Replace the plain Swing JDialog menu with a glass-pane overlay that fills
the whole window: dark background matching the game palette, bundled font,
lavender heading, flat hover-highlighted buttons, Escape = last option. The
overlay hides the game chrome (HUD/map/quest panels) while in the menu and
rebuilds at the current frameScale*zoom on window resize, so it scales
correctly from startup.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Adds a main-menu shell above the game loop (New Game / Load / Settings /
Quit) via a new GameIO.choose primitive (console numbered menu + Swing
buttons), JSON save/load as a delta over the YAML world (single active
slot; manual save, autosave on quest-completion + every 10 turns, and
quit-to-menu), and minimal runtime-togglable settings (colour + glyph).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Replace App.run with a main-menu shell (New Game / Load / Settings /
Quit) above the game loop, wire SaveCommand + MenuCommand into the
registry with an autosave callback, and remove the now-unused
QuitCommand. Migrate GameTest from QuitCommand to MenuCommand.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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>
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>
Brainstormed design for backlog #6/#7: shell loop above the game loop,
GameIO.choose() primitive (console default + Swing buttons), GameSession
bundling savable state, JSON SaveData delta over the YAML world, single
active slot, autosave (quest-complete + quit + every 10 turns), and minimal
runtime-togglable settings (color/glyph mode).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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>
Room.dark + Item.light flags, a Light helper (isLit/carryingLight), and command
gating: can't enter a dark room without a lit light source; look/take/examine
obscured in the dark; HUD light field wired. Entry-gate prevents soft-locks.
Demo: dark dungeon needs the lit lamp. Fuel/timed light out of scope.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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>
Priority-ordered condition-driven endings + an end-of-game summary (turns,
quests X/Y, rank). EndingEngine mirrors the quest engine; Game ends the loop
when an ending fires. endings.yaml optional; World gains 5/6/7-arg back-compat
constructors. Two reachable demo endings (victory, flee) with no new mechanics.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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>
Condition-driven multi-stage quests on top of the foundation: Quest/QuestStage
data, QuestLog + QuestEngine (per-turn auto-advance with announcements),
START_QUEST effect, QuestView display via a console 'quests' command and a GUI
quest-box under the map. quests.yaml optional; World gains a 5-arg back-compat
constructor. Win/endings deferred to 3.3.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>