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23 Commits

Author SHA1 Message Date
3ae2dc2175 Merge main menu + save/load into develop
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>
2026-06-01 15:42:09 +02:00
9d3056d53e fix: EOF ends game loop (ConsoleIO returns null on EOF); settings.json excluded from save slots
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-01 15:39:08 +02:00
8a8700994c docs: mark main menu + save/load implemented; note minimal settings scope
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-01 15:30:51 +02:00
635ea8004c feat(io): SwingIO.choose renders the menu as buttons 2026-06-01 15:27:15 +02:00
163e2cc11b refactor(app): drop dead newSession param, unused import, restore main javadoc
- Remove unused `saves` parameter from `newSession(GameIO, SaveService)`
  → signature is now `newSession(GameIO)`, call site updated accordingly
- Remove unused `import thb.jeanluc.adventure.menu.MenuAction` (switch
  uses unqualified constants; import was dead, compile confirmed clean)
- Restore `/** Standard JVM entry point. @param args ignored */` Javadoc
  on `main` and restore full log message "Fatal error during game startup"

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-01 15:25:01 +02:00
1f15bfe330 feat(app): main-menu shell loop wiring; gitignore saves/
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>
2026-06-01 15:17:46 +02:00
9632d27b25 feat(game): autosave on quest completion 2026-06-01 15:12:18 +02:00
4b2357cd5b feat(command): save + menu commands (QuitCommand removal deferred to Task 11) 2026-06-01 15:10:10 +02:00
e564253f23 test(menu): cover pickSlot selection and Back sentinel
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-01 15:03:18 +02:00
6921af053a feat(menu): MainMenu, SettingsMenu, MenuAction (frontend-agnostic) 2026-06-01 14:58:41 +02:00
735a92ca6e test(settings): cover corrupt settings file falls back to defaults
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-01 14:56:14 +02:00
dfc50f0d9f feat(settings): Settings + SettingsStore; runtime-togglable ConsoleIO 2026-06-01 14:52:28 +02:00
404221525c 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
8eb433e02d feat(save): SaveService disk persistence (atomic write, list, load) 2026-06-01 14:44:32 +02:00
1172f7c3fd 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
80a5112508 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
6d703c7caf feat(save): SaveData/SaveSlotInfo/SaveException model 2026-06-01 14:29:55 +02:00
b73d0aaa82 feat(io): GameIO.choose numbered-menu primitive (console default) 2026-06-01 14:26:43 +02:00
beba1c7e72 feat: restore hooks for flags, quest progress, switch state 2026-06-01 14:21:56 +02:00
c1826c7df8 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
dd2b1b331f feat(game): GameSession bundles savable state; turn + autosave hook 2026-06-01 14:15:44 +02:00
aa0852cf10 docs: implementation plan for main menu + save/load
13 TDD tasks: GameSession + delegation, restore hooks, GameIO.choose,
SaveData/SaveCodec/SaveService (JSON), Settings + mutable ConsoleIO,
menu package, save/menu commands, quest autosave, App shell loop,
SwingIO buttons, docs.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-01 14:11:42 +02:00
2f96b7896b docs: spec for main menu + save/load (+ minimal settings)
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>
2026-06-01 14:00:32 +02:00
41 changed files with 3786 additions and 99 deletions

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@@ -40,3 +40,6 @@ build/
### Brainstorming visual companion ### ### Brainstorming visual companion ###
.superpowers/ .superpowers/
# Local save games and settings
saves/

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@@ -144,6 +144,13 @@ vorerst puzzle-fokussiert ohne Survival-Druck.
### 6. Hauptmenü & Settings ### 6. Hauptmenü & Settings
> ✅ umgesetzt (Branch `feature/main-menu-save-load`). Hauptmenü-Shell oberhalb
> des Game-Loops (Neues Spiel / Laden / Einstellungen / Beenden) über neue
> `GameIO.choose`-Primitive (Konsole: nummeriertes Menü; GUI: Buttons).
> **Minimale Settings**: nur Farb-Modus + Glyphen-Modus (ASCII/Unicode), live
> umschaltbar, in `saves/settings.json` persistiert. Musik-/Typewriter-Toggles
> weiter zurückgestellt (Features existieren noch nicht).
- **Hauptmenü** vor der Spielschleife: *Neues Spiel*, *Spiel laden*, *Einstellungen*, *Beenden*. - **Hauptmenü** vor der Spielschleife: *Neues Spiel*, *Spiel laden*, *Einstellungen*, *Beenden*.
- **Spielstände-Liste**: gespeicherte Spiele mit Metadaten (Name, Raum, Zugzahl, - **Spielstände-Liste**: gespeicherte Spiele mit Metadaten (Name, Raum, Zugzahl,
Zeitstempel) anzeigen und hineinladen. Zeitstempel) anzeigen und hineinladen.
@@ -154,6 +161,13 @@ vorerst puzzle-fokussiert ohne Survival-Druck.
### 7. Speichern / Laden ### 7. Speichern / Laden
> ✅ umgesetzt (Branch `feature/main-menu-save-load`). JSON-Spielstand als
> Delta über die frisch aus YAML geladene Welt (`SaveData`/`SaveCodec`/
> `SaveService`, atomare Writes). **Ein aktiver Slot**: manuelles `save`,
> Autosave (Quest-Completion + alle 10 Züge) und `quit`/`menu` (speichern +
> zurück ins Menü) schreiben denselben Slot; Laden nur über das Menü.
> `saves/` ist gitignored.
- Spielstand serialisieren (Player-Zustand, Inventar, World-Flags, besuchte Räume, - Spielstand serialisieren (Player-Zustand, Inventar, World-Flags, besuchte Räume,
Quest-Fortschritt) Format z.B. YAML/JSON. Quest-Fortschritt) Format z.B. YAML/JSON.
- Mehrere Speicherstände, benennbar; Anbindung an die Spielstände-Liste im Menü. - Mehrere Speicherstände, benennbar; Anbindung an die Spielstände-Liste im Menü.
@@ -175,6 +189,9 @@ vorerst puzzle-fokussiert ohne Survival-Druck.
## Festgelegte Erweiterungs-Entscheidungen ## Festgelegte Erweiterungs-Entscheidungen
> **Pathfinding** (BFS `go to <raum>`, Trie-Autocomplete) bleibt für eine
> spätere Runde im Scope.
| Entscheidung | Wert | | Entscheidung | Wert |
|---|---| |---|---|
| Eigene `uebung`-Datenstrukturen verwenden? | **Nein** Standard-Collections (vom Prof bestätigt) | | Eigene `uebung`-Datenstrukturen verwenden? | **Nein** Standard-Collections (vom Prof bestätigt) |

