Commit Graph

160 Commits

Author SHA1 Message Date
92005c72f5 Merge feature/content-expansion into develop
Haunted Manor content expansion (14 rooms, one world + solvability test),
bundled background music and GUI font, wider sidebar, and the main-menu
Quit fix.
2026-06-02 09:40:00 +02:00
ecb8ab4183 fix(menu): main-menu Quit now closes the GUI instead of revealing the game
App.run ended its menu loop on Quit and just returned. The console exits then,
but in the GUI run() is on a daemon worker while the Swing JFrame stays
displayable on the EDT, keeping the JVM alive — and the dismissed menu overlay
just revealed the running game underneath ("back into the game"). EXIT_ON_CLOSE
only fires for the native window X, not a programmatic quit.

Add a GameIO.shutdown() teardown hook (default no-op) and call it after the menu
loop ends. SwingIO overrides it to stop music, dispose the window, and exit the
JVM, mirroring EXIT_ON_CLOSE; console keeps the no-op. Extract an injectable
App.run overload and add AppQuitTest asserting the Quit path invokes shutdown().

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-02 09:39:05 +02:00
f0b1d625b9 feat(io): widen GUI sidebar and drop its max-width cap
Give the map/quests sidebar more room: raise the width fraction (0.28 -> 0.34)
and minimum (180 -> 220), and remove the SIDE_MAX upper clamp so the panel
keeps scaling with the window instead of stopping at 460px.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-02 09:32:45 +02:00
863d58f6ec feat(io): bundle Cascadia Mono Nerd Font as the GUI font
Install the downloaded Cascadia Mono Nerd Font as src/main/resources/fonts/
game.ttf — the exact name SwingIO.loadFont() looks up on the classpath
(/fonts/game.ttf), so the GUI now uses a real monospaced Nerd Font (icon
glyphs included) instead of falling back to the logical monospaced font.
Include the font's SIL Open Font License as required for redistribution.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-02 09:27:25 +02:00
08d2dce10a feat(io): bundle background music as classpath resources
Switch OggMusicBackend from streaming an external, git-ignored music/ folder
(relative to the run directory) to streaming bundled classpath resources under
/music/, so the four manor tracks ship inside the JAR and play out of the box —
consistent with how fonts are bundled. The play loop reopens the resource each
iteration via a BufferedInputStream (the vorbisspi SPI needs mark/reset to read
the OGG header). Missing tracks still fall back to silence.

Add the four converted OGG Vorbis tracks (manor-theme/cellar-drone/musicbox/
lament) under src/main/resources/music/, un-ignore that path, and re-anchor the
gitignore so only the top-level MP3 source folder stays ignored. Update
docs/music.md for the bundled approach and conversion recipes.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-02 09:21:11 +02:00
1ae464dfe4 feat(world): Haunted Manor content expansion (14 rooms, one world)
Replace the 5-room demo with a condensed 14-room manor on one spine
(restore power -> escape) that stacks all five mechanics, plus an optional
spirit thread feeding 3 prioritized endings (no hard-fail). Pure YAML on the
existing engines: 14 rooms across 3 levels, ~16 items, 5 combinations, the
old_man hint NPC, restore_power + lay_to_rest quests, and 3 endings.

