feat(content): victory & flee endings; front-door flee switch
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -86,8 +86,13 @@ Farb-Rollen: Items / NPCs / Exits / Heading / Gefahr.
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> ✅ #3.2 umgesetzt (Branch `feature/quests`): condition-driven Quests
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> ✅ #3.2 umgesetzt (Branch `feature/quests`): condition-driven Quests
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> (Quest/QuestStage), QuestEngine mit Auto-Advance + Ansagen, START_QUEST-Effekt,
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> (Quest/QuestStage), QuestEngine mit Auto-Advance + Ansagen, START_QUEST-Effekt,
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> Konsolen-Befehl `quests` und GUI-Quest-Box unter der Karte. Demo-Quest
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> Konsolen-Befehl `quests` und GUI-Quest-Box unter der Karte. Demo-Quest
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> `restore_power`. Offen: #3.3 Win-Condition/Enden sowie Licht/Dunkelheit &
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> `restore_power`.
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> Item-Kombination.
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>
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> ✅ #3.3 umgesetzt (Branch `feature/endings`): priorisierte, condition-driven
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> Enden (`endings.yaml`) + End-Screen mit Summary (Züge, Quests X/Y, Rang).
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> Demo: Sieg-Ende (`manor_secured`) und Flucht-Ende (Front Door → `fled`).
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> **Damit ist das Quest-System (#3) komplett.** Offen: Licht/Dunkelheit &
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> Item-Kombination sowie #4 Content-Ausbau.
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- Aktuelles NPC-System: Begrüßung + Geschenk-Reaktion (Item → Item).
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- Aktuelles NPC-System: Begrüßung + Geschenk-Reaktion (Item → Item).
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14
Semesterprojekt/src/main/resources/world/endings.yaml
Normal file
14
Semesterprojekt/src/main/resources/world/endings.yaml
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@@ -0,0 +1,14 @@
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- id: victory
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title: "The Manor Reclaimed"
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victory: true
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when: [{ flag: manor_secured }]
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text: |
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The lights hold steady and the whispers fade to nothing. Whatever held
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this place has loosened its grip. The manor is yours now.
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- id: fled
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title: "Into the Night"
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victory: false
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when: [{ flag: fled }]
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text: |
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You wrench the front door open and bolt into the dark. Safe — but the
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manor keeps its secrets, and they will keep you awake for years.
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@@ -34,3 +34,15 @@
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You pull the lever back; the manor falls dark again.
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You pull the lever back; the manor falls dark again.
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effects:
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effects:
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- { setFlag: power_on }
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- { setFlag: power_on }
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- type: switchable
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id: front_door
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name: Front Door
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description: The heavy front door. It would let you leave the manor for good.
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initialState: false
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onText: |
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You haul the front door open and step out into the cold night.
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offText: |
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You ease the door shut again.
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effects:
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- { setFlag: fled }
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@@ -7,7 +7,7 @@
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north: hallway
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north: hallway
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east: cellar
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east: cellar
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south: dungeon
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south: dungeon
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items: [letter, lamp]
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items: [letter, lamp, front_door]
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npcs: [old_man]
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npcs: [old_man]
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exitLocks:
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exitLocks:
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- direction: east
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- direction: east
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