feat(game): Pathfinder BFS over visited rooms (locks + light aware)
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
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package thb.jeanluc.adventure.game;
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import thb.jeanluc.adventure.model.Direction;
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import thb.jeanluc.adventure.model.ExitLock;
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import thb.jeanluc.adventure.model.Room;
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import java.util.ArrayDeque;
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import java.util.HashMap;
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import java.util.LinkedList;
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import java.util.List;
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import java.util.Map;
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import java.util.Queue;
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import java.util.Set;
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/**
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* Breadth-first shortest-path search over the rooms the player has already
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* visited, honouring the same gates as a manual move: locked exits and
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* darkness. Stateless utility, alongside {@link Conditions}/{@link Effects}/
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* {@link Light}.
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*/
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public final class Pathfinder {
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private Pathfinder() {
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}
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/**
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* Finds the shortest path from the player's current room to {@code target}.
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*
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* @param ctx active game context
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* @param target destination room (expected to be a visited room)
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* @return the rooms to step through, excluding the start and ending at
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* {@code target}; empty if there is no currently-passable path
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* (or {@code target} is the current room)
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*/
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public static List<Room> findPath(GameContext ctx, Room target) {
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Room start = ctx.getPlayer().getCurrentRoom();
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Set<String> visited = ctx.getPlayer().getVisitedRoomIds();
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Queue<Room> queue = new ArrayDeque<>();
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Map<Room, Room> cameFrom = new HashMap<>();
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queue.add(start);
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cameFrom.put(start, null);
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while (!queue.isEmpty()) {
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Room current = queue.poll();
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if (current == target) {
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return reconstruct(cameFrom, target);
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}
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for (Map.Entry<Direction, Room> exit : current.getExits().entrySet()) {
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Room next = exit.getValue();
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if (cameFrom.containsKey(next) || !visited.contains(next.getId())) {
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continue;
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}
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ExitLock lock = current.getExitLocks().get(exit.getKey());
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if (lock != null && !Conditions.all(lock.requires(), ctx)) {
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continue;
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}
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if (!Light.isLit(ctx, next)) {
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continue;
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}
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cameFrom.put(next, current);
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queue.add(next);
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}
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}
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return List.of();
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}
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/** Walks predecessors back from target to start; returns steps after start. */
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private static List<Room> reconstruct(Map<Room, Room> cameFrom, Room target) {
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LinkedList<Room> path = new LinkedList<>();
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for (Room r = target; r != null && cameFrom.get(r) != null; r = cameFrom.get(r)) {
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path.addFirst(r);
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}
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return path;
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}
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}
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@@ -0,0 +1,88 @@
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package thb.jeanluc.adventure.game;
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import org.junit.jupiter.api.Test;
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import thb.jeanluc.adventure.io.TestIO;
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import thb.jeanluc.adventure.model.Condition;
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import thb.jeanluc.adventure.model.Direction;
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import thb.jeanluc.adventure.model.ExitLock;
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import thb.jeanluc.adventure.model.Player;
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import thb.jeanluc.adventure.model.Room;
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import thb.jeanluc.adventure.model.World;
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import thb.jeanluc.adventure.model.item.Item;
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import thb.jeanluc.adventure.model.item.PlainItem;
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import java.util.LinkedHashMap;
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import java.util.List;
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import java.util.Map;
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import java.util.Set;
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import static org.assertj.core.api.Assertions.assertThat;
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class PathfinderTest {
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private Room room(String id) {
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return new Room(id, id, "d");
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}
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private GameContext ctx(Room start, List<Room> all, Set<String> visited) {
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Map<String, Room> rooms = new LinkedHashMap<>();
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for (Room r : all) {
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rooms.put(r.getId(), r);
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}
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World w = new World(rooms, Map.of(), Map.of(), "t", "w");
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Player p = new Player(start, 0);
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p.getVisitedRoomIds().addAll(visited);
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return new GameContext(w, p, new TestIO());
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}
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@Test
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void findsShortestPathOverVisitedRooms() {
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Room a = room("a"), b = room("b"), c = room("c");
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a.addExit(Direction.NORTH, b);
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b.addExit(Direction.NORTH, c);
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GameContext ctx = ctx(a, List.of(a, b, c), Set.of("a", "b", "c"));
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assertThat(Pathfinder.findPath(ctx, c)).containsExactly(b, c);
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}
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@Test
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void willNotRouteThroughUnvisitedRoom() {
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Room a = room("a"), b = room("b"), c = room("c");
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a.addExit(Direction.NORTH, b);
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b.addExit(Direction.NORTH, c);
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GameContext ctx = ctx(a, List.of(a, b, c), Set.of("a", "c")); // b not visited
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assertThat(Pathfinder.findPath(ctx, c)).isEmpty();
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}
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@Test
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void respectsLockedExit() {
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Room a = room("a"), b = room("b");
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a.addExit(Direction.NORTH, b);
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a.addExitLock(Direction.NORTH,
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new ExitLock(List.of(new Condition(Condition.Type.FLAG, "open")), "locked"));
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GameContext ctx = ctx(a, List.of(a, b), Set.of("a", "b"));
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assertThat(Pathfinder.findPath(ctx, b)).isEmpty();
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ctx.getState().set("open");
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assertThat(Pathfinder.findPath(ctx, b)).containsExactly(b);
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}
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@Test
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void respectsDarkness() {
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Room a = room("a");
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Room dark = room("dark");
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dark.setDark(true);
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a.addExit(Direction.NORTH, dark);
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GameContext ctx = ctx(a, List.of(a, dark), Set.of("a", "dark"));
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assertThat(Pathfinder.findPath(ctx, dark)).isEmpty();
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Item torch = PlainItem.builder().id("lit").name("Lit").description("d").light(true).build();
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ctx.getPlayer().addItem(torch);
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assertThat(Pathfinder.findPath(ctx, dark)).containsExactly(dark);
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}
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@Test
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void unreachableTargetReturnsEmpty() {
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Room a = room("a");
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Room island = room("island"); // no connecting exits
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GameContext ctx = ctx(a, List.of(a, island), Set.of("a", "island"));
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assertThat(Pathfinder.findPath(ctx, island)).isEmpty();
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}
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}
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