Consolidate to one world: remove the toy "Test Manor" test fixture so the
loader tests exercise the real shipped world. Adapt WorldLoaderTest and
TutorialLoaderTest to form-invariants of the real world, and add
WorldSolvableTest, which walks the critical path (light/lock gating +
Combinations.tryUse + flags) to guarantee power_on, ghost_banished, and a
victory ending are reachable — an unsolvable world now fails the build.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-02 09:06:28 +02:00
90311a7671 docs: spec for Haunted Manor content expansion (14 rooms)
Condensed 14-room manor on one spine (restore power -> escape) stacking all five
mechanics, plus an optional spirit thread feeding 3 priority endings (no
hard-fail). Pure YAML content on existing engines. Consolidates to one world
(removes the toy test fixture) + a WorldSolvableTest that walks the critical path.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-02 08:48:52 +02:00
dacac81382 Merge GUI background music into develop
Per-room OGG Vorbis background music in the Swing GUI: a testable MusicController
(idempotent track switch, null->silence, OFF disables) over an isolated
OggMusicBackend (vorbisspi/jorbis, streamed PCM, ~400ms gain fades, graceful on
missing files). Driven from GameIO.setMusic per turn (console no-op) and a new
persisted Music level (Off/Low/Med/High, default Medium) in Settings. Tracks come
from an external gitignored music/ folder via an optional rooms.yaml `music:`
field. Console stays silent.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-01 23:29:11 +02:00
b5d603a7b1 docs: clarify music transition is a sequential fade, not cross-fade 2026-06-01 23:29:11 +02:00
08c92a57de docs: mark GUI background music implemented 2026-06-01 23:25:11 +02:00
2891553629 feat(io): OggMusicBackend + SwingIO wiring; music/ folder + docs
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-01 23:20:14 +02:00
bcd2ae9ddd refactor(settings): guard all Settings fields vs null; tidy import + test
Guard colorMode and glyphMode against null in the Settings compact
constructor (alongside the existing musicLevel guard), so a hand-edited
settings.json with a missing field no longer NPEs in SettingsMenu.
Remove the unused MusicLevel import from SettingsMenu. Assert that the
defaulted musicLevel survives a round-trip in SettingsStoreTest.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-01 23:17:26 +02:00
2bad875df1 feat(settings): persisted Music level; SettingsMenu applies via GameIO
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-01 23:08:27 +02:00
d0d8648bd0 feat(io): GameIO music seams; push room track per turn, silence at menu
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-01 23:02:44 +02:00
35ad4e6f1a feat(loader): per-room music field + demo rooms.yaml entries
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-01 22:58:13 +02:00
a38bb6e4f3 fix(io): idempotent MusicController.level; assert gain forwarding + shutdown
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-01 22:55:27 +02:00
7f64c9f9e3 feat(io): MusicController + MusicBackend (testable music logic)
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-01 22:50:58 +02:00
a1fd56b389 test(io): assert MEDIUM.isOn() too 2026-06-01 22:49:20 +02:00
d0e290c723 feat(io): MusicLevel enum (Off/Low/Med/High)
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-01 22:47:40 +02:00
36f60863ad docs: implementation plan for GUI background music
7 TDD tasks: MusicLevel, MusicController+MusicBackend, Room music field,
GameIO seams + loop/app wiring, Settings music level + SettingsMenu->GameIO
refactor, OggMusicBackend + deps + SwingIO wiring + docs, backlog note.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-01 22:46:15 +02:00
a0e21a9baa docs: spec for GUI background music
OGG Vorbis (vorbisspi+jorbis) per-room music via rooms.yaml, external gitignored
music/ folder. Testable MusicController (idempotent track switch, null->silence,
OFF disables) over an isolated OggMusicBackend; GameIO.setMusic/setMusicLevel
no-op on console, played by SwingIO. Settings gains a Music level Off/Low/Med/High
(default Medium). Console stays silent.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-01 22:21:10 +02:00
ffc4d7acab Merge: suppress endings during the tutorial 2026-06-01 22:09:06 +02:00
20d076832d fix(game): suppress endings while the tutorial is active
A command during the walkthrough (e.g. use front_door -> fled) no longer ends
the game mid-tutorial; a pending ending fires once the tutorial finishes or is
skipped.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-01 22:09:06 +02:00
c5993d1236 Merge interactive start-of-game tutorial into develop
A skippable interactive walkthrough shown on New Game: a TutorialGuide layered
onto the real game loop makes the player perform the core commands
(look→examine→take→inventory→use→go→go to) in the starting room, with verb-/
alias-aware completion (movement steps require an actual room change), gentle
hints on wrong-but-valid input, and closing tips for the rest. Data-driven
(tutorial.yaml + standalone TutorialLoader); 'skip' ends it; loaded games never
show it.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-01 22:03:59 +02:00
1e980a80e2 docs: note interactive start-of-game tutorial 2026-06-01 21:59:44 +02:00
19ea7667b0 refactor: consistent isActive() guard on tutorial onCommand; tidy App imports 2026-06-01 21:59:07 +02:00
2ed6a71cea feat: wire TutorialGuide into the game loop; show on New Game only
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-01 21:53:27 +02:00
28871b4ddc fix(game): null-safe moved() + idempotent begin(); cover multi-step + go_to_room hint
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-01 21:49:47 +02:00
546a7672bf feat(game): TutorialGuide interactive walkthrough engine
Alias-aware, stateful engine with verb/minArgs matching, go_direction/go_to_room
room-change detection, skip, and closing-tips on completion. 7 tests, all green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-01 21:42:30 +02:00
f47a3e7ca5 test(tutorial): cover malformed tutorial.yaml -> WorldLoadException 2026-06-01 21:40:06 +02:00
95098fbb09 feat(tutorial): Tutorial model + TutorialLoader + tutorial.yaml content
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-01 21:25:48 +02:00
5c9a8cb568 docs: implementation plan for interactive start tutorial
4 TDD tasks: Tutorial model+loader+tutorial.yaml, TutorialGuide engine,
Game+App wiring (New Game only), docs.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-01 21:23:06 +02:00
055a256b03 docs: spec for interactive start-of-game tutorial
Interactive walkthrough layered on the real game loop via a TutorialGuide
(optional in Game): core arc look->examine->take->inventory->use->go->go to,
verb-based alias-aware completion (movement steps require an actual room
change), closing tips, skippable via 'skip'. Data-driven tutorial.yaml +
separate TutorialLoader (not in World). Shown only on New Game.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-01 21:10:13 +02:00
ba63ce7b47 Merge go to <room> pathfinding into develop
BFS auto-walk over visited rooms (respecting locked exits + darkness), routed
through GoCommand (go to <room> vs go <direction>). Console: silent traversal +
a start/middle/destination summary line. GUI: the minimap animates the player
moving room-by-room via a new GameIO.travelStep hook (SwingIO override, ~300ms;
console no-op). New stateless Pathfinder BFS in the game package. Trie
autocomplete deferred.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-01 20:27:30 +02:00
930915da59 docs: sync spec unknown-target message with implemented wording 2026-06-01 20:27:19 +02:00
6d1b36f853 docs: mark go to <room> pathfinding implemented 2026-06-01 20:24:26 +02:00
c01c47a585 fix(command): combined unknown-target message; cover both go-to summary forms
- UX: unknown-target message now reads "don't know any direction or place
  called '...'" so direction typos (e.g. 'go nroth') make sense
- clarity: resolveVisited uses equalsIgnoreCase for id/name matching;
  add null-world guard comment pointing to CommandTestSupport
- Javadoc: note that 'to' filler word is stripped, making go-to forms equivalent
- tests: assert 'through the Hallway' in 3-node route; update unknown message
  assertion; add adjacentWalkUsesShortSummary covering the n==2 short-form path

