jeanluc.adventure.command.CommandParser;
import thb.jeanluc.adventure.command.CommandRegistry; import thb.jeanluc.adventure.command.CommandRegistry;
import thb.jeanluc.adventure.command.impl.GoCommand; import thb.jeanluc.adventure.command.impl.GoCommand;
import thb.jeanluc.adventure.command.impl.LookCommand; import thb.jeanluc.adventure.command.impl.LookCommand;
import thb.jeanluc.adventure.command.impl.QuitCommand; import thb.jeanluc.adventure.command.impl.MenuCommand;
import thb.jeanluc.adventure.io.TestIO; import thb.jeanluc.adventure.io.TestIO;
import thb.jeanluc.adventure.model.Direction; import thb.jeanluc.adventure.model.Direction;
import thb.jeanluc.adventure.model.Player; import thb.jeanluc.adventure.model.Player;
import thb.jeanluc.adventure.model.Room; import thb.jeanluc.adventure.model.Room;
import thb.jeanluc.adventure.model.World; import thb.jeanluc.adventure.model.World;
import thb.jeanluc.adventure.save.SaveService;
import java.nio.file.Path;
import java.util.LinkedHashMap; import java.util.LinkedHashMap;
import java.util.Map; import java.util.Map;
@@ -19,6 +22,9 @@ import static org.assertj.core.api.Assertions.assertThat;
class GameTest { class GameTest {
@TempDir
Path savesDir;
@Test @Test
void run_dispatchesCommands_andQuitsCleanly() { void run_dispatchesCommands_andQuitsCleanly() {
Room kitchen = new Room("kitchen", "Kitchen", "kd"); Room kitchen = new Room("kitchen", "Kitchen", "kd");
@@ -36,7 +42,7 @@ class GameTest {
CommandRegistry registry = new CommandRegistry(); CommandRegistry registry = new CommandRegistry();
registry.register(new GoCommand(), "go"); registry.register(new GoCommand(), "go");
registry.register(new LookCommand(), "look"); registry.register(new LookCommand(), "look");
QuitCommand quit = new QuitCommand(); MenuCommand quit = new MenuCommand(new SaveService(savesDir));
registry.register(quit, "quit"); registry.register(quit, "quit");
Game game = new Game(ctx, registry, new CommandParser()); Game game = new Game(ctx, registry, new CommandParser());
@@ -44,7 +50,7 @@ class GameTest {
game.run(); game.run();
assertThat(player.getCurrentRoom()).isEqualTo(hallway); assertThat(player.getCurrentRoom()).isEqualTo(hallway);
assertThat(io.allOutput()).contains("Goodbye"); assertThat(io.allOutput()).contains("Returning to the main menu");
} }
@Test @Test
@@ -55,7 +61,7 @@ class GameTest {
GameContext ctx = new GameContext(new World(Map.of("r", r), Map.of(), Map.of(), "t", "w"), player, io); GameContext ctx = new GameContext(new World(Map.of("r", r), Map.of(), Map.of(), "t", "w"), player, io);
CommandRegistry registry = new CommandRegistry(); CommandRegistry registry = new CommandRegistry();
QuitCommand quit = new QuitCommand(); MenuCommand quit = new MenuCommand(new SaveService(savesDir));
registry.register(quit, "quit"); registry.register(quit, "quit");
Game game = new Game(ctx, registry, new CommandParser()); Game game = new Game(ctx, registry, new CommandParser());
quit.bind(game); quit.bind(game);

