docs: implementation plan for light & darkness
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
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# Light & Darkness 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:** Dark rooms you can't enter, see, or interact with unless you carry a lit light source (the lamp).
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**Architecture:** A `Room.dark` flag and an `Item.light` flag, plus one `Light` helper (`isLit`/`carryingLight`). Four commands gate on it (`go` entry, `look`, `take`, `examine`); the HUD's `light` field is wired to it. Reuses the switchable lamp and is fully backward-compatible (optional flags).
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**Tech Stack:** Java 25, Maven, JUnit 5 + AssertJ, Lombok.
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Spec: [docs/superpowers/specs/2026-05-31-light-darkness-design.md](../specs/2026-05-31-light-darkness-design.md)
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---
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## Task 1: Data flags + `Light` helper
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**Files:**
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- Modify: `model/item/Item.java`, `loader/dto/ItemDto.java`, `loader/ItemFactory.java`, `model/Room.java`, `loader/dto/RoomDto.java`, `loader/RoomFactory.java`
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- Create: `game/Light.java`
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- Test: `game/LightTest.java`
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- [ ] **Step 1: Write failing test**
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`src/test/java/thb/jeanluc/adventure/game/LightTest.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.Player;
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import thb.jeanluc.adventure.model.Room;
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import thb.jeanluc.adventure.model.item.PlainItem;
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import thb.jeanluc.adventure.model.item.SwitchableItem;
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import static org.assertj.core.api.Assertions.assertThat;
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class LightTest {
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private GameContext ctx(Player p) {
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return new GameContext(null, p, new TestIO());
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}
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private SwitchableItem lamp(boolean on) {
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return SwitchableItem.builder().id("lamp").name("Lamp").description("d")
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.state(on).onText("on").offText("off").light(true).build();
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}
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@Test
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void litRoomIsAlwaysLit() {
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Room bright = new Room("r", "R", "d"); // dark defaults to false
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assertThat(Light.isLit(ctx(new Player(bright, 0)), bright)).isTrue();
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}
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@Test
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void darkRoomNeedsActiveLight() {
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Room dark = new Room("r", "R", "d");
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dark.setDark(true);
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Player p = new Player(dark, 0);
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GameContext ctx = ctx(p);
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assertThat(Light.isLit(ctx, dark)).isFalse();
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p.addItem(lamp(false));
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assertThat(Light.isLit(ctx, dark)).isFalse(); // lamp off
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p.removeItem("lamp");
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p.addItem(lamp(true));
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assertThat(Light.isLit(ctx, dark)).isTrue(); // lamp on, carried
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assertThat(Light.carryingLight(ctx)).isTrue();
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}
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@Test
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void litLampLyingInRoomLightsIt() {
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Room dark = new Room("r", "R", "d");
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dark.setDark(true);
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dark.addItem(lamp(true));
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Player p = new Player(dark, 0);
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assertThat(Light.isLit(ctx(p), dark)).isTrue();
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assertThat(Light.carryingLight(ctx(p))).isFalse(); // not carried
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}
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@Test
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void nonLightItemDoesNotLight() {
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Room dark = new Room("r", "R", "d");
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dark.setDark(true);
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Player p = new Player(dark, 0);
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p.addItem(PlainItem.builder().id("rock").name("Rock").description("d").build());
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assertThat(Light.isLit(ctx(p), dark)).isFalse();
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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=LightTest`
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Expected: FAIL — `Item.light` / `Room.setDark` / `Light` missing.
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- [ ] **Step 3: Add `light` to `Item.java`**
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Add the field after `description`:
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```java
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/** Whether this item can serve as a light source (when on, for switchables). */
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protected final boolean light;
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```
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(`@SuperBuilder` exposes `.light(...)` on every subclass builder; `@Getter` generates `isLight()`. Unset builders default to `false`.)