File diff suppressed because it is too large Load Diff

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@@ -0,0 +1,281 @@
# Spec: Hauptmenü + Speichern/Laden (+ minimale Settings)
Stand: 2026-06-01. Erstes Teilprojekt der Erweiterungsrunde nach Abschluss von
Phasen 17 (Backlog #6 + #7, Teil von #6-Settings). Baut auf vorhandenem
`GameIO`-Abstraktions-Modell, `GameContext` (World/Player/GameState/QuestLog) und
dem `App.run(io)`-Einstieg auf, der von Konsole und GUI geteilt wird.
## 1. Kontext & Ziel
Das Spiel startet bisher direkt in die Spielschleife und endet per `quit` /
Ending / EOF mit Prozess-Ende; es gibt keine Persistenz. Ziel:
- **Hauptmenü oberhalb der Spielschleife** (Neues Spiel · Laden · Einstellungen ·
Beenden), identisch in Konsole und GUI über die geteilte `GameIO`-Abstraktion.
- **Speichern/Laden** des veränderlichen Spielzustands als JSON, als **Delta über
die frisch aus YAML geladene Welt** (Welt-Definition bleibt datengetrieben; der
Spielstand enthält nur den mutierten Zustand).
- **Ein aktiver Slot pro laufendem Spiel** (beim Neues-Spiel benannt). Manuelles
`save`, Autosave und Speichern-beim-Verlassen schreiben alle in diesen Slot.
- **Minimale Settings**: Farb-Modus + Glyphen-Modus (ASCII/Unicode) umschalten,
persistiert.
Bestätigte Entscheidungen (Brainstorming 2026-06-01):
- Menü-Integration: **eine neue `GameIO`-Primitive `choose(...)`** (Konsole-Default
= nummeriertes Textmenü, `SwingIO` überschreibt mit Buttons). Menü-Logik
einmalig geschrieben, Konsolen-Parität gratis.
- Save-Format: **JSON** (maschinengenerierter Zustand; klar getrennt vom
YAML-Content). Jackson ist bereits Abhängigkeit.
- Slot-Modell: **ein aktiver Slot für alles** (save + autosave + quit-save
überschreiben denselben Slot; Menü-Laden listet alle benannten Spielstände).
- `quit`/`exit`/`menu` in-game = **speichern + zurück ins Hauptmenü**; Prozess-Ende
nur über das Hauptmenü-„Beenden".
- Neues Spiel: **Slot-Name abfragen, mit Default** (Enter akzeptiert Default).
- Autosave: **Events (Quest abgeschlossen, quit-to-menu) + Intervall alle 10 Züge**.
- Settings-Datei: **`saves/settings.json`**.
## 2. Scope
**In Scope:**
- Shell-Schleife in `App.run(io)` (Menü-Schicht über dem Game-Loop).
- `menu`-Paket: `MainMenu`, `SettingsMenu`, `MenuAction`.
- `GameIO.choose(String title, List<String> options) → int` + Konsole-Default
(nummeriert, Re-Prompt) + `SwingIO`-Override (Buttons).
- `GameSession` (Bündel des speicherbaren Zustands + Slot-Name + `turn`).
- `SaveData`-DTO (JSON) + `SaveService` (save/list/load, atomar) + `SaveSlotInfo`.
- In-Game-Befehle: `save`, `menu` (Aliase `quit`/`exit`). Kein `load`-Befehl.
- Autosave: Quest-Completion-Hook, quit-to-menu, Intervall alle 10 Züge.
- `Settings` + `SettingsStore` (`saves/settings.json`); `ConsoleIO`-Farb-/Glyphen-
Modus zur Laufzeit umschaltbar machen (Felder non-final + Setter).
- Tests: Round-Trip, Overlay, Failure-Fälle, Menü-Logik, Konsolen-`choose`.
**Out of Scope:**
- Mehrere Slots pro Spiel / getrennter Autosave-Slot (bewusst „ein aktiver Slot").
- Settings für Musik/Typewriter (Features existieren noch nicht).
- GUI-Hintergrundbilder/„echte" Menü-Screens (Buttons genügen).
- Pathfinding / `go to <raum>` (eigene spätere Runde, in Scope gehalten).
- Migration alter Save-Versionen (nur Versions-Check + graceful refuse).
## 3. Architektur: Shell-Schleife über dem Loop
`App.run(io)` wird zur **Shell-Schleife**, die den Lebenszyklus besitzt. Der
Prozess endet nur über Hauptmenü-„Beenden"; Spielende/`menu` kehren ins Menü
zurück.
```
App.run(io):
Settings s = SettingsStore.load(); // → auf io anwenden (Farbe/Glyphen)
loop:
switch (MainMenu.show(io)) {
NEW_GAME -> { GameSession g = newSession(promptName(io)); play(io, g); }
LOAD -> { SaveSlotInfo slot = pickSlot(io); // oder „zurück"
if (slot != null) {
try { play(io, SaveService.load(slot.slug())); }
catch (SaveException e) { io.write(e.getUserMessage()); }
} }
SETTINGS -> SettingsMenu.show(io, s); // toggelt + persistiert + wendet an
QUIT -> return;
}
play(io, session):
GameContext ctx = new GameContext(session); // s.u.
CommandRegistry registry = buildRegistry(...); // inkl. save/menu
Game game = new Game(ctx, registry, parser);
Banner + Welcome + erstes look;
game.run(); // kehrt zurück bei menu/quit/Ending/EOF
```
`newSession(name)` lädt die Welt frisch aus YAML (`WorldLoader`) und baut eine
neue `GameSession`. `SaveService.load` lädt die Welt ebenso frisch und legt das
Save-Delta darüber.
## 4. `GameSession` (game)
Bündelt den **speicherbaren** Zustand an einem Ort (heute über `GameContext` +
privates `turn` in `Game` verstreut). `turn` wandert hierher, damit es gespeichert
und in der Slot-Metadata gezeigt werden kann.
```java
public class GameSession {
private final World world; // aus YAML geladen (statisch)
private final Player player;
private final GameState state;
private final QuestLog questLog;
private int turn;
private final String slotName; // gebundener aktiver Slot
// getter; getTurn/setTurn/incrementTurn
}
```
`GameContext` bekommt einen Konstruktor `GameContext(GameSession, GameIO)` (oder
hält eine `GameSession`-Referenz statt der vier Einzelfelder). Bestehende
Command-Signaturen (`execute(ctx, args)`) bleiben unverändert; `ctx.getWorld()`
etc. delegieren an die Session. `Game` liest/erhöht `turn` über die Session statt
über ein eigenes Feld.
## 5. Menü-Schicht (menu)
```java
public enum MenuAction { NEW_GAME, LOAD, SETTINGS, QUIT }
public final class MainMenu { // frontend-agnostisch
public static MenuAction show(GameIO io) {
int i = io.choose("Haunted Manor", List.of(
"New Game", "Load Game", "Settings", "Quit"));
return MenuAction.values()[i]; // Reihenfolge = Indizes
}
}
```
`SettingsMenu.show(GameIO, Settings)` toggelt Farbe/Glyphen über wiederholte
`choose`-Aufrufe (mit „zurück"-Option), persistiert via `SettingsStore` und wendet
live auf das `io` an. `pickSlot`/`promptName` nutzen `choose` bzw. `readLine`.
### `GameIO.choose` (io)
Neue Primitive auf `GameIO`:
```java
/** Zeigt eine Auswahl; gibt den 0-basierten Index der Wahl zurück. */
default int choose(String title, List<String> options) {
print(/* Titel + nummerierte Liste 1..n als StyledText */);
while (true) {
String line = readLine();
Integer n = parseInRange(line, 1, options.size());
if (n != null) return n - 1;
write("Please enter a number between 1 and " + options.size() + ".");
}
}
```
- **Konsole** nutzt den Default (nummeriert + Re-Prompt). **EOF/`null` → letzte
Option** (Konvention: Menüs ordnen die sichere/abbrechende Wahl — „Quit" bzw.
„zurück" — stets als letzte Option, sodass EOF nie in einen Zustand führt).
- **`SwingIO` überschreibt** `choose`: rendert Buttons (ein Button je Option),
blockiert den Worker-Thread bis zum Klick — dasselbe Blocking-Handoff-Muster wie
das vorhandene `readLine` (EDT ↔ Worker). Kein Re-Prompt nötig (Buttons sind
immer gültig).
## 6. In-Game-Befehle (command/impl)
- **`SaveCommand`** (`save`): `SaveService.save(session)` → „Game saved." / bei
Fehler graceful Meldung, Loop läuft weiter.
- **`MenuCommand`** (`menu`, Aliase `quit`, `exit`): `SaveService.save(session)`
dann `game.stop()` → zurück ins Hauptmenü. Ersetzt den bisherigen `QuitCommand`
(Bindung an `Game` wie gehabt via `bind(game)`).
- **Kein `load`-Befehl** — Laden ausschließlich über das Hauptmenü.
## 7. Autosave
Ein aktiver Slot; alle Autosaves überschreiben ihn. Trigger:
- **Quest abgeschlossen** — Hook in `QuestEngine` (nach `questLog.complete(id)`),
ruft eine `Autosaver`/`SaveService.save(session)`-Callback auf. Der Engine darf
dafür Zugriff auf einen Save-Callback bekommen (z.B. via `GameContext`), um die
Schichtung (game → loader) nicht zu verletzen.
- **quit-to-menu** — `MenuCommand` speichert ohnehin.
- **Intervall** — in `Game.run()` nach jedem erfolgreichen Befehl: wenn
`turn % 10 == 0`, `SaveService.save(session)`.
Autosave-Fehler werden geloggt und schlucken (kein Loop-Abbruch); optional eine
dezente Meldung.
## 8. Save-Datenmodell: `SaveData` (loader/save)
JSON-DTO, reines Delta über die YAML-Welt:
```java
public record SaveData(
int schemaVersion, // aktuell 1; Mismatch → refuse
String worldTitle, // Sanity-Check gegen geladene Welt
String slotName,
long savedAtEpochMillis, // System.currentTimeMillis()
int turn,
String currentRoomId,
List<String> visitedRoomIds, // geordnet
int gold,
List<String> inventoryItemIds, // geordnet
List<String> flags, // gesetzte World-Flags
Map<String,Integer> questStages, // aktive Quest → Stage-Index
List<String> questCompleted,
Map<String,List<String>> roomItemIds, // roomId → Item-Ids im Raum
Map<String,Boolean> switchStates // SwitchableItem-Id → on/off
) {}
```
`inventoryItemIds` + `roomItemIds` erfassen die Item-Platzierung vollständig;
Items in keinem von beiden gelten als verbraucht/entfernt. Switch-Zustände decken
Lampe/Generator/Tür ab.
## 9. Persistenz: `SaveService` (loader/save)
- Verzeichnis `saves/` (relativ zum Arbeitsverzeichnis, on-demand angelegt, in
`.gitignore`). Ein Slot = `saves/<slug>.json`, `slug` = sanitisierter Name
(`[a-z0-9_-]`, Rest → `_`).
- **`save(GameSession)`**: `SaveData` aus Session bauen → Jackson → **atomar**
schreiben (Temp-Datei + `Files.move` ATOMIC_MOVE/REPLACE_EXISTING).
- **`list() → List<SaveSlotInfo>`**: `saves/*.json` scannen, Header-Felder lesen
(`slotName`, `currentRoomId`, `turn`, `savedAtEpochMillis`) → für die
Laden-Liste. Beschädigte Dateien überspringen (geloggt).
- **`load(slug) → GameSession`**: `SaveData` lesen → Welt frisch via `WorldLoader`
`SaveApplier` legt das Delta darüber → `GameSession`.
- **`SaveApplier`**: löst Ids gegen die frische Welt auf (Räume, Items). Setzt
Player-Raum/Gold/Inventar/Visited, World-Flags, QuestLog (Stages + completed),
verteilt Items in Räume/Inventar, setzt Switch-Zustände, `turn`.
```java
public record SaveSlotInfo(String slug, String slotName, String roomId,
int turn, long savedAtEpochMillis) {}
```
## 10. Minimale Settings (game/io)
```java
public record Settings(ConsoleIO.ColorMode colorMode, ConsoleIO.GlyphMode glyphMode) {
public static Settings defaults() { return new Settings(ColorMode.AUTO, GlyphMode.UNICODE); }
}
```
- `SettingsStore.load()/save(Settings)``saves/settings.json` (Jackson). Fehlend/
beschädigt → `Settings.defaults()`.
- **`ConsoleIO`**: `useColor`/`glyphs` von `final` auf veränderlich umstellen +
`setColorMode`/`setGlyphMode`, damit ein Settings-Toggle **live** wirkt (heute
konstruktor-fix). `App.main` lädt Settings vor dem Menü und konstruiert/füttert
`ConsoleIO` damit.
- `SwingIO`: Glyphen/Farbe für die GUI ggf. No-Op bzw. minimal (GUI rendert eigene
Stile); Settings-Wirkung primär Konsole. (Bestätigen im Plan.)
## 11. Fehlerbehandlung
- **`SaveException`** (eigene, mit `getUserMessage()`): beschädigtes/unlesbares
JSON, Schreibrechte fehlen, Schema-Mismatch, unbekannte Ids → gefangen, geloggt,
benutzerfreundliche Meldung; **nie** Absturz. Load-Fehler → zurück ins Menü.
- Konsolen-`choose`: ungültige Eingabe → Re-Prompt; `null`/EOF → sichere Vorgabe.
- Leere Slot-Liste beim Laden → „No saved games." → zurück ins Menü.
- GUI-Buttons können keine ungültige Wahl liefern.
## 12. Tests
- **`SaveServiceTest`** (Temp-Dir): Session bauen → `save``load` → volle
Zustandsgleichheit (Raum, Inventar, Item-Platzierung, Flags, Quest-Stages +
completed, Switch-Zustände, Gold, `turn`).
- **`SaveDataTest`**: Jackson (De-)Serialisierung stabil; Overlay auf frische Welt
(verschobene Items, Quest mitten in Stage).
- **Failure**: beschädigtes JSON, unbekannte Raum-Id, Schema-Mismatch → `SaveException`
mit sinnvoller Meldung; `list()` überspringt kaputte Dateien.
- **`MainMenu`/`SettingsMenu`**: Fake-`GameIO` mit skriptbaren `choose`-Ergebnissen;
prüft Aktions-Mapping + Settings-Persistenz.
- **Konsolen-`choose`-Default**: nummeriertes Rendering + Bad-Input-Re-Prompt über
gemocktes `readLine`.
- **Konvention**: `SwingIO.choose`/GUI von Unit-Tests ausgenommen (manuelle
Verifikation), wie etabliert keine YAML-/GUI-abhängigen Domain-Tests.
## 13. Architektur-Werte / Risiken
- **Geteilter Loop bleibt zentral**: nur *eine* neue IO-Primitive; Menü-*Logik* ist
frontend-agnostisch, nur das Rendering divergiert (Default vs. Override).
- **Datengetrieben**: Welt weiter aus YAML; Save ist reines Delta — Content-Updates
brechen alte Saves höchstens bei entfernten Ids (→ graceful refuse).
- **Schichtung**: `SaveService` lebt unter `loader` (kennt `WorldLoader`); der
Quest-Autosave-Hook braucht einen Save-Callback im `GameContext`, um `game` nicht
direkt von `loader` abhängig zu machen — im Plan sauber verdrahten.
- **GUI-Threading**: `SwingIO.choose` muss dasselbe EDT↔Worker-Blocking-Muster wie
`readLine` nutzen; sonst Deadlock-Gefahr.