View File

@@ -0,0 +1,37 @@
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.Quest;
import thb.jeanluc.adventure.model.QuestStage;
import thb.jeanluc.adventure.model.Room;
import thb.jeanluc.adventure.model.World;
import java.util.List;
import java.util.Map;
import java.util.concurrent.atomic.AtomicInteger;
import static org.assertj.core.api.Assertions.assertThat;
class QuestAutosaveTest {
@Test
void questCompletionTriggersSaveCallback() {
Quest q = new Quest("q", "Quest", true, List.of(
new QuestStage("Do it", List.of(new Condition(Condition.Type.FLAG, "a")), List.of())),
List.of());
Room k = new Room("k", "K", "d");
World w = new World(Map.of("k", k), Map.of(), Map.of(), "t", "w", Map.of("q", q));
GameContext ctx = new GameContext(new GameSession(w, new Player(k, 0), "slot"), new TestIO());
AtomicInteger saves = new AtomicInteger();
ctx.setSaveCallback(saves::incrementAndGet);
QuestEngine.tick(ctx); // starts quest; not complete yet
assertThat(saves.get()).isZero();
ctx.getState().set("a");
QuestEngine.tick(ctx); // completes quest → autosave
assertThat(saves.get()).isEqualTo(1);
}
}

View File

@@ -0,0 +1,42 @@
package thb.jeanluc.adventure.game;
import org.junit.jupiter.api.Test;
import thb.jeanluc.adventure.model.item.SwitchableItem;
import java.util.List;
import java.util.Map;
import java.util.Set;
import static org.assertj.core.api.Assertions.assertThat;
class RestoreHooksTest {
@Test
void gameStateRestoreReplacesFlags() {
GameState s = new GameState();
s.set("old");
s.restore(List.of("a", "b"));
assertThat(s.isSet("old")).isFalse();
assertThat(s.all()).containsExactlyInAnyOrder("a", "b");
}
@Test
void questLogRestoreReplacesProgress() {
QuestLog q = new QuestLog();
q.start("stale");
q.restore(Map.of("active", 2), Set.of("done"));
assertThat(q.isActive("stale")).isFalse();
assertThat(q.stageIndex("active")).isEqualTo(2);
assertThat(q.isCompleted("done")).isTrue();
}
@Test
void switchableSetStateDoesNotRunEffects() {
SwitchableItem lamp = SwitchableItem.builder()
.id("lamp").name("Lamp").description("d").light(true)
.onText("on").offText("off").state(false).effects(List.of())
.build();
lamp.setState(true);
assertThat(lamp.isOn()).isTrue();
}
}

View File

@@ -0,0 +1,32 @@
package thb.jeanluc.adventure.io;
import org.junit.jupiter.api.Test;
import java.util.List;
import static org.assertj.core.api.Assertions.assertThat;
class ChooseDefaultTest {
@Test
void returnsZeroBasedIndexOfValidChoice() {
TestIO io = new TestIO().enqueue("2");
int i = io.choose("Menu", List.of("A", "B", "C"));
assertThat(i).isEqualTo(1);
}
@Test
void rePromptsOnInvalidThenAccepts() {
TestIO io = new TestIO().enqueue("9").enqueue("x").enqueue("1");
int i = io.choose("Menu", List.of("A", "B"));
assertThat(i).isZero();
assertThat(io.allOutput()).contains("between 1 and 2");
}
@Test
void eofReturnsLastOption() {
TestIO io = new TestIO(); // empty queue → readLine() returns null
int i = io.choose("Menu", List.of("Play", "Quit"));
assertThat(i).isEqualTo(1);
}
}

View File

@@ -50,6 +50,25 @@ class ConsoleIORenderTest {
assertThat(out).contains("Kitchen").contains("turn 7").contains("light: off"); assertThat(out).contains("Kitchen").contains("turn 7").contains("light: off");
} }
@Test
void readLine_returnsNullOnEof() {
ByteArrayOutputStream sink = new ByteArrayOutputStream();
PrintStream ps = new PrintStream(sink, true, StandardCharsets.UTF_8);
ConsoleIO io = new ConsoleIO(new BufferedReader(new StringReader("")), ps,
ConsoleIO.ColorMode.OFF, ConsoleIO.GlyphMode.UNICODE);
assertThat(io.readLine()).isNull();
}
@Test
void readLine_returnsEmptyStringForBlankLineThenNullAtEof() {
ByteArrayOutputStream sink = new ByteArrayOutputStream();
PrintStream ps = new PrintStream(sink, true, StandardCharsets.UTF_8);
ConsoleIO io = new ConsoleIO(new BufferedReader(new StringReader("\n")), ps,
ConsoleIO.ColorMode.OFF, ConsoleIO.GlyphMode.UNICODE);
assertThat(io.readLine()).isEqualTo(""); // blank interactive line, re-prompt
assertThat(io.readLine()).isNull(); // stream now exhausted → EOF
}
@Test @Test
void asciiGlyphMode_usesPlusDashFrame() { void asciiGlyphMode_usesPlusDashFrame() {
ByteArrayOutputStream sink = new ByteArrayOutputStream(); ByteArrayOutputStream sink = new ByteArrayOutputStream();

