Commit Graph

77 Commits

Author SHA1 Message Date
ed41418434 test(save): cover version mismatch + slug; clean up tmp on move failure
Add loadRejectsIncompatibleVersion test asserting SaveException on schema
version 999, assert derived slug in listReturnsSlotMetadata, and harden
save() to delete the orphaned .tmp file when the non-atomic fallback move
also fails before re-throwing.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-01 14:50:10 +02:00
6a68d7e2f5 feat(save): SaveService disk persistence (atomic write, list, load) 2026-06-01 14:44:32 +02:00
3c7c9d2ad4 fix(save): restore visited set before setting current room; strengthen null-tolerance test
Reorder apply() so visitedRoomIds is restored before setCurrentRoom() is
called, ensuring the current room is never accidentally stripped from the
visited set by the subsequent clear(). Also adds a post-condition assertion
to applyToleratesMissingCollections that proves null roomItemIds leaves
room item tables empty after apply.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-01 14:42:15 +02:00
3be1036142 feat(save): SaveCodec capture/apply over a fresh world; tolerate null collections
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-01 14:34:48 +02:00
c92c143058 feat(save): SaveData/SaveSlotInfo/SaveException model 2026-06-01 14:29:55 +02:00
310ee65285 feat(io): GameIO.choose numbered-menu primitive (console default) 2026-06-01 14:26:43 +02:00
c392f80ed0 feat: restore hooks for flags, quest progress, switch state 2026-06-01 14:21:56 +02:00
58352087c4 test(game): strengthen legacy-constructor delegation assertions
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-01 14:19:54 +02:00
18336ecc44 feat(game): GameSession bundles savable state; turn + autosave hook 2026-06-01 14:15:44 +02:00
d34104f928 Merge light & darkness mechanic into develop
Room.dark + Item.light flags and a Light helper (isLit/carryingLight). Model B
gating: you can't enter a dark room without a lit light source; look/take/examine
are obscured in the dark; the HUD light field is wired. Entry-gate prevents
soft-locks. Demo: the dark dungeon needs the lit lamp to reach the generator.
127 tests green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 23:09:15 +02:00
4ed1fa1010 feat(content): dark dungeon needs the lit lamp
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 23:08:42 +02:00
569cef20fe feat: darkness gating for go/look/take/examine + HUD light
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 23:07:36 +02:00
c3d80f86d7 feat: Room.dark + Item.light flags and Light helper
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 23:04:42 +02:00
d7edc78882 Merge win-condition & endings (sub-project 3.3) into develop
Priority-ordered, condition-driven endings (endings.yaml) checked each turn
after the quest tick; the first match prints an ending banner + run summary
(turns, quests X/Y, rank) and ends the game. EndingEngine mirrors the quest
engine; World gains 5/6/7-arg back-compat constructors. Two reachable demo
endings: victory (manor_secured) and flee (front door -> fled). Completes the
quest system (#3). 120 tests green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 22:51:15 +02:00
b23f706521 feat(content): victory & flee endings; front-door flee switch
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 22:50:46 +02:00
2238aa6ff5 feat(game): EndingEngine + per-turn end check with summary
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 22:49:00 +02:00
3ec540e41b feat: Ending model + endings.yaml loading (ordered, optional)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 22:47:38 +02:00
c652c33a9a Merge quests & quest-log (sub-project 3.2) into develop
Condition-driven multi-stage quests on the foundation: Quest/QuestStage data,
QuestLog + QuestEngine (per-turn auto-advance with ✓/★ announcements and
cascade), START_QUEST effect, QuestView pushed/rendered like the map. Console
'quests' command and a GUI quest-box under the map. Demo quest restore_power
auto-advances as you restore power and earn the key. 116 tests green.
Win-condition/endings (3.3) deferred.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 22:35:11 +02:00
1b22c996e1 feat(content): demo quest 'restore_power'; document quests command
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 22:34:57 +02:00
e3fb0c9fa6 feat(io): GUI quest-box under the map
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 22:33:57 +02:00
310d476264 feat(io,command): quests command, QuestText, per-turn quest tick
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 22:31:33 +02:00
a3600eadd7 feat(loader): quests.yaml loading + startQuest effect mapping
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 22:29:52 +02:00
513c7cb8d9 feat(game): QuestEngine (auto-advance + announcements) and QuestView
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 22:27:18 +02:00
dd16d1326b feat(game): Quest model, QuestLog, START_QUEST effect
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 22:25:58 +02:00
eeee609c26 Merge quest foundation (world-state + conditions/effects) into develop
One typed condition/effect vocabulary (GameState + Conditions + Effects)
wired into five integration points: condition-locked exits, state-dependent
room descriptions, conditional NPC dialogue, reactions with requires/effects,
and switch effects. All new YAML fields optional (backward compatible). Demo:
a generator switch sets power_on, which unlocks and lights the cellar and
changes the old man's dialogue. 107 tests green. Light/dark, item-combination,
quest objects and endings deferred.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 22:02:34 +02:00
a0b80f2a4b feat(content): demo the state engine (generator unlocks/lights the cellar)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 22:01:57 +02:00
00bad46661 feat: switchable items apply effects when turned on
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 21:59:46 +02:00
258ab4f63b feat: NPC reactions gated by conditions, applying effects
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 21:57:23 +02:00
268c24d4e3 feat: conditional NPC dialogue
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 21:55:15 +02:00
c9c019cea1 feat: state-dependent room descriptions (LookCommand resolution)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 21:52:57 +02:00
df4a46ae5b feat: condition-locked exits (+ room/dialogue state plumbing)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 21:52:06 +02:00
228efaffcb feat(loader): ConditionDto/EffectDto with toModel mapping
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 21:47:11 +02:00
5546b63d47 feat(game): world-state engine (GameState, Condition/Effect, evaluator/applier)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 21:46:29 +02:00
9b28e2927e docs: note quest-log GUI box (under map) for quest sub-project
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 21:37:37 +02:00
8ab39cd535 fix(io): auto-scale GUI text with window size, consistent with the map
Body text/HUD font now derives from a window-relative auto-scale (starting
at uiScale, growing as the window grows) and is re-applied on resize, so the
text tracks the window like the map does. Ctrl +/- zoom still multiplies on
top of both. Removes the resize hiccup where only the map reacted.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 21:26:09 +02:00
e80c6b65bb fix(io): fit the GUI map to the side panel; re-fit on resize
MapPanel now scales the map to fit the side panel (min over width/height),
with the Ctrl +/- zoom as a multiplier on top, so it no longer overflows
and scrolls at normal zoom. The map re-fits whenever the window/side panel
is resized; side panel grows a little more (28%, max 460px) before capping.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 21:21:27 +02:00
f6f62b66d8 fix(io): scale the GUI map with HiDPI factor and live zoom
MapPanel had fixed pixel sizes and an 11pt font, so it ignored uiScale and
the Ctrl +/- zoom. It now multiplies all dimensions, strokes and the label
font by a scale set from uiScale x zoom in SwingIO.applyFonts().