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@@ -11,23 +11,35 @@ import thb.jeanluc.adventure.command.impl.HelpCommand;
import thb.jeanluc.adventure.command.impl.InventoryCommand; import thb.jeanluc.adventure.command.impl.InventoryCommand;
import thb.jeanluc.adventure.command.impl.LookCommand; import thb.jeanluc.adventure.command.impl.LookCommand;
import thb.jeanluc.adventure.command.impl.MapCommand; import thb.jeanluc.adventure.command.impl.MapCommand;
import thb.jeanluc.adventure.command.impl.MenuCommand;
import thb.jeanluc.adventure.command.impl.QuestsCommand; import thb.jeanluc.adventure.command.impl.QuestsCommand;
import thb.jeanluc.adventure.command.impl.QuitCommand;
import thb.jeanluc.adventure.command.impl.ReadCommand; import thb.jeanluc.adventure.command.impl.ReadCommand;
import thb.jeanluc.adventure.command.impl.SaveCommand;
import thb.jeanluc.adventure.command.impl.TakeCommand; import thb.jeanluc.adventure.command.impl.TakeCommand;
import thb.jeanluc.adventure.command.impl.TalkCommand; import thb.jeanluc.adventure.command.impl.TalkCommand;
import thb.jeanluc.adventure.command.impl.UseCommand; import thb.jeanluc.adventure.command.impl.UseCommand;
import thb.jeanluc.adventure.game.Game; import thb.jeanluc.adventure.game.Game;
import thb.jeanluc.adventure.game.GameContext; import thb.jeanluc.adventure.game.GameContext;
import thb.jeanluc.adventure.game.GameSession;
import thb.jeanluc.adventure.io.ConsoleIO; import thb.jeanluc.adventure.io.ConsoleIO;
import thb.jeanluc.adventure.io.GameIO; import thb.jeanluc.adventure.io.GameIO;
import thb.jeanluc.adventure.io.text.Banner; import thb.jeanluc.adventure.io.text.Banner;
import thb.jeanluc.adventure.loader.WorldLoader; import thb.jeanluc.adventure.loader.WorldLoader;
import thb.jeanluc.adventure.menu.MainMenu;
import thb.jeanluc.adventure.menu.SettingsMenu;
import thb.jeanluc.adventure.save.SaveException;
import thb.jeanluc.adventure.save.SaveService;
import thb.jeanluc.adventure.save.SaveSlotInfo;
import thb.jeanluc.adventure.save.Settings;
import thb.jeanluc.adventure.save.SettingsStore;
import java.util.List;
/** /**
* Entry point for the console version of the game. Loads the world from * Console entry point. Loads settings, then runs the main-menu shell loop:
* YAML, wires up the command registry, and hands control to the * New Game / Load / Settings / Quit. Each game runs the shared {@link Game}
* {@link Game} loop. * loop and returns here when the player saves-and-exits, reaches an ending,
* or input ends. Shared by console and GUI via {@link #run(GameIO)}.
*/ */
@Slf4j @Slf4j
public final class App { public final class App {
@@ -35,11 +47,7 @@ public final class App {
private App() { private App() {
} }
/** /** Standard JVM entry point. @param args ignored */
* Standard JVM entry point.
*
* @param args ignored
*/
public static void main(String[] args) { public static void main(String[] args) {
GameIO io = new ConsoleIO(); GameIO io = new ConsoleIO();
try { try {
@@ -51,15 +59,52 @@ public final class App {
} }
} }
/** /** Runs the menu shell on the given IO until the player quits. */
* Boots the game on the given IO channel. Reusable by both
* {@link App} (console) and {@code AppGui} (Swing worker thread).
*
* @param io the IO channel to use
*/
public static void run(GameIO io) { public static void run(GameIO io) {
SaveService saves = new SaveService();
SettingsStore settingsStore = new SettingsStore();
Settings settings = settingsStore.load();
ConsoleIO consoleIo = io instanceof ConsoleIO c ? c : null;
SettingsMenu.apply(settings, consoleIo);
boolean running = true;
while (running) {
switch (MainMenu.show(io)) {
case NEW_GAME -> play(io, saves, newSession(io));
case LOAD -> {
SaveSlotInfo slot = MainMenu.pickSlot(io, saves);
if (slot != null) {
try {
play(io, saves, saves.load(slot.slug()));
} catch (SaveException e) {
io.write("Could not load: " + e.getUserMessage());
}
}
}
case SETTINGS -> settings = SettingsMenu.show(io, settings, settingsStore, consoleIo);
case QUIT -> running = false;
}
}
io.write("Farewell.");
}
/** Loads a fresh world and binds it to a newly named session. */
private static GameSession newSession(GameIO io) {
WorldLoader.LoadResult loaded = new WorldLoader().load(); WorldLoader.LoadResult loaded = new WorldLoader().load();
GameContext ctx = new GameContext(loaded.world(), loaded.player(), io); String name = MainMenu.promptName(io, "Manor");
return new GameSession(loaded.world(), loaded.player(), name);
}
/** Builds the registry, runs one game to completion, autosaving to its slot. */
private static void play(GameIO io, SaveService saves, GameSession session) {
GameContext ctx = new GameContext(session, io);
ctx.setSaveCallback(() -> {
try {
saves.save(session);
} catch (SaveException e) {
log.warn("Autosave failed", e);
}
});
CommandRegistry registry = new CommandRegistry(); CommandRegistry registry = new CommandRegistry();
registry.register(new GoCommand(), "go", "move", "walk"); registry.register(new GoCommand(), "go", "move", "walk");
@@ -74,17 +119,18 @@ public final class App {
registry.register(new QuestsCommand(), "quests", "log", "journal"); registry.register(new QuestsCommand(), "quests", "log", "journal");
registry.register(new TalkCommand(), "talk", "speak"); registry.register(new TalkCommand(), "talk", "speak");
registry.register(new GiveCommand(), "give"); registry.register(new GiveCommand(), "give");
registry.register(new HelpCommand(registry), "help", "?"); registry.register(new SaveCommand(saves), "save");
QuitCommand quit = new QuitCommand();
registry.register(quit, "quit", "exit");
Game game = new Game(ctx, registry, new CommandParser()); Game game = new Game(ctx, registry, new CommandParser());
quit.bind(game);
io.print(Banner.welcome(loaded.world().getTitle())); MenuCommand menu = new MenuCommand(saves);
io.write(loaded.world().getWelcomeMessage()); menu.bind(game);
new LookCommand().execute(ctx, java.util.List.of()); registry.register(menu, "menu", "quit", "exit");
registry.register(new HelpCommand(registry), "help", "?");
io.print(Banner.welcome(session.getWorld().getTitle()));
io.write(session.getWorld().getWelcomeMessage());
new LookCommand().execute(ctx, List.of());
game.run(); game.run();
} }

View File

@@ -0,0 +1,44 @@
package thb.jeanluc.adventure.command.impl;
import lombok.RequiredArgsConstructor;
import thb.jeanluc.adventure.command.Command;
import thb.jeanluc.adventure.game.Game;
import thb.jeanluc.adventure.game.GameContext;
import thb.jeanluc.adventure.save.SaveException;
import thb.jeanluc.adventure.save.SaveService;
import java.util.List;
/**
* Saves the active slot and returns to the main menu by stopping the loop.
* Usage: {@code menu} (aliases {@code quit}, {@code exit}).
*/
@RequiredArgsConstructor
public class MenuCommand implements Command {
private final SaveService saves;
private Game game;
/** Binds the running game (two-phase wiring, as the registry is built first). */
public void bind(Game game) {
this.game = game;
}
@Override
public void execute(GameContext ctx, List<String> args) {
try {
saves.save(ctx.getSession());
ctx.getIo().write("Game saved. Returning to the main menu.");
} catch (SaveException e) {
ctx.getIo().write("Could not save: " + e.getUserMessage());
}
if (game != null) {
game.stop();
}
}
@Override
public String help() {
return "menu - save and return to the main menu (aliases: quit, exit)";
}
}

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@@ -1,41 +0,0 @@
package thb.jeanluc.adventure.command.impl;
import thb.jeanluc.adventure.command.Command;
import thb.jeanluc.adventure.game.Game;
import thb.jeanluc.adventure.game.GameContext;
import java.util.List;
/**
* Ends the game loop. Holds a reference to the {@link Game} so it can
* flip the loop flag. Usage: {@code quit}.
*/
public class QuitCommand implements Command {
/** The game whose loop is to be stopped. Set via {@link #bind(Game)}. */
private Game game;
/**
* Binds the game instance after construction. Two-phase wiring is
* necessary because the registry is typically built before the game
* starts running.
*
* @param game the running game; must not be null
*/
public void bind(Game game) {
this.game = game;
}
@Override
public void execute(GameContext ctx, List<String> args) {
ctx.getIo().write("Goodbye.");
if (game != null) {
game.stop();
}
}
@Override
public String help() {
return "quit - exit the game (alias: exit)";
}
}

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@@ -0,0 +1,31 @@
package thb.jeanluc.adventure.command.impl;
import lombok.RequiredArgsConstructor;
import thb.jeanluc.adventure.command.Command;
import thb.jeanluc.adventure.game.GameContext;
import thb.jeanluc.adventure.save.SaveException;
import thb.jeanluc.adventure.save.SaveService;
import java.util.List;
/** Manually saves the active slot. Usage: {@code save}. */
@RequiredArgsConstructor
public class SaveCommand implements Command {
private final SaveService saves;
@Override
public void execute(GameContext ctx, List<String> args) {
try {
saves.save(ctx.getSession());
ctx.getIo().write("Game saved.");
} catch (SaveException e) {
ctx.getIo().write(e.getUserMessage());
}
}
@Override
public String help() {
return "save - save your game to the current slot";
}
}