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-01 20:23:41 +02:00
a30c153de1 feat(command): go to <room> auto-walk (BFS path, animated map, summary)
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-01 20:13:25 +02:00
663a78ed9e feat(game): Pathfinder BFS over visited rooms (locks + light aware)
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-01 20:08:11 +02:00
7c1cdc545e feat(io): travelStep hook for animated auto-walk (console no-op, Swing override)
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-01 20:04:17 +02:00
7b60230f1e docs: implementation plan for go to <room> pathfinding
4 TDD tasks: GameIO.travelStep hook (+SwingIO animation), Pathfinder BFS over
visited rooms (locks+light), GoCommand routing/resolve/walk/summary, docs.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-01 20:02:11 +02:00
d10632b800 docs: spec for go to <room> pathfinding
BFS over visited rooms (respecting locks + light), routed via GoCommand
(go to <room> vs go <direction>); silent console traversal + summary naming
start/middle/destination; GUI minimap animates per step via a new
GameIO.travelStep hook (SwingIO override, ~300ms). Trie autocomplete deferred.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-01 19:03:26 +02:00
c10590028e Merge use X on Y item combinations into develop
Data-driven combination recipes (combinations.yaml: requires/consume/produce/
effects/response/failText), operands resolved from inventory or current room,
order-independent canonical pair key. UseCommand routes 2+ args to a new
Combinations engine; no parser change (on/with/to already fillers). Loader
validates ids + rejects self-combination/duplicate pairs at load. Demo:
matches + torch -> lit_torch (a working light source).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-01 17:48:20 +02:00
966762fff9 docs: mark use X on Y item combination implemented 2026-06-01 17:45:16 +02:00
1bdae4f295 test(loader): assert exact item set incl. demo items (restore completeness check) 2026-06-01 17:44:32 +02:00
8d88157573 feat(loader): load combinations.yaml; demo matches+torch -> lit_torch
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-01 17:38:17 +02:00
63af4c7641 docs(command): update UseCommand javadoc for the combination form 2026-06-01 17:32:58 +02:00
a89684807b feat(command): route use X on Y to the combination engine
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-01 17:31:07 +02:00
e7b9891771 fix(combinations): guard null response; reject self-combination at load
- Combinations.tryUse: only write response when non-null and non-blank,
  preventing NPE/IllegalArgument for effects-only recipes.
- CombinationFactory.fromDto: throw WorldLoadException when a == b,
  since item singletons make a self-combination impossible at runtime.
- Tests: +effectsOnlyRecipeAppliesEffectsWithoutProduceOrResponse
  (CombinationsTest 7→8), +rejectsSelfCombination
  (CombinationFactoryTest 4→5).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-01 17:28:32 +02:00
89962b4b60 feat(game): Combinations engine for use X on Y
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-01 17:22:16 +02:00