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- [ ] **Step 4: Add `light` to `ItemDto.java` and wire `ItemFactory.java`**
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In `ItemDto.java` append a component (after `effects`) and update the back-compat constructor:
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```java
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List<EffectDto> effects,
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Boolean light
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```
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```java
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/** Backward-compatible constructor without effects/light. */
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public ItemDto(String type, String id, String name, String description,
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String readText, Boolean initialState, String onText, String offText) {
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this(type, id, name, description, readText, initialState, onText, offText, null, null);
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}
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```
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In `ItemFactory.java`, add `.light(Boolean.TRUE.equals(dto.light()))` to **each** of the three builder cases (plain, readable, switchable), e.g.:
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```java
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case "plain" -> PlainItem.builder()
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.id(dto.id())
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.name(dto.name())
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.description(dto.description())
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.light(Boolean.TRUE.equals(dto.light()))
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.build();
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```
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(and the same `.light(...)` line before `.build()` in the `readable` and `switchable` cases.)
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- [ ] **Step 5: Add `dark` to `Room.java`**
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Add the import if missing:
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```java
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import lombok.Setter;
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```
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Add the field after `descriptionStates`:
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```java
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/** Whether this room is dark (needs a light source to enter/see). */
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@Setter
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private boolean dark;
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```
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(`@Getter` generates `isDark()`; not a constructor arg, so existing `new Room(id,name,desc)` calls are unaffected.)
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- [ ] **Step 6: Add `dark` to `RoomDto.java` and wire `RoomFactory.java`**
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In `RoomDto.java` append a component (after `descriptionStates`) and update the back-compat constructor:
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```java
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List<DescriptionStateDto> descriptionStates,
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Boolean dark
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```
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```java
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/** Backward-compatible constructor without the optional state fields. */
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public RoomDto(String id, String name, String description,
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Map<String, String> exits, List<String> items, List<String> npcs) {
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this(id, name, description, exits, items, npcs, null, null, null);
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}
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```
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In `RoomFactory.java`, set `dark` after building the shell:
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```java
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public static Room shellFromDto(RoomDto dto) {
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Room room = new Room(dto.id(), dto.name(), dto.description());
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room.setDark(Boolean.TRUE.equals(dto.dark()));
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return room;
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}
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```
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- [ ] **Step 7: Create `game/Light.java`**
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```java
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package thb.jeanluc.adventure.game;
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import thb.jeanluc.adventure.model.Room;
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import thb.jeanluc.adventure.model.item.Item;
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import thb.jeanluc.adventure.model.item.SwitchableItem;
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import java.util.Collection;
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/** Decides whether a room is lit, given dark rooms and active light sources. */
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public final class Light {
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private Light() {
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}
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/** A room is lit if it is not dark, or an active light source is carried or present. */
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public static boolean isLit(GameContext ctx, Room room) {
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if (!room.isDark()) {
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return true;
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}
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return hasActiveLight(ctx.getPlayer().getInventory().values())
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|| hasActiveLight(room.getItems().values());
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}
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/** True if the player carries an active light source (for the HUD). */
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public static boolean carryingLight(GameContext ctx) {
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return hasActiveLight(ctx.getPlayer().getInventory().values());
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}
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private static boolean hasActiveLight(Collection<Item> items) {
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for (Item it : items) {
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if (isActiveLight(it)) {
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return true;
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}
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}
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return false;
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}
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private static boolean isActiveLight(Item it) {
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if (!it.isLight()) {
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return false;
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}
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return !(it instanceof SwitchableItem s) || s.isOn();
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}
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}
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```
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- [ ] **Step 8: Run tests**
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Run: `mvn -q test -Dtest=LightTest`
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Expected: PASS.
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Run: `mvn -q test`
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Expected: PASS — flags default off; existing item/room construction unchanged via back-compat constructors.