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@@ -32,9 +32,6 @@ public class Game {
/** Loop flag. Flipped to false by {@link #stop()}. */ /** Loop flag. Flipped to false by {@link #stop()}. */
private boolean running = true; private boolean running = true;
/** Number of commands processed this session; shown in the HUD. */
private int turn = 0;
/** /**
* Runs the loop until {@link #stop()} is called or input is exhausted. * Runs the loop until {@link #stop()} is called or input is exhausted.
*/ */
@@ -55,7 +52,10 @@ public class Game {
ctx.getIo().write("I don't understand '" + parsed.verb() + "'. Type 'help'."); ctx.getIo().write("I don't understand '" + parsed.verb() + "'. Type 'help'.");
} else { } else {
cmd.get().execute(ctx, parsed.args()); cmd.get().execute(ctx, parsed.args());
turn++; ctx.getSession().incrementTurn();
if (ctx.getSession().getTurn() % 10 == 0) {
ctx.save();
}
} }
publishHud(); publishHud();
maybeEnd(); maybeEnd();
@@ -66,7 +66,7 @@ public class Game {
private void maybeEnd() { private void maybeEnd() {
Ending e = EndingEngine.triggered(ctx); Ending e = EndingEngine.triggered(ctx);
if (e != null) { if (e != null) {
ctx.getIo().print(EndingEngine.render(e, ctx, turn)); ctx.getIo().print(EndingEngine.render(e, ctx, ctx.getSession().getTurn()));
stop(); stop();
} }
} }
@@ -76,7 +76,7 @@ public class Game {
ctx.getIo().setHud(new Hud( ctx.getIo().setHud(new Hud(
ctx.getPlayer().getCurrentRoom().getName(), ctx.getPlayer().getCurrentRoom().getName(),
ctx.getPlayer().getGold(), ctx.getPlayer().getGold(),
turn, ctx.getSession().getTurn(),
Light.carryingLight(ctx))); Light.carryingLight(ctx)));
MapView map = MapLayout.compute( MapView map = MapLayout.compute(
ctx.getWorld(), ctx.getWorld(),

View File

@@ -1,32 +1,63 @@
package thb.jeanluc.adventure.game; package thb.jeanluc.adventure.game;
import lombok.Getter;
import lombok.RequiredArgsConstructor;
import thb.jeanluc.adventure.io.GameIO; import thb.jeanluc.adventure.io.GameIO;
import thb.jeanluc.adventure.model.Player; import thb.jeanluc.adventure.model.Player;
import thb.jeanluc.adventure.model.World; import thb.jeanluc.adventure.model.World;
/** /**
* Bundle of everything a command needs to do its work: the world, the * Bundle of everything a command needs: the active {@link GameSession}
* player, and the IO channel. Passing this single object keeps command * (world, player, flags, quests, turn) and the IO channel. Getters delegate
* signatures small and consistent. * to the session so existing command code keeps working unchanged.
*/ */
@Getter
@RequiredArgsConstructor
public class GameContext { public class GameContext {
/** Loaded world (rooms, items, npcs). */ private final GameSession session;
private final World world;
/** The player avatar. */
private final Player player;
/** IO channel for reading input and writing output. */
private final GameIO io; private final GameIO io;
/** Mutable world flags. Created fresh per context; not a constructor arg. */ /** Silent autosave hook, wired by the app; no-op by default (tests). */
private final GameState state = new GameState(); private Runnable saveCallback = () -> { };
/** Runtime quest progress. Created fresh per context; not a constructor arg. */ public GameContext(GameSession session, GameIO io) {
private final QuestLog questLog = new QuestLog(); this.session = session;
this.io = io;
}
/** Convenience for tests/legacy callers: wraps a fresh single-use session. */
public GameContext(World world, Player player, GameIO io) {
this(new GameSession(world, player, "session"), io);
}
public GameSession getSession() {
return session;
}
public World getWorld() {
return session.getWorld();
}
public Player getPlayer() {
return session.getPlayer();
}
public GameState getState() {
return session.getState();
}
public QuestLog getQuestLog() {
return session.getQuestLog();
}
public GameIO getIo() {
return io;
}
/** Sets the silent autosave hook (called by interval/quest autosave). */
public void setSaveCallback(Runnable saveCallback) {
this.saveCallback = saveCallback;
}
/** Runs the silent autosave hook. */
public void save() {
saveCallback.run();
}
} }

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@@ -0,0 +1,36 @@
package thb.jeanluc.adventure.game;
import lombok.Getter;
import thb.jeanluc.adventure.model.Player;
import thb.jeanluc.adventure.model.World;
/**
* Bundle of the mutable, savable game state for one playthrough: the
* loaded {@link World}, the {@link Player}, world {@link GameState} flags,
* {@link QuestLog} progress, the turn counter, and the bound save-slot name.
* Save/load read and write exactly this object.
*/
@Getter
public class GameSession {
private final World world;
private final Player player;
private final GameState state = new GameState();
private final QuestLog questLog = new QuestLog();
private final String slotName;
private int turn;
public GameSession(World world, Player player, String slotName) {
this.world = world;
this.player = player;
this.slotName = slotName;
}
public void setTurn(int turn) {
this.turn = turn;
}
public void incrementTurn() {
this.turn++;
}
}

View File

@@ -1,5 +1,6 @@
package thb.jeanluc.adventure.game; package thb.jeanluc.adventure.game;
import java.util.Collection;
import java.util.Collections; import java.util.Collections;
import java.util.LinkedHashSet; import java.util.LinkedHashSet;
import java.util.Set; import java.util.Set;
@@ -24,4 +25,10 @@ public class GameState {
public Set<String> all() { public Set<String> all() {
return Collections.unmodifiableSet(flags); return Collections.unmodifiableSet(flags);
} }
/** Replaces all flags with the given collection (used by load). */
public void restore(Collection<String> newFlags) {
flags.clear();
flags.addAll(newFlags);
}
} }

View File

@@ -62,6 +62,7 @@ public final class QuestEngine {
ctx.getQuestLog().complete(q.id()); ctx.getQuestLog().complete(q.id());
ctx.getIo().print(StyledText.builder() ctx.getIo().print(StyledText.builder()
.heading("★ Quest complete: ").plain(q.title()).build()); .heading("★ Quest complete: ").plain(q.title()).build());
ctx.save();
} }
public static QuestView viewOf(GameContext ctx) { public static QuestView viewOf(GameContext ctx) {

View File

@@ -1,5 +1,6 @@
package thb.jeanluc.adventure.game; package thb.jeanluc.adventure.game;
import java.util.Collection;
import java.util.Collections; import java.util.Collections;
import java.util.LinkedHashMap; import java.util.LinkedHashMap;
import java.util.LinkedHashSet; import java.util.LinkedHashSet;
@@ -46,4 +47,12 @@ public class QuestLog {
public Set<String> completed() { public Set<String> completed() {
return Collections.unmodifiableSet(completed); return Collections.unmodifiableSet(completed);
} }
/** Replaces all progress with the given stage map and completed set (load). */
public void restore(Map<String, Integer> stages, Collection<String> completedIds) {
stageIndex.clear();
stageIndex.putAll(stages);
completed.clear();
completed.addAll(completedIds);
}
} }

View File

@@ -32,8 +32,8 @@ public class ConsoleIO implements GameIO {
private final BufferedReader in; private final BufferedReader in;
private final PrintStream out; private final PrintStream out;
private final boolean useColor; private boolean useColor;
private final GlyphMode glyphs; private GlyphMode glyphs;
public ConsoleIO() { public ConsoleIO() {
this(new BufferedReader(new InputStreamReader(System.in, StandardCharsets.UTF_8)), this(new BufferedReader(new InputStreamReader(System.in, StandardCharsets.UTF_8)),
@@ -49,22 +49,33 @@ public class ConsoleIO implements GameIO {
this.in = in; this.in = in;
this.out = out; this.out = out;
this.glyphs = glyphs; this.glyphs = glyphs;
this.useColor = switch (colorMode) { setColorMode(colorMode);
}
/** Re-resolves colour emission from the given mode (AUTO checks the console). */
public void setColorMode(ColorMode mode) {
this.useColor = switch (mode) {
case ON -> true; case ON -> true;
case OFF -> false; case OFF -> false;
case AUTO -> System.console() != null; case AUTO -> System.console() != null;
}; };
} }
/** Switches the frame/glyph fidelity tier live. */
public void setGlyphMode(GlyphMode mode) {
this.glyphs = mode;
}
@Override @Override
public String readLine() { public String readLine() {
out.print("> "); out.print("> ");
out.flush(); out.flush();
try { try {
String line = in.readLine(); // null propagates as true EOF (ends the game loop); "" stays "" (blank input re-prompts).
return line == null ? "" : line; return in.readLine();
} catch (IOException e) { } catch (IOException e) {
return ""; // Treat a stream failure as EOF so input ends cleanly rather than spinning.
return null;
} }
} }

View File

@@ -9,6 +9,8 @@ import thb.jeanluc.adventure.io.text.Renderings;
import thb.jeanluc.adventure.io.text.RoomView; import thb.jeanluc.adventure.io.text.RoomView;
import thb.jeanluc.adventure.io.text.StyledText; import thb.jeanluc.adventure.io.text.StyledText;
import java.util.List;
/** /**
* Bidirectional channel between the engine and the player. Commands emit * Bidirectional channel between the engine and the player. Commands emit
* semantic, role-styled output via {@link #print(StyledText)} (the primitive) * semantic, role-styled output via {@link #print(StyledText)} (the primitive)
@@ -56,4 +58,38 @@ public interface GameIO {
default void showQuests(QuestView view) { default void showQuests(QuestView view) {
print(QuestText.render(view)); print(QuestText.render(view));
} }
/**
* Presents a titled list of options and returns the 0-based index of the
* player's choice. Default (console) prints a numbered list and reads a
* number, re-prompting on invalid input. EOF / empty input returns the
* LAST option (menus place the safe/cancel option last). Frontends with
* native widgets (e.g. buttons) may override.
*
* @param title heading shown above the options
* @param options non-empty list of option labels
* @return 0-based index into {@code options}
*/
default int choose(String title, List<String> options) {
StyledText.Builder b = StyledText.builder().heading(title).plain("\n");
for (int i = 0; i < options.size(); i++) {
b.plain(" " + (i + 1) + ") " + options.get(i) + "\n");
}
print(b.build());
while (true) {
String line = readLine();
if (line == null || line.isBlank()) {
return options.size() - 1;
}
try {
int n = Integer.parseInt(line.trim());
if (n >= 1 && n <= options.size()) {
return n - 1;
}
} catch (NumberFormatException ignored) {
// fall through to re-prompt
}
write("Please enter a number between 1 and " + options.size() + ".");
}
}
} }