View File

@@ -0,0 +1,23 @@
package thb.jeanluc.adventure.io;
import org.junit.jupiter.api.Test;
import java.io.BufferedReader;
import java.io.ByteArrayOutputStream;
import java.io.PrintStream;
import java.io.StringReader;
import static org.assertj.core.api.Assertions.assertThat;
class ConsoleIOSettingsTest {
@Test
void colorSetterTogglesAnsiEmission() {
ByteArrayOutputStream out = new ByteArrayOutputStream();
ConsoleIO io = new ConsoleIO(new BufferedReader(new StringReader("")),
new PrintStream(out), ConsoleIO.ColorMode.OFF, ConsoleIO.GlyphMode.UNICODE);
io.setColorMode(ConsoleIO.ColorMode.ON);
io.print(thb.jeanluc.adventure.io.text.StyledText.builder().heading("Hi").build());
assertThat(out.toString()).contains("["); // ANSI escape present
}
}

View File

@@ -0,0 +1,74 @@
package thb.jeanluc.adventure.menu;
import org.junit.jupiter.api.Test;
import org.junit.jupiter.api.io.TempDir;
import thb.jeanluc.adventure.game.GameSession;
import thb.jeanluc.adventure.io.TestIO;
import thb.jeanluc.adventure.loader.WorldLoader;
import thb.jeanluc.adventure.save.SaveService;
import thb.jeanluc.adventure.save.SaveSlotInfo;
import thb.jeanluc.adventure.save.Settings;
import thb.jeanluc.adventure.save.SettingsStore;
import thb.jeanluc.adventure.io.ConsoleIO;
import java.nio.file.Path;
import static org.assertj.core.api.Assertions.assertThat;
class MenuTest {
@Test
void mainMenuMapsChoiceToAction() {
// options order: New Game(1) / Load(2) / Settings(3) / Quit(4)
assertThat(MainMenu.show(new TestIO().enqueue("1"))).isEqualTo(MenuAction.NEW_GAME);
assertThat(MainMenu.show(new TestIO().enqueue("2"))).isEqualTo(MenuAction.LOAD);
assertThat(MainMenu.show(new TestIO().enqueue("3"))).isEqualTo(MenuAction.SETTINGS);
assertThat(MainMenu.show(new TestIO().enqueue("4"))).isEqualTo(MenuAction.QUIT);
}
@Test
void promptNameUsesDefaultOnBlank() {
assertThat(MainMenu.promptName(new TestIO().enqueue(""), "Manor")).isEqualTo("Manor");
assertThat(MainMenu.promptName(new TestIO().enqueue("Spooky"), "Manor")).isEqualTo("Spooky");
}
@Test
void pickSlotReturnsNullWhenEmpty(@TempDir Path dir) {
TestIO io = new TestIO();
assertThat(MainMenu.pickSlot(io, new SaveService(dir))).isNull();
assertThat(io.allOutput()).contains("No saved games");
}
private void saveSlot(Path dir, String name) {
var r = new WorldLoader().load();
new SaveService(dir).save(new GameSession(r.world(), r.player(), name));
}
@Test
void pickSlotReturnsChosenSlot(@TempDir Path dir) {
saveSlot(dir, "Alpha");
TestIO io = new TestIO().enqueue("1");
SaveSlotInfo result = MainMenu.pickSlot(io, new SaveService(dir));
assertThat(result).isNotNull();
assertThat(result.slotName()).isEqualTo("Alpha");
}
@Test
void pickSlotReturnsNullOnBack(@TempDir Path dir) {
saveSlot(dir, "Alpha");
// one slot → options are [1: Alpha, 2: Back]
TestIO io = new TestIO().enqueue("2");
assertThat(MainMenu.pickSlot(io, new SaveService(dir))).isNull();
}
@Test
void settingsMenuTogglesGlyphAndPersists(@TempDir Path dir) {
SettingsStore store = new SettingsStore(dir.resolve("settings.json"));
// choose "Glyph mode" (assume option 2) → its toggle, then "Back" (last)
TestIO io = new TestIO().enqueue("2").enqueue("3");
Settings result = SettingsMenu.show(io, Settings.defaults(), store, new ConsoleIO());
// UNICODE default toggles to ASCII; persisted
assertThat(result.glyphMode()).isEqualTo(ConsoleIO.GlyphMode.ASCII);
assertThat(store.load().glyphMode()).isEqualTo(ConsoleIO.GlyphMode.ASCII);
}
}