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- [ ] **Step 9: Commit**
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```bash
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git add src/main/java/thb/jeanluc/adventure/model/item/Item.java \
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src/main/java/thb/jeanluc/adventure/loader/dto/ItemDto.java \
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src/main/java/thb/jeanluc/adventure/loader/ItemFactory.java \
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src/main/java/thb/jeanluc/adventure/model/Room.java \
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src/main/java/thb/jeanluc/adventure/loader/dto/RoomDto.java \
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src/main/java/thb/jeanluc/adventure/loader/RoomFactory.java \
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src/main/java/thb/jeanluc/adventure/game/Light.java \
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src/test/java/thb/jeanluc/adventure/game/LightTest.java
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git commit -m "feat: Room.dark + Item.light flags and Light helper"
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```
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---
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## Task 2: Command gating + HUD
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**Files:**
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- Modify: `command/impl/GoCommand.java`, `command/impl/LookCommand.java`, `command/impl/TakeCommand.java`, `command/impl/ExamineCommand.java`, `game/Game.java`
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- Test: `command/impl/DarknessTest.java`
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- [ ] **Step 1: Write failing test**
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`src/test/java/thb/jeanluc/adventure/command/impl/DarknessTest.java`:
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```java
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package thb.jeanluc.adventure.command.impl;
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import org.junit.jupiter.api.Test;
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import thb.jeanluc.adventure.game.GameContext;
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import thb.jeanluc.adventure.io.TestIO;
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import thb.jeanluc.adventure.model.Direction;
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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.item.SwitchableItem;
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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 DarknessTest {
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private SwitchableItem lamp(boolean on) {
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return SwitchableItem.builder().id("lamp").name("Lamp").description("d")
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.state(on).onText("on").offText("off").light(true).build();
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}
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@Test
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void cannotEnterDarkRoomWithoutLight() {
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Room hall = new Room("hall", "Hall", "d");
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Room cave = new Room("cave", "Cave", "d");
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cave.setDark(true);
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hall.addExit(Direction.NORTH, cave);
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Player p = new Player(hall, 0);
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GameContext ctx = new GameContext(null, p, new TestIO());
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new GoCommand().execute(ctx, List.of("north"));
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assertThat(p.getCurrentRoom()).isEqualTo(hall);
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assertThat(((TestIO) ctx.getIo()).allOutput()).containsIgnoringCase("pitch black");
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}
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@Test
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void canEnterDarkRoomWithLitLamp() {
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Room hall = new Room("hall", "Hall", "d");
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Room cave = new Room("cave", "Cave", "d");
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cave.setDark(true);
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hall.addExit(Direction.NORTH, cave);
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Player p = new Player(hall, 0);
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p.addItem(lamp(true));
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GameContext ctx = new GameContext(null, p, new TestIO());
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new GoCommand().execute(ctx, List.of("north"));
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assertThat(p.getCurrentRoom()).isEqualTo(cave);
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}
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@Test
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void lookAndTakeAreBlockedInTheDark() {
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Room cave = new Room("cave", "Cave", "d");
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cave.setDark(true);
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Player p = new Player(cave, 0);
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TestIO io = new TestIO();
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GameContext ctx = new GameContext(null, p, io);
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new LookCommand().execute(ctx, List.of());
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assertThat(io.allOutput()).containsIgnoringCase("pitch black");
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io.outputs().clear();
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new TakeCommand().execute(ctx, List.of("anything"));
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assertThat(io.allOutput()).containsIgnoringCase("too dark");
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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=DarknessTest`
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Expected: FAIL — no darkness gating yet (entering succeeds, look shows room).