View File

@@ -10,7 +10,11 @@ import thb.jeanluc.adventure.io.text.StyledText;
import javax.swing.AbstractAction; import javax.swing.AbstractAction;
import javax.swing.BorderFactory; import javax.swing.BorderFactory;
import javax.swing.Box;
import javax.swing.BoxLayout;
import javax.swing.JButton;
import javax.swing.JComponent; import javax.swing.JComponent;
import javax.swing.JDialog;
import javax.swing.JFrame; import javax.swing.JFrame;
import javax.swing.JLabel; import javax.swing.JLabel;
import javax.swing.JPanel; import javax.swing.JPanel;
@@ -342,6 +346,51 @@ public class SwingIO implements GameIO {
// The GUI map panel is always visible; nothing extra to do on the 'map' command. // The GUI map panel is always visible; nothing extra to do on the 'map' command.
} }
@Override
public int choose(String title, List<String> options) {
// Same EDT↔worker handoff as readLine: the worker blocks on take(),
// the EDT (button click / window close) offers the chosen index.
LinkedBlockingQueue<Integer> picked = new LinkedBlockingQueue<>();
SwingUtilities.invokeLater(() -> {
JDialog dialog = new JDialog(frame, title, true);
JPanel panel = new JPanel();
panel.setLayout(new BoxLayout(panel, BoxLayout.Y_AXIS));
panel.setBorder(BorderFactory.createEmptyBorder(12, 12, 12, 12));
panel.add(new JLabel(title));
panel.add(Box.createVerticalStrut(8));
for (int i = 0; i < options.size(); i++) {
int idx = i;
JButton b = new JButton(options.get(i));
b.setAlignmentX(0f);
b.addActionListener(e -> {
dialog.dispose();
picked.offer(idx);
});
panel.add(b);
panel.add(Box.createVerticalStrut(4));
}
// Closing the dialog counts as the last (safe/cancel) option.
dialog.setDefaultCloseOperation(JDialog.DO_NOTHING_ON_CLOSE);
dialog.addWindowListener(new java.awt.event.WindowAdapter() {
@Override
public void windowClosing(java.awt.event.WindowEvent e) {
dialog.dispose();
picked.offer(options.size() - 1);
}
});
dialog.setContentPane(panel);
dialog.pack();
dialog.setLocationRelativeTo(frame);
dialog.setVisible(true);
});
try {
return picked.take();
} catch (InterruptedException e) {
Thread.currentThread().interrupt();
return options.size() - 1;
}
}
private void addList(List<Span> spans, List<String> xs, Style st) { private void addList(List<Span> spans, List<String> xs, Style st) {
for (int i = 0; i < xs.size(); i++) { for (int i = 0; i < xs.size(); i++) {
if (i > 0) { if (i > 0) {

View File

@@ -0,0 +1,49 @@
package thb.jeanluc.adventure.menu;
import thb.jeanluc.adventure.io.GameIO;
import thb.jeanluc.adventure.save.SaveService;
import thb.jeanluc.adventure.save.SaveSlotInfo;
import java.util.ArrayList;
import java.util.List;
/** Frontend-agnostic main menu, slot picker, and new-game name prompt. */
public final class MainMenu {
private MainMenu() {
}
/** Shows the main menu and returns the chosen action. */
public static MenuAction show(GameIO io) {
int i = io.choose("HAUNTED MANOR",
List.of("New Game", "Load Game", "Settings", "Quit"));
return MenuAction.values()[i];
}
/** Prompts for a new save name; blank input yields {@code defaultName}. */
public static String promptName(GameIO io, String defaultName) {
io.write("Name your save (Enter for \"" + defaultName + "\"):");
String line = io.readLine();
return (line == null || line.isBlank()) ? defaultName : line.trim();
}
/**
* Lets the player pick a save slot to load. Returns the chosen
* {@link SaveSlotInfo}, or {@code null} if there are none or the player
* picks "Back".
*/
public static SaveSlotInfo pickSlot(GameIO io, SaveService saves) {
List<SaveSlotInfo> slots = saves.list();
if (slots.isEmpty()) {
io.write("No saved games.");
return null;
}
List<String> labels = new ArrayList<>();
for (SaveSlotInfo s : slots) {
labels.add(s.slotName() + " (" + s.roomId() + ", turn " + s.turn() + ")");
}
labels.add("Back");
int i = io.choose("LOAD GAME", labels);
return i < slots.size() ? slots.get(i) : null;
}
}

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@@ -0,0 +1,6 @@
package thb.jeanluc.adventure.menu;
/** Top-level main-menu choices, in display order. */
public enum MenuAction {
NEW_GAME, LOAD, SETTINGS, QUIT
}

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@@ -0,0 +1,67 @@
package thb.jeanluc.adventure.menu;
import thb.jeanluc.adventure.io.ConsoleIO;
import thb.jeanluc.adventure.io.GameIO;
import thb.jeanluc.adventure.save.Settings;
import thb.jeanluc.adventure.save.SettingsStore;
import java.util.List;
/** Minimal settings screen: toggle colour and glyph mode; persists + applies. */
public final class SettingsMenu {
private SettingsMenu() {
}
/**
* Loops the settings screen until the player picks "Back", persisting and
* applying each change. Returns the final settings.
*
* @param io active IO
* @param current starting settings
* @param store where to persist
* @param consoleIo the console IO to apply changes to live, or null if not console
*/
public static Settings show(GameIO io, Settings current, SettingsStore store, ConsoleIO consoleIo) {
Settings s = current;
while (true) {
int i = io.choose("SETTINGS", List.of(
"Colour: " + s.colorMode(),
"Glyphs: " + s.glyphMode(),
"Back"));
if (i == 0) {
s = new Settings(nextColor(s.colorMode()), s.glyphMode());
} else if (i == 1) {
s = new Settings(s.colorMode(), nextGlyph(s.glyphMode()));
} else {
return s;
}
store.save(s);
apply(s, consoleIo);
}
}
/** Applies colour/glyph settings to the console IO (no-op if null). */
public static void apply(Settings s, ConsoleIO consoleIo) {
if (consoleIo != null) {
consoleIo.setColorMode(s.colorMode());
consoleIo.setGlyphMode(s.glyphMode());
}
}
private static ConsoleIO.ColorMode nextColor(ConsoleIO.ColorMode m) {
return switch (m) {
case AUTO -> ConsoleIO.ColorMode.ON;
case ON -> ConsoleIO.ColorMode.OFF;
case OFF -> ConsoleIO.ColorMode.AUTO;
};
}
private static ConsoleIO.GlyphMode nextGlyph(ConsoleIO.GlyphMode m) {
return switch (m) {
case UNICODE -> ConsoleIO.GlyphMode.ASCII;
case ASCII -> ConsoleIO.GlyphMode.GLYPH;
case GLYPH -> ConsoleIO.GlyphMode.UNICODE;
};
}
}

View File

@@ -53,4 +53,14 @@ public class SwitchableItem extends Item {
public boolean isOn() { public boolean isOn() {
return state; return state;
} }
/**
* Directly sets the on/off state without running effects or printing.
* Used only when restoring a saved game.
*
* @param state the state to restore
*/
public void setState(boolean state) {
this.state = state;
}
} }

View File

@@ -0,0 +1,126 @@
package thb.jeanluc.adventure.save;
import thb.jeanluc.adventure.game.GameSession;
import thb.jeanluc.adventure.game.QuestLog;
import thb.jeanluc.adventure.model.Player;
import thb.jeanluc.adventure.model.Room;
import thb.jeanluc.adventure.model.World;
import thb.jeanluc.adventure.model.item.Item;
import thb.jeanluc.adventure.model.item.SwitchableItem;
import java.util.ArrayList;
import java.util.LinkedHashMap;
import java.util.List;
import java.util.Map;
/**
* Converts between a live {@link GameSession} and a {@link SaveData} snapshot.
* Pure (no disk): {@link #capture} reads a session; {@link #apply} overlays a
* snapshot onto a session built from a freshly loaded world.
*/
public final class SaveCodec {
private SaveCodec() {
}
/** Reads the mutable state of {@code session} into a {@link SaveData}. */
public static SaveData capture(GameSession session) {
World w = session.getWorld();
Player p = session.getPlayer();
Map<String, List<String>> roomItems = new LinkedHashMap<>();
for (Room room : w.getRooms().values()) {
if (!room.getItems().isEmpty()) {
roomItems.put(room.getId(), new ArrayList<>(room.getItems().keySet()));
}
}
Map<String, Boolean> switches = new LinkedHashMap<>();
for (Item item : w.getItems().values()) {
if (item instanceof SwitchableItem sw) {
switches.put(sw.getId(), sw.isOn());
}
}
Map<String, Integer> stages = new LinkedHashMap<>();
QuestLog log = session.getQuestLog();
for (String id : log.active()) {
stages.put(id, log.stageIndex(id));
}
return new SaveData(
SaveData.CURRENT_VERSION,
w.getTitle(),
session.getSlotName(),
System.currentTimeMillis(),
session.getTurn(),
p.getCurrentRoom().getId(),
new ArrayList<>(p.getVisitedRoomIds()),
p.getGold(),
new ArrayList<>(p.getInventory().keySet()),
new ArrayList<>(session.getState().all()),
stages,
new ArrayList<>(log.completed()),
roomItems,
switches);
}
/**
* Overlays {@code data} onto {@code session} (whose world was just loaded
* from YAML). Throws {@link SaveException} if the save references ids that
* no longer exist in the current world.
*/
public static void apply(SaveData data, GameSession session) {
World w = session.getWorld();
Player p = session.getPlayer();
// 1. Clear all item placements, then redistribute from the save.
for (Room room : w.getRooms().values()) {
room.getItems().clear();
}
p.getInventory().clear();
for (Map.Entry<String, List<String>> e : data.roomItemIds().entrySet()) {
Room room = requireRoom(w, e.getKey());
for (String itemId : e.getValue()) {
room.addItem(requireItem(w, itemId));
}
}
for (String itemId : data.inventoryItemIds()) {
p.addItem(requireItem(w, itemId));
}
// 2. Switch states.
for (Map.Entry<String, Boolean> e : data.switchStates().entrySet()) {
if (requireItem(w, e.getKey()) instanceof SwitchableItem sw) {
sw.setState(e.getValue());
}
}
// 3. Player position + visited + gold.
p.getVisitedRoomIds().clear();
p.getVisitedRoomIds().addAll(data.visitedRoomIds());
p.setCurrentRoom(requireRoom(w, data.currentRoomId()));
p.setGold(data.gold());
// 4. Flags, quests, turn.
session.getState().restore(data.flags());
session.getQuestLog().restore(data.questStages(), data.questCompleted());
session.setTurn(data.turn());
}
private static Room requireRoom(World w, String id) {
Room r = w.getRooms().get(id);
if (r == null) {
throw new SaveException("Save refers to unknown room '" + id
+ "'. The game content may have changed.");
}
return r;
}
private static Item requireItem(World w, String id) {
Item i = w.getItems().get(id);
if (i == null) {
throw new SaveException("Save refers to unknown item '" + id
+ "'. The game content may have changed.");
}
return i;
}
}