View File

@@ -0,0 +1,107 @@
package thb.jeanluc.adventure.save;
import org.junit.jupiter.api.Test;
import thb.jeanluc.adventure.game.GameSession;
import thb.jeanluc.adventure.model.Direction;
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 thb.jeanluc.adventure.model.item.SwitchableItem;
import java.util.LinkedHashMap;
import java.util.List;
import java.util.Map;
import static org.assertj.core.api.Assertions.assertThat;
class SaveCodecTest {
/** Builds a fresh 2-room world: shovel in cellar, lamp (off) in kitchen. */
private GameSession freshWorld(String slot) {
Room kitchen = new Room("kitchen", "Kitchen", "k");
Room cellar = new Room("cellar", "Cellar", "c");
kitchen.addExit(Direction.SOUTH, cellar);
Item shovel = PlainItem.builder().id("shovel").name("Shovel").description("d").light(false).build();
SwitchableItem lamp = SwitchableItem.builder()
.id("lamp").name("Lamp").description("d").light(true)
.onText("on").offText("off").state(false).effects(List.of()).build();
cellar.addItem(shovel);
kitchen.addItem(lamp);
Map<String, Item> items = new LinkedHashMap<>();
items.put("shovel", shovel);
items.put("lamp", lamp);
Map<String, Room> rooms = new LinkedHashMap<>();
rooms.put("kitchen", kitchen);
rooms.put("cellar", cellar);
World w = new World(rooms, items, Map.of(), "Haunted Manor", "welcome");
return new GameSession(w, new Player(kitchen, 0), slot);
}
@Test
void captureThenApplyToFreshWorldReproducesState() {
GameSession src = freshWorld("slot-a");
// mutate: move to cellar, pick up shovel, light the lamp, set a flag, gold
src.getPlayer().setCurrentRoom(src.getWorld().getRooms().get("cellar"));
Item shovel = src.getWorld().getRooms().get("cellar").removeItem("shovel").orElseThrow();
src.getPlayer().addItem(shovel);
((SwitchableItem) src.getWorld().getItems().get("lamp")).setState(true);
src.getState().set("power_on");
src.getPlayer().setGold(5);
src.setTurn(12);
SaveData data = SaveCodec.capture(src);
GameSession dst = freshWorld("slot-a");
SaveCodec.apply(data, dst);
assertThat(dst.getPlayer().getCurrentRoom().getId()).isEqualTo("cellar");
assertThat(dst.getPlayer().hasItem("shovel")).isTrue();
assertThat(dst.getWorld().getRooms().get("cellar").findItem("shovel")).isEmpty();
assertThat(((SwitchableItem) dst.getWorld().getItems().get("lamp")).isOn()).isTrue();
assertThat(dst.getState().isSet("power_on")).isTrue();
assertThat(dst.getPlayer().getGold()).isEqualTo(5);
assertThat(dst.getTurn()).isEqualTo(12);
assertThat(dst.getPlayer().getVisitedRoomIds()).contains("kitchen", "cellar");
}
@Test
void applyRejectsUnknownRoom() {
GameSession src = freshWorld("slot-a");
SaveData data = SaveCodec.capture(src);
SaveData broken = new SaveData(
data.schemaVersion(), data.worldTitle(), data.slotName(),
data.savedAtEpochMillis(), data.turn(), "ballroom",
data.visitedRoomIds(), data.gold(), data.inventoryItemIds(),
data.flags(), data.questStages(), data.questCompleted(),
data.roomItemIds(), data.switchStates());
org.junit.jupiter.api.Assertions.assertThrows(SaveException.class,
() -> SaveCodec.apply(broken, freshWorld("slot-a")));
}
@Test
void applyToleratesMissingCollections() {
// Construct a SaveData with null collections (simulates a hand-edited / truncated save).
// The compact constructor should normalize nulls to empty collections.
SaveData data = new SaveData(
SaveData.CURRENT_VERSION, "Haunted Manor", "slot-a",
System.currentTimeMillis(), 0,
"kitchen",
null, // visitedRoomIds
0,
null, // inventoryItemIds
null, // flags
null, // questStages
null, // questCompleted
null, // roomItemIds
null // switchStates
);
GameSession dst = freshWorld("slot-a");
// Should not throw NPE; world items remain in their default positions or cleared
org.junit.jupiter.api.Assertions.assertDoesNotThrow(() -> SaveCodec.apply(data, dst));
// Post-condition: applying a save with null/empty roomItemIds clears all room item tables.
assertThat(dst.getWorld().getRooms().get("kitchen").findItem("lamp")).isEmpty();
}
}