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- [ ] **Step 3: Gate `GoCommand`**
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Add the import:
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```java
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import thb.jeanluc.adventure.game.Light;
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```
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After the exit-lock check and before `ctx.getPlayer().setCurrentRoom(next.get())`, insert:
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```java
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if (!Light.isLit(ctx, next.get())) {
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ctx.getIo().write("It's pitch black beyond the doorway — you need a lit light source "
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+ "(try lighting your lamp with 'use lamp').");
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return;
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}
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```
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- [ ] **Step 4: Gate `LookCommand`**
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Add the import:
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```java
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import thb.jeanluc.adventure.game.Light;
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```
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At the very start of `execute`, after fetching the room:
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```java
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Room room = ctx.getPlayer().getCurrentRoom();
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if (!Light.isLit(ctx, room)) {
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ctx.getIo().write("It's pitch black; you can't make anything out. You need a light source.");
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return;
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}
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```
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(The existing `Room room = ...` line is already there — replace it with this guarded version, keeping the rest below unchanged.)
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- [ ] **Step 5: Gate `TakeCommand`**
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Add the import:
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```java
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import thb.jeanluc.adventure.game.Light;
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```
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After the `args.isEmpty()` check:
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```java
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if (!Light.isLit(ctx, ctx.getPlayer().getCurrentRoom())) {
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ctx.getIo().write("It's too dark to see that.");
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return;
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}
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```
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- [ ] **Step 6: Gate `ExamineCommand`**
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Add the import:
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```java
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import thb.jeanluc.adventure.game.Light;
|
||||||
|
```
|
||||||
|
After the `args.isEmpty()` check:
|
||||||
|
```java
|
||||||
|
if (!Light.isLit(ctx, ctx.getPlayer().getCurrentRoom())) {
|
||||||
|
ctx.getIo().write("It's too dark to see that.");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
- [ ] **Step 7: Wire the HUD `light` field in `Game.java`**
|
||||||
|
|
||||||
|
Add the import:
|
||||||
|
```java
|
||||||
|
import thb.jeanluc.adventure.game.Light; // same package 'game' — drop if redundant
|
||||||
|
```
|
||||||
|
(`Light` is in package `game`, same as `Game` — no import needed.) In `publishHud()`, change the `Hud` construction's last argument from `false` to `Light.carryingLight(ctx)`:
|
||||||
|
```java
|
||||||
|
ctx.getIo().setHud(new Hud(
|
||||||
|
ctx.getPlayer().getCurrentRoom().getName(),
|
||||||
|
ctx.getPlayer().getGold(),
|
||||||
|
turn,
|
||||||
|
Light.carryingLight(ctx)));
|
||||||
|
```
|
||||||
|
|
||||||
|
- [ ] **Step 8: Run tests**
|
||||||
|
|
||||||
|
Run: `mvn -q test -Dtest=DarknessTest`
|
||||||
|
Expected: PASS.
|
||||||
|
Run: `mvn -q test`
|
||||||
|
Expected: PASS (existing command tests use non-dark rooms → `isLit` true → no behaviour change).
|
||||||
|
|
||||||
|
- [ ] **Step 9: Commit**
|
||||||
|
|
||||||
|
```bash
|
||||||
|
git add src/main/java/thb/jeanluc/adventure/command/impl/GoCommand.java \
|
||||||
|
src/main/java/thb/jeanluc/adventure/command/impl/LookCommand.java \
|
||||||
|
src/main/java/thb/jeanluc/adventure/command/impl/TakeCommand.java \
|
||||||
|
src/main/java/thb/jeanluc/adventure/command/impl/ExamineCommand.java \
|
||||||
|
src/main/java/thb/jeanluc/adventure/game/Game.java \
|
||||||
|
src/test/java/thb/jeanluc/adventure/command/impl/DarknessTest.java
|
||||||
|
git commit -m "feat: darkness gating for go/look/take/examine + HUD light"
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Task 3: Demo (dark dungeon) + docs + verification
|
||||||
|
|
||||||
|
**Files:**
|
||||||
|
- Modify: `src/main/resources/world/items.yaml`, `rooms.yaml`, `docs/enhancement-ideas.md`
|
||||||
|
|
||||||
|
- [ ] **Step 1: Make the lamp a light source in `items.yaml`**
|
||||||
|
|
||||||
|
On the `lamp` item, add `light: true`:
|
||||||
|
```yaml
|
||||||
|
- type: switchable
|
||||||
|
id: lamp
|
||||||
|
name: Oil Lamp
|
||||||
|
description: An old oil lamp, heavy with fuel.