View File

@@ -0,0 +1,44 @@
package thb.jeanluc.adventure.save;
import java.util.List;
import java.util.Map;
/**
* JSON-serialised snapshot of the mutable game state — a delta laid over the
* world freshly loaded from YAML. Header fields ({@code slotName}, room,
* {@code turn}, {@code savedAtEpochMillis}) double as the slot-list metadata.
*/
public record SaveData(
int schemaVersion,
String worldTitle,
String slotName,
long savedAtEpochMillis,
int turn,
String currentRoomId,
List<String> visitedRoomIds,
int gold,
List<String> inventoryItemIds,
List<String> flags,
Map<String, Integer> questStages,
List<String> questCompleted,
Map<String, List<String>> roomItemIds,
Map<String, Boolean> switchStates
) {
/** Current on-disk schema version. */
public static final int CURRENT_VERSION = 1;
/**
* Compact canonical constructor: normalizes any null collection component
* to an empty immutable collection so a truncated/hand-edited save JSON
* degrades gracefully instead of NPE-ing in {@link SaveCodec#apply}.
*/
public SaveData {
if (visitedRoomIds == null) visitedRoomIds = List.of();
if (inventoryItemIds == null) inventoryItemIds = List.of();
if (flags == null) flags = List.of();
if (questStages == null) questStages = Map.of();
if (questCompleted == null) questCompleted = List.of();
if (roomItemIds == null) roomItemIds = Map.of();
if (switchStates == null) switchStates = Map.of();
}
}

View File

@@ -0,0 +1,18 @@
package thb.jeanluc.adventure.save;
/** Thrown when a save cannot be written/read; carries a player-facing message. */
public class SaveException extends RuntimeException {
public SaveException(String message, Throwable cause) {
super(message, cause);
}
public SaveException(String message) {
super(message);
}
/** Player-facing message (the constructor message is already user-friendly). */
public String getUserMessage() {
return getMessage();
}
}

View File

@@ -0,0 +1,118 @@
package thb.jeanluc.adventure.save;
import com.fasterxml.jackson.databind.ObjectMapper;
import lombok.extern.slf4j.Slf4j;
import thb.jeanluc.adventure.game.GameSession;
import thb.jeanluc.adventure.loader.WorldLoader;
import java.io.IOException;
import java.nio.file.Files;
import java.nio.file.Path;
import java.nio.file.StandardCopyOption;
import java.util.ArrayList;
import java.util.Comparator;
import java.util.List;
import java.util.Locale;
import java.util.stream.Stream;
/**
* Reads and writes save slots as JSON files in a directory (default
* {@code ./saves}). One slot = one {@code <slug>.json}. Loading reloads the
* world from YAML and overlays the snapshot via {@link SaveCodec}.
*/
@Slf4j
public class SaveService {
private static final String SETTINGS_FILENAME = "settings.json";
private final Path dir;
private final ObjectMapper mapper = new ObjectMapper();
/** Uses the default {@code ./saves} directory. */
public SaveService() {
this(Path.of("saves"));
}
public SaveService(Path dir) {
this.dir = dir;
}
/** Slug used for the on-disk filename of a slot name. */
public static String slug(String slotName) {
String s = slotName.trim().toLowerCase(Locale.ROOT).replaceAll("[^a-z0-9_-]+", "_");
if (s.isBlank()) {
return "save";
}
// Never let a user-named save collide with the settings file.
return s.equals("settings") ? "settings_" : s;
}
/** Writes the session to {@code <slug>.json} atomically. */
public void save(GameSession session) {
SaveData data = SaveCodec.capture(session);
try {
Files.createDirectories(dir);
Path target = dir.resolve(slug(session.getSlotName()) + ".json");
Path tmp = dir.resolve(slug(session.getSlotName()) + ".json.tmp");
mapper.writerWithDefaultPrettyPrinter().writeValue(tmp.toFile(), data);
try {
Files.move(tmp, target, StandardCopyOption.REPLACE_EXISTING, StandardCopyOption.ATOMIC_MOVE);
} catch (IOException atomicFailed) {
try {
Files.move(tmp, target, StandardCopyOption.REPLACE_EXISTING);
} catch (IOException fallbackFailed) {
Files.deleteIfExists(tmp);
throw fallbackFailed;
}
}
} catch (IOException e) {
throw new SaveException("Could not write save '" + session.getSlotName() + "': " + e.getMessage(), e);
}
}
/** Lists all readable slots, newest first; skips unreadable files. */
public List<SaveSlotInfo> list() {
if (!Files.isDirectory(dir)) {
return List.of();
}
List<SaveSlotInfo> out = new ArrayList<>();
try (Stream<Path> files = Files.list(dir)) {
for (Path f : files
.filter(p -> p.toString().endsWith(".json"))
.filter(p -> !p.getFileName().toString().equals(SETTINGS_FILENAME))
.toList()) {
try {
SaveData d = mapper.readValue(f.toFile(), SaveData.class);
String slug = f.getFileName().toString().replaceFirst("\\.json$", "");
out.add(new SaveSlotInfo(slug, d.slotName(), d.currentRoomId(),
d.turn(), d.savedAtEpochMillis()));
} catch (IOException badFile) {
log.warn("Skipping unreadable save file {}", f, badFile);
}
}
} catch (IOException e) {
log.warn("Could not list save directory {}", dir, e);
}
out.sort(Comparator.comparingLong(SaveSlotInfo::savedAtEpochMillis).reversed());
return out;
}
/** Loads a slot by slug: read JSON, reload world, overlay snapshot. */
public GameSession load(String slug) {
Path file = dir.resolve(slug + ".json");
SaveData data;
try {
data = mapper.readValue(file.toFile(), SaveData.class);
} catch (IOException e) {
throw new SaveException("Could not read save '" + slug + "': " + e.getMessage(), e);
}
if (data.schemaVersion() != SaveData.CURRENT_VERSION) {
throw new SaveException("Save '" + slug + "' uses an incompatible version ("
+ data.schemaVersion() + "); expected " + SaveData.CURRENT_VERSION + ".");
}
WorldLoader.LoadResult fresh = new WorldLoader().load();
GameSession session = new GameSession(fresh.world(), fresh.player(), data.slotName());
SaveCodec.apply(data, session);
return session;
}
}

View File

@@ -0,0 +1,6 @@
package thb.jeanluc.adventure.save;
/** Lightweight metadata for one save slot, shown in the Load menu. */
public record SaveSlotInfo(String slug, String slotName, String roomId,
int turn, long savedAtEpochMillis) {
}

View File

@@ -0,0 +1,11 @@
package thb.jeanluc.adventure.save;
import thb.jeanluc.adventure.io.ConsoleIO;
/** Persisted user preferences (minimal: colour + glyph fidelity). */
public record Settings(ConsoleIO.ColorMode colorMode, ConsoleIO.GlyphMode glyphMode) {
public static Settings defaults() {
return new Settings(ConsoleIO.ColorMode.AUTO, ConsoleIO.GlyphMode.UNICODE);
}
}

View File

@@ -0,0 +1,49 @@
package thb.jeanluc.adventure.save;
import com.fasterxml.jackson.databind.ObjectMapper;
import lombok.extern.slf4j.Slf4j;
import java.io.IOException;
import java.nio.file.Files;
import java.nio.file.Path;
/** Loads/saves {@link Settings} as JSON (default {@code saves/settings.json}). */
@Slf4j
public class SettingsStore {
private final Path file;
private final ObjectMapper mapper = new ObjectMapper();
public SettingsStore() {
this(Path.of("saves", "settings.json"));
}
public SettingsStore(Path file) {
this.file = file;
}
/** Returns persisted settings, or {@link Settings#defaults()} on any problem. */
public Settings load() {
if (!Files.isRegularFile(file)) {
return Settings.defaults();
}
try {
return mapper.readValue(file.toFile(), Settings.class);
} catch (IOException e) {
log.warn("Could not read settings {}, using defaults", file, e);
return Settings.defaults();
}
}
/** Persists settings; logs and swallows failures (non-fatal). */
public void save(Settings settings) {
try {
if (file.getParent() != null) {
Files.createDirectories(file.getParent());
}
mapper.writerWithDefaultPrettyPrinter().writeValue(file.toFile(), settings);
} catch (IOException e) {
log.warn("Could not write settings {}", file, e);
}
}
}

View File

@@ -0,0 +1,49 @@
package thb.jeanluc.adventure.command;
import org.junit.jupiter.api.Test;
import org.junit.jupiter.api.io.TempDir;
import thb.jeanluc.adventure.command.impl.MenuCommand;
import thb.jeanluc.adventure.command.impl.SaveCommand;
import thb.jeanluc.adventure.game.Game;
import thb.jeanluc.adventure.game.GameContext;
import thb.jeanluc.adventure.game.GameSession;
import thb.jeanluc.adventure.io.TestIO;
import thb.jeanluc.adventure.loader.WorldLoader;
import thb.jeanluc.adventure.save.SaveService;
import java.nio.file.Path;
import java.util.List;
import static org.assertj.core.api.Assertions.assertThat;
class SaveMenuCommandTest {
private GameContext ctx(String slot) {
WorldLoader.LoadResult r = new WorldLoader().load();
return new GameContext(new GameSession(r.world(), r.player(), slot), new TestIO());
}
@Test
void saveCommandWritesSlotAndReportsSuccess(@TempDir Path dir) {
SaveService svc = new SaveService(dir);
GameContext ctx = ctx("game-a");
new SaveCommand(svc).execute(ctx, List.of());
assertThat(svc.list()).extracting(s -> s.slotName()).containsExactly("game-a");
assertThat(((TestIO) ctx.getIo()).allOutput()).contains("Game saved");
}
@Test
void menuCommandSavesThenStopsLoop(@TempDir Path dir) {
SaveService svc = new SaveService(dir);
GameContext ctx = ctx("game-b");
Game game = new Game(ctx, new CommandRegistry(), new CommandParser());
MenuCommand menu = new MenuCommand(svc);
menu.bind(game);
menu.execute(ctx, List.of());
assertThat(svc.list()).hasSize(1);
// loop is stopped: run() must return without consuming queued input
((TestIO) ctx.getIo()).enqueue("look");
game.run();
assertThat(ctx.getIo().readLine()).isEqualTo("look"); // sentinel still unread
}
}