View File

@@ -0,0 +1,28 @@
package thb.jeanluc.adventure.save;
import com.fasterxml.jackson.databind.ObjectMapper;
import org.junit.jupiter.api.Test;
import java.util.List;
import java.util.Map;
import static org.assertj.core.api.Assertions.assertThat;
class SaveDataTest {
@Test
void roundTripsThroughJackson() throws Exception {
SaveData data = new SaveData(
1, "Haunted Manor", "slot-a", 1700000000000L, 7,
"library", List.of("kitchen", "library"), 3,
List.of("key"), List.of("power_on"),
Map.of("restore_power", 1), List.of("intro"),
Map.of("cellar", List.of("shovel")), Map.of("lamp", true));
ObjectMapper mapper = new ObjectMapper();
String json = mapper.writeValueAsString(data);
SaveData back = mapper.readValue(json, SaveData.class);
assertThat(back).isEqualTo(data);
assertThat(back.currentRoomId()).isEqualTo("library");
assertThat(back.switchStates()).containsEntry("lamp", true);
}
}

View File

@@ -0,0 +1,93 @@
package thb.jeanluc.adventure.save;
import org.junit.jupiter.api.Test;
import org.junit.jupiter.api.io.TempDir;
import thb.jeanluc.adventure.game.GameSession;
import thb.jeanluc.adventure.loader.WorldLoader;
import java.nio.file.Files;
import java.nio.file.Path;
import java.util.List;
import static org.assertj.core.api.Assertions.assertThat;
import static org.junit.jupiter.api.Assertions.assertThrows;
class SaveServiceTest {
private GameSession freshSession(String slot) {
WorldLoader.LoadResult r = new WorldLoader().load();
return new GameSession(r.world(), r.player(), slot);
}
@Test
void saveThenLoadReproducesState(@TempDir Path dir) {
SaveService svc = new SaveService(dir);
GameSession s = freshSession("my-game");
s.getState().set("power_on");
s.getPlayer().setGold(4);
s.setTurn(9);
svc.save(s);
GameSession loaded = svc.load("my-game");
assertThat(loaded.getState().isSet("power_on")).isTrue();
assertThat(loaded.getPlayer().getGold()).isEqualTo(4);
assertThat(loaded.getTurn()).isEqualTo(9);
assertThat(loaded.getSlotName()).isEqualTo("my-game");
}
@Test
void listReturnsSlotMetadata(@TempDir Path dir) {
SaveService svc = new SaveService(dir);
GameSession s = freshSession("Alpha Run");
s.setTurn(3);
svc.save(s);
List<SaveSlotInfo> slots = svc.list();
assertThat(slots).hasSize(1);
assertThat(slots.getFirst().slotName()).isEqualTo("Alpha Run");
assertThat(slots.getFirst().slug()).isEqualTo("alpha_run");
assertThat(slots.getFirst().turn()).isEqualTo(3);
}
@Test
void listSkipsCorruptFiles(@TempDir Path dir) throws Exception {
Files.writeString(dir.resolve("broken.json"), "{ not json");