|
||||||
|
initialState: false
|
||||||
|
light: true
|
||||||
|
onText: The lamp flares to life, casting a warm glow.
|
||||||
|
offText: You snuff out the lamp.
|
||||||
|
```
|
||||||
|
|
||||||
|
- [ ] **Step 2: Make the dungeon dark in `rooms.yaml`**
|
||||||
|
|
||||||
|
On the `dungeon` room, add `dark: true` and tweak the description:
|
||||||
|
```yaml
|
||||||
|
- id: dungeon
|
||||||
|
name: Dungeon
|
||||||
|
description: |
|
||||||
|
A cramped stone room, black as pitch. A rusty generator squats in the corner.
|
||||||
|
dark: true
|
||||||
|
exits:
|
||||||
|
north: kitchen
|
||||||
|
items: [generator]
|
||||||
|
npcs: []
|
||||||
|
```
|
||||||
|
|
||||||
|
- [ ] **Step 3: Mark the mechanic done in `docs/enhancement-ideas.md`**
|
||||||
|
|
||||||
|
Under the mechanic-spine section (point 3, "Licht & Dunkelheit"), append a status note:
|
||||||
|
```markdown
|
||||||
|
> ✅ Umgesetzt (Branch `feature/light-darkness`): `Room.dark` + `Item.light`,
|
||||||
|
> `Light`-Helper, Gating in go/look/take/examine, HUD-Licht. Demo: dunkler
|
||||||
|
> Dungeon braucht die brennende Lampe für den Generator.
|
||||||
|
```
|
||||||
|
|
||||||
|
- [ ] **Step 4: Full suite + end-to-end console**
|
||||||
|
|
||||||
|
Run: `mvn -q test`
|
||||||
|
Expected: PASS.
|
||||||
|
|
||||||
|
Run:
|
||||||
|
```bash
|
||||||
|
printf 'go south\ntake lamp\nuse lamp\ngo south\nuse generator\nquit\n' | mvn -q -DskipTests exec:java@run
|
||||||
|
```
|
||||||
|
Expected: the first `go south` is blocked ("pitch black beyond the doorway"); after `take lamp` and `use lamp` (HUD flips to `light: on`), `go south` enters the dungeon and `use generator` restores the power. No exceptions.
|
||||||
|
|
||||||
|
- [ ] **Step 5: Commit**
|
||||||
|
|
||||||
|
```bash
|
||||||
|
git add src/main/resources/world/items.yaml \
|
||||||
|
src/main/resources/world/rooms.yaml \
|
||||||
|
docs/enhancement-ideas.md
|
||||||
|
git commit -m "feat(content): dark dungeon needs the lit lamp"
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Self-Review notes
|
||||||
|
|
||||||
|
- **Spec coverage:** flags + `Light` (T1), command gating + HUD (T2), demo + docs (T3). Fuel/timed light, cross-room radius deferred.
|
||||||
|
- **Backward compatibility:** `Item.light` and `Room.dark` default off; `ItemDto`/`RoomDto` keep back-compat constructors; `Room.dark` is not a constructor arg. Existing tests and YAML unaffected (non-dark rooms are always `isLit`).
|
||||||
|
- **Type consistency:** `Light.isLit(ctx, Room)` / `carryingLight(ctx)`, `Item.isLight()`, `Room.isDark()/setDark()`, `ItemDto.light`, `RoomDto.dark` used consistently.
|
||||||
|
- **Soft-lock safety:** entry-gate model means dark rooms are entered only with light; lit rooms always re-enterable.
|
||||||
Reference in New Issue
Block a user