View File

@@ -0,0 +1,54 @@
package thb.jeanluc.adventure.game;
import org.junit.jupiter.api.Test;
import thb.jeanluc.adventure.io.TestIO;
import thb.jeanluc.adventure.model.Player;
import thb.jeanluc.adventure.model.Room;
import thb.jeanluc.adventure.model.World;
import java.util.Map;
import static org.assertj.core.api.Assertions.assertThat;
class GameSessionTest {
private GameSession session() {
Room k = new Room("k", "Kitchen", "d");
World w = new World(Map.of("k", k), Map.of(), Map.of(), "t", "w");
return new GameSession(w, new Player(k, 0), "slot-a");
}
@Test
void exposesStateAndIncrementsTurn() {
GameSession s = session();
assertThat(s.getSlotName()).isEqualTo("slot-a");
assertThat(s.getTurn()).isZero();
s.incrementTurn();
s.incrementTurn();
assertThat(s.getTurn()).isEqualTo(2);
s.setTurn(10);
assertThat(s.getTurn()).isEqualTo(10);
}
@Test
void contextDelegatesToSession() {
GameSession s = session();
GameContext ctx = new GameContext(s, new TestIO());
assertThat(ctx.getWorld()).isSameAs(s.getWorld());
assertThat(ctx.getPlayer()).isSameAs(s.getPlayer());
assertThat(ctx.getState()).isSameAs(s.getState());
assertThat(ctx.getQuestLog()).isSameAs(s.getQuestLog());
assertThat(ctx.getSession()).isSameAs(s);
}
@Test
void legacyConstructorBuildsFreshSession() {
Room k = new Room("k", "Kitchen", "d");
World w = new World(Map.of("k", k), Map.of(), Map.of(), "t", "w");
GameContext ctx = new GameContext(w, new Player(k, 0), new TestIO());
assertThat(ctx.getSession()).isNotNull();
assertThat(ctx.getSession().getTurn()).isZero();
assertThat(ctx.getWorld()).isSameAs(w);
assertThat(ctx.getPlayer().getCurrentRoom()).isSameAs(k);
}
}

View File

@@ -1,17 +1,20 @@
package thb.jeanluc.adventure.game; package thb.jeanluc.adventure.game;
import org.junit.jupiter.api.Test; import org.junit.jupiter.api.Test;
import org.junit.jupiter.api.io.TempDir;
import thb.jeanluc.adventure.command.CommandParser; import thb.jeanluc.adventure.command.CommandParser;
import thb.jeanluc.adventure.command.CommandRegistry; import thb.jeanluc.adventure.command.CommandRegistry;
import thb.jeanluc.adventure.command.impl.GoCommand; import thb.jeanluc.adventure.command.impl.GoCommand;
import thb.jeanluc.adventure.command.impl.LookCommand; import thb.jeanluc.adventure.command.impl.LookCommand;
import thb.jeanluc.adventure.command.impl.QuitCommand; import thb.jeanluc.adventure.command.impl.MenuCommand;
import thb.jeanluc.adventure.io.TestIO; import thb.jeanluc.adventure.io.TestIO;
import thb.jeanluc.adventure.model.Direction; import thb.jeanluc.adventure.model.Direction;
import thb.jeanluc.adventure.model.Player; import thb.jeanluc.adventure.model.Player;
import thb.jeanluc.adventure.model.Room; import thb.jeanluc.adventure.model.Room;
import thb.jeanluc.adventure.model.World; import thb.jeanluc.adventure.model.World;
import thb.jeanluc.adventure.save.SaveService;
import java.nio.file.Path;
import java.util.LinkedHashMap; import java.util.LinkedHashMap;
import java.util.Map; import java.util.Map;
@@ -19,6 +22,9 @@ import static org.assertj.core.api.Assertions.assertThat;
class GameTest { class GameTest {
@TempDir
Path savesDir;
@Test @Test
void run_dispatchesCommands_andQuitsCleanly() { void run_dispatchesCommands_andQuitsCleanly() {
Room kitchen = new Room("kitchen", "Kitchen", "kd"); Room kitchen = new Room("kitchen", "Kitchen", "kd");
@@ -36,7 +42,7 @@ class GameTest {
CommandRegistry registry = new CommandRegistry(); CommandRegistry registry = new CommandRegistry();
registry.register(new GoCommand(), "go"); registry.register(new GoCommand(), "go");
registry.register(new LookCommand(), "look"); registry.register(new LookCommand(), "look");
QuitCommand quit = new QuitCommand(); MenuCommand quit = new MenuCommand(new SaveService(savesDir));
registry.register(quit, "quit"); registry.register(quit, "quit");
Game game = new Game(ctx, registry, new CommandParser()); Game game = new Game(ctx, registry, new CommandParser());
@@ -44,7 +50,7 @@ class GameTest {
game.run(); game.run();
assertThat(player.getCurrentRoom()).isEqualTo(hallway); assertThat(player.getCurrentRoom()).isEqualTo(hallway);
assertThat(io.allOutput()).contains("Goodbye"); assertThat(io.allOutput()).contains("Returning to the main menu");
} }
@Test @Test
@@ -55,7 +61,7 @@ class GameTest {
GameContext ctx = new GameContext(new World(Map.of("r", r), Map.of(), Map.of(), "t", "w"), player, io); GameContext ctx = new GameContext(new World(Map.of("r", r), Map.of(), Map.of(), "t", "w"), player, io);
CommandRegistry registry = new CommandRegistry(); CommandRegistry registry = new CommandRegistry();
QuitCommand quit = new QuitCommand(); MenuCommand quit = new MenuCommand(new SaveService(savesDir));
registry.register(quit, "quit"); registry.register(quit, "quit");
Game game = new Game(ctx, registry, new CommandParser()); Game game = new Game(ctx, registry, new CommandParser());
quit.bind(game); quit.bind(game);

View File

@@ -0,0 +1,37 @@
package thb.jeanluc.adventure.game;
import org.junit.jupiter.api.Test;
import thb.jeanluc.adventure.io.TestIO;
import thb.jeanluc.adventure.model.Condition;
import thb.jeanluc.adventure.model.Player;
import thb.jeanluc.adventure.model.Quest;
import thb.jeanluc.adventure.model.QuestStage;
import thb.jeanluc.adventure.model.Room;
import thb.jeanluc.adventure.model.World;
import java.util.List;
import java.util.Map;
import java.util.concurrent.atomic.AtomicInteger;
import static org.assertj.core.api.Assertions.assertThat;
class QuestAutosaveTest {
@Test
void questCompletionTriggersSaveCallback() {
Quest q = new Quest("q", "Quest", true, List.of(
new QuestStage("Do it", List.of(new Condition(Condition.Type.FLAG, "a")), List.of())),
List.of());
Room k = new Room("k", "K", "d");
World w = new World(Map.of("k", k), Map.of(), Map.of(), "t", "w", Map.of("q", q));
GameContext ctx = new GameContext(new GameSession(w, new Player(k, 0), "slot"), new TestIO());
AtomicInteger saves = new AtomicInteger();
ctx.setSaveCallback(saves::incrementAndGet);
QuestEngine.tick(ctx); // starts quest; not complete yet
assertThat(saves.get()).isZero();
ctx.getState().set("a");
QuestEngine.tick(ctx); // completes quest → autosave
assertThat(saves.get()).isEqualTo(1);
}
}

View File

@@ -0,0 +1,42 @@
package thb.jeanluc.adventure.game;
import org.junit.jupiter.api.Test;
import thb.jeanluc.adventure.model.item.SwitchableItem;
import java.util.List;
import java.util.Map;
import java.util.Set;
import static org.assertj.core.api.Assertions.assertThat;
class RestoreHooksTest {
@Test
void gameStateRestoreReplacesFlags() {
GameState s = new GameState();
s.set("old");
s.restore(List.of("a", "b"));
assertThat(s.isSet("old")).isFalse();
assertThat(s.all()).containsExactlyInAnyOrder("a", "b");
}
@Test
void questLogRestoreReplacesProgress() {
QuestLog q = new QuestLog();
q.start("stale");
q.restore(Map.of("active", 2), Set.of("done"));
assertThat(q.isActive("stale")).isFalse();
assertThat(q.stageIndex("active")).isEqualTo(2);
assertThat(q.isCompleted("done")).isTrue();
}
@Test
void switchableSetStateDoesNotRunEffects() {
SwitchableItem lamp = SwitchableItem.builder()
.id("lamp").name("Lamp").description("d").light(true)
.onText("on").offText("off").state(false).effects(List.of())
.build();
lamp.setState(true);
assertThat(lamp.isOn()).isTrue();
}
}

View File

@@ -0,0 +1,32 @@
package thb.jeanluc.adventure.io;
import org.junit.jupiter.api.Test;
import java.util.List;
import static org.assertj.core.api.Assertions.assertThat;
class ChooseDefaultTest {
@Test
void returnsZeroBasedIndexOfValidChoice() {
TestIO io = new TestIO().enqueue("2");
int i = io.choose("Menu", List.of("A", "B", "C"));
assertThat(i).isEqualTo(1);
}
@Test
void rePromptsOnInvalidThenAccepts() {
TestIO io = new TestIO().enqueue("9").enqueue("x").enqueue("1");
int i = io.choose("Menu", List.of("A", "B"));
assertThat(i).isZero();
assertThat(io.allOutput()).contains("between 1 and 2");
}
@Test
void eofReturnsLastOption() {
TestIO io = new TestIO(); // empty queue → readLine() returns null
int i = io.choose("Menu", List.of("Play", "Quit"));
assertThat(i).isEqualTo(1);
}
}