assertThat(new SaveService(dir).list()).isEmpty();
}
@Test
void listExcludesSettingsFile(@TempDir Path dir) throws Exception {
SaveService svc = new SaveService(dir);
GameSession s = freshSession("Real Save");
svc.save(s);
Files.writeString(dir.resolve("settings.json"), "{\"color\":\"on\"}");
List<SaveSlotInfo> slots = svc.list();
assertThat(slots).hasSize(1);
assertThat(slots.getFirst().slotName()).isEqualTo("Real Save");
}
@Test
void slugForSettingsDoesNotCollideWithSettingsFile() {
assertThat(SaveService.slug("settings")).isNotEqualTo("settings");
}
@Test
void loadCorruptFileThrowsSaveException(@TempDir Path dir) throws Exception {
Files.writeString(dir.resolve("bad.json"), "{ not json");
SaveService svc = new SaveService(dir);
assertThrows(SaveException.class, () -> svc.load("bad"));
}
@Test
void loadRejectsIncompatibleVersion(@TempDir Path dir) throws Exception {
// a syntactically valid SaveData JSON but with a future schemaVersion
String json = "{\"schemaVersion\":999,\"worldTitle\":\"X\",\"slotName\":\"v\","
+ "\"savedAtEpochMillis\":0,\"turn\":0,\"currentRoomId\":\"k\","
+ "\"visitedRoomIds\":[],\"gold\":0,\"inventoryItemIds\":[],\"flags\":[],"
+ "\"questStages\":{},\"questCompleted\":[],\"roomItemIds\":{},\"switchStates\":{}}";
Files.writeString(dir.resolve("v.json"), json);
SaveService svc = new SaveService(dir);
assertThrows(SaveException.class, () -> svc.load("v"));
}
}

View File

@@ -0,0 +1,37 @@
package thb.jeanluc.adventure.save;
import org.junit.jupiter.api.Test;
import org.junit.jupiter.api.io.TempDir;
import thb.jeanluc.adventure.io.ConsoleIO;
import java.io.IOException;
import java.nio.file.Files;
import java.nio.file.Path;
import static org.assertj.core.api.Assertions.assertThat;
class SettingsStoreTest {
@Test
void savesAndLoads(@TempDir Path dir) {
SettingsStore store = new SettingsStore(dir.resolve("settings.json"));
store.save(new Settings(ConsoleIO.ColorMode.ON, ConsoleIO.GlyphMode.ASCII));
Settings loaded = store.load();
assertThat(loaded.colorMode()).isEqualTo(ConsoleIO.ColorMode.ON);
assertThat(loaded.glyphMode()).isEqualTo(ConsoleIO.GlyphMode.ASCII);
}
@Test
void missingFileReturnsDefaults(@TempDir Path dir) {
Settings loaded = new SettingsStore(dir.resolve("nope.json")).load();
assertThat(loaded).isEqualTo(Settings.defaults());
}
@Test
void corruptFileReturnsDefaults(@TempDir Path dir) throws IOException {
Path file = dir.resolve("settings.json");
Files.writeString(file, "{ not json");
Settings loaded = new SettingsStore(file).load();
assertThat(loaded).isEqualTo(Settings.defaults());
}
}