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 21:14:31 +02:00
f1ec321e50 Merge map / mini-map (sub-project 2) into develop
Fog-of-war map from the directional exit graph: MapLayout (BFS) builds a
frontend-agnostic MapView; SwingIO draws it (Graphics2D MapPanel, replacing
the exits text), ConsoleIO mirrors it as ASCII via the `map` command.
Visited tracking on Player; per-turn map push from Game. 90 tests green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 21:09:45 +02:00
5ebbd2ce42 feat(io): adaptive ASCII map width; document map command, mark sub-project done
AsciiMap sizes room boxes to the longest visible name (capped) so names
like 'Dark Hallway' are no longer truncated; connector centering follows.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 21:09:08 +02:00
7948aa2088 feat(io): GUI MapPanel (Graphics2D) in the side panel; drop exits text
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 21:06:48 +02:00
a0560a6ec5 feat(game): push map to the IO each turn (GUI live update)
Game now derives the MapView from the world each turn; GameTest gains a
real World (the per-turn map push needs it).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 21:04:14 +02:00
fcf8083b7c feat(io,command): map command + GameIO setMap/showMap, console ASCII
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 21:02:17 +02:00
9ce939167c feat(io): AsciiMap console renderer for MapView
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 21:00:35 +02:00
c03123d5ae feat(map): MapLayout BFS grid layout with fog of war
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 20:59:52 +02:00
e10ff2cf99 feat(io): MapView model (CellState, RoomCell, Connection, MapView)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 20:58:58 +02:00
42dbcd9696 feat(model): track visited rooms on Player for the map
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 20:58:21 +02:00
f1b83f1f81 Merge presentation/output layer (sub-project 1) into develop
Semantic styled-output model + console (ANSI/box-drawing) and Swing
(4-region, JTextPane, bundled font, HiDPI scaling + zoom, responsive
side panel) renderers, per-turn HUD, welcome banner. 79 tests green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 20:38:19 +02:00
13f34e1694 fix: correct .gitignore for .superpowers/ (was glued to .DS_Store line)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 20:38:10 +02:00
b042d7e0ef fix(io): responsive side-panel width (ratio of window, clamped min/max)
Side panel (map slot) now sizes to ~25% of window width, clamped to
[160, 320] scaled px, recomputed on resize — instead of a fixed width.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 20:29:51 +02:00
9316f67c31 docs: mark presentation layer (sub-project 1) as implemented
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 20:25:42 +02:00