View File

@@ -50,6 +50,25 @@ class ConsoleIORenderTest {
assertThat(out).contains("Kitchen").contains("turn 7").contains("light: off"); assertThat(out).contains("Kitchen").contains("turn 7").contains("light: off");
} }
@Test
void readLine_returnsNullOnEof() {
ByteArrayOutputStream sink = new ByteArrayOutputStream();
PrintStream ps = new PrintStream(sink, true, StandardCharsets.UTF_8);
ConsoleIO io = new ConsoleIO(new BufferedReader(new StringReader("")), ps,
ConsoleIO.ColorMode.OFF, ConsoleIO.GlyphMode.UNICODE);
assertThat(io.readLine()).isNull();
}
@Test
void readLine_returnsEmptyStringForBlankLineThenNullAtEof() {
ByteArrayOutputStream sink = new ByteArrayOutputStream();
PrintStream ps = new PrintStream(sink, true, StandardCharsets.UTF_8);
ConsoleIO io = new ConsoleIO(new BufferedReader(new StringReader("\n")), ps,
ConsoleIO.ColorMode.OFF, ConsoleIO.GlyphMode.UNICODE);
assertThat(io.readLine()).isEqualTo(""); // blank interactive line, re-prompt
assertThat(io.readLine()).isNull(); // stream now exhausted → EOF
}
@Test @Test
void asciiGlyphMode_usesPlusDashFrame() { void asciiGlyphMode_usesPlusDashFrame() {
ByteArrayOutputStream sink = new ByteArrayOutputStream(); ByteArrayOutputStream sink = new ByteArrayOutputStream();

View File

@@ -0,0 +1,23 @@
package thb.jeanluc.adventure.io;
import org.junit.jupiter.api.Test;
import java.io.BufferedReader;
import java.io.ByteArrayOutputStream;
import java.io.PrintStream;
import java.io.StringReader;
import static org.assertj.core.api.Assertions.assertThat;
class ConsoleIOSettingsTest {
@Test
void colorSetterTogglesAnsiEmission() {
ByteArrayOutputStream out = new ByteArrayOutputStream();
ConsoleIO io = new ConsoleIO(new BufferedReader(new StringReader("")),
new PrintStream(out), ConsoleIO.ColorMode.OFF, ConsoleIO.GlyphMode.UNICODE);
io.setColorMode(ConsoleIO.ColorMode.ON);
io.print(thb.jeanluc.adventure.io.text.StyledText.builder().heading("Hi").build());
assertThat(out.toString()).contains("["); // ANSI escape present
}
}

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package thb.jeanluc.adventure.menu;
import org.junit.jupiter.api.Test;
import org.junit.jupiter.api.io.TempDir;
import thb.jeanluc.adventure.game.GameSession;
import thb.jeanluc.adventure.io.TestIO;
import thb.jeanluc.adventure.loader.WorldLoader;
import thb.jeanluc.adventure.save.SaveService;
import thb.jeanluc.adventure.save.SaveSlotInfo;
import thb.jeanluc.adventure.save.Settings;
import thb.jeanluc.adventure.save.SettingsStore;
import thb.jeanluc.adventure.io.ConsoleIO;
import java.nio.file.Path;
import static org.assertj.core.api.Assertions.assertThat;
class MenuTest {
@Test
void mainMenuMapsChoiceToAction() {
// options order: New Game(1) / Load(2) / Settings(3) / Quit(4)
assertThat(MainMenu.show(new TestIO().enqueue("1"))).isEqualTo(MenuAction.NEW_GAME);
assertThat(MainMenu.show(new TestIO().enqueue("2"))).isEqualTo(MenuAction.LOAD);
assertThat(MainMenu.show(new TestIO().enqueue("3"))).isEqualTo(MenuAction.SETTINGS);
assertThat(MainMenu.show(new TestIO().enqueue("4"))).isEqualTo(MenuAction.QUIT);
}
@Test
void promptNameUsesDefaultOnBlank() {
assertThat(MainMenu.promptName(new TestIO().enqueue(""), "Manor")).isEqualTo("Manor");
assertThat(MainMenu.promptName(new TestIO().enqueue("Spooky"), "Manor")).isEqualTo("Spooky");
}
@Test
void pickSlotReturnsNullWhenEmpty(@TempDir Path dir) {
TestIO io = new TestIO();
assertThat(MainMenu.pickSlot(io, new SaveService(dir))).isNull();
assertThat(io.allOutput()).contains("No saved games");
}
private void saveSlot(Path dir, String name) {
var r = new WorldLoader().load();
new SaveService(dir).save(new GameSession(r.world(), r.player(), name));
}
@Test
void pickSlotReturnsChosenSlot(@TempDir Path dir) {
saveSlot(dir, "Alpha");
TestIO io = new TestIO().enqueue("1");
SaveSlotInfo result = MainMenu.pickSlot(io, new SaveService(dir));
assertThat(result).isNotNull();
assertThat(result.slotName()).isEqualTo("Alpha");
}
@Test
void pickSlotReturnsNullOnBack(@TempDir Path dir) {
saveSlot(dir, "Alpha");
// one slot → options are [1: Alpha, 2: Back]
TestIO io = new TestIO().enqueue("2");
assertThat(MainMenu.pickSlot(io, new SaveService(dir))).isNull();
}
@Test
void settingsMenuTogglesGlyphAndPersists(@TempDir Path dir) {
SettingsStore store = new SettingsStore(dir.resolve("settings.json"));
// choose "Glyph mode" (assume option 2) → its toggle, then "Back" (last)
TestIO io = new TestIO().enqueue("2").enqueue("3");
Settings result = SettingsMenu.show(io, Settings.defaults(), store, new ConsoleIO());
// UNICODE default toggles to ASCII; persisted
assertThat(result.glyphMode()).isEqualTo(ConsoleIO.GlyphMode.ASCII);
assertThat(store.load().glyphMode()).isEqualTo(ConsoleIO.GlyphMode.ASCII);
}
}

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package thb.jeanluc.adventure.save;
import org.junit.jupiter.api.Test;
import thb.jeanluc.adventure.game.GameSession;
import thb.jeanluc.adventure.model.Direction;
import thb.jeanluc.adventure.model.Player;
import thb.jeanluc.adventure.model.Room;
import thb.jeanluc.adventure.model.World;
import thb.jeanluc.adventure.model.item.Item;
import thb.jeanluc.adventure.model.item.PlainItem;
import thb.jeanluc.adventure.model.item.SwitchableItem;
import java.util.LinkedHashMap;
import java.util.List;
import java.util.Map;
import static org.assertj.core.api.Assertions.assertThat;
class SaveCodecTest {
/** Builds a fresh 2-room world: shovel in cellar, lamp (off) in kitchen. */
private GameSession freshWorld(String slot) {
Room kitchen = new Room("kitchen", "Kitchen", "k");
Room cellar = new Room("cellar", "Cellar", "c");
kitchen.addExit(Direction.SOUTH, cellar);
Item shovel = PlainItem.builder().id("shovel").name("Shovel").description("d").light(false).build();
SwitchableItem lamp = SwitchableItem.builder()
.id("lamp").name("Lamp").description("d").light(true)
.onText("on").offText("off").state(false).effects(List.of()).build();
cellar.addItem(shovel);
kitchen.addItem(lamp);
Map<String, Item> items = new LinkedHashMap<>();
items.put("shovel", shovel);
items.put("lamp", lamp);
Map<String, Room> rooms = new LinkedHashMap<>();
rooms.put("kitchen", kitchen);
rooms.put("cellar", cellar);
World w = new World(rooms, items, Map.of(), "Haunted Manor", "welcome");
return new GameSession(w, new Player(kitchen, 0), slot);
}
@Test
void captureThenApplyToFreshWorldReproducesState() {
GameSession src = freshWorld("slot-a");
// mutate: move to cellar, pick up shovel, light the lamp, set a flag, gold
src.getPlayer().setCurrentRoom(src.getWorld().getRooms().get("cellar"));
Item shovel = src.getWorld().getRooms().get("cellar").removeItem("shovel").orElseThrow();
src.getPlayer().addItem(shovel);
((SwitchableItem) src.getWorld().getItems().get("lamp")).setState(true);
src.getState().set("power_on");
src.getPlayer().setGold(5);
src.setTurn(12);
SaveData data = SaveCodec.capture(src);
GameSession dst = freshWorld("slot-a");
SaveCodec.apply(data, dst);
assertThat(dst.getPlayer().getCurrentRoom().getId()).isEqualTo("cellar");
assertThat(dst.getPlayer().hasItem("shovel")).isTrue();
assertThat(dst.getWorld().getRooms().get("cellar").findItem("shovel")).isEmpty();
assertThat(((SwitchableItem) dst.getWorld().getItems().get("lamp")).isOn()).isTrue();
assertThat(dst.getState().isSet("power_on")).isTrue();
assertThat(dst.getPlayer().getGold()).isEqualTo(5);
assertThat(dst.getTurn()).isEqualTo(12);
assertThat(dst.getPlayer().getVisitedRoomIds()).contains("kitchen", "cellar");
}
@Test
void applyRejectsUnknownRoom() {
GameSession src = freshWorld("slot-a");
SaveData data = SaveCodec.capture(src);
SaveData broken = new SaveData(
data.schemaVersion(), data.worldTitle(), data.slotName(),
data.savedAtEpochMillis(), data.turn(), "ballroom",
data.visitedRoomIds(), data.gold(), data.inventoryItemIds(),
data.flags(), data.questStages(), data.questCompleted(),
data.roomItemIds(), data.switchStates());
org.junit.jupiter.api.Assertions.assertThrows(SaveException.class,
() -> SaveCodec.apply(broken, freshWorld("slot-a")));
}
@Test
void applyToleratesMissingCollections() {
// Construct a SaveData with null collections (simulates a hand-edited / truncated save).
// The compact constructor should normalize nulls to empty collections.
SaveData data = new SaveData(
SaveData.CURRENT_VERSION, "Haunted Manor", "slot-a",
System.currentTimeMillis(), 0,
"kitchen",
null, // visitedRoomIds
0,
null, // inventoryItemIds
null, // flags
null, // questStages
null, // questCompleted
null, // roomItemIds
null // switchStates
);
GameSession dst = freshWorld("slot-a");
// Should not throw NPE; world items remain in their default positions or cleared
org.junit.jupiter.api.Assertions.assertDoesNotThrow(() -> SaveCodec.apply(data, dst));
// Post-condition: applying a save with null/empty roomItemIds clears all room item tables.
assertThat(dst.getWorld().getRooms().get("kitchen").findItem("lamp")).isEmpty();
}
}

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package thb.jeanluc.adventure.save;
import com.fasterxml.jackson.databind.ObjectMapper;
import org.junit.jupiter.api.Test;
import java.util.List;
import java.util.Map;
import static org.assertj.core.api.Assertions.assertThat;
class SaveDataTest {
@Test
void roundTripsThroughJackson() throws Exception {
SaveData data = new SaveData(
1, "Haunted Manor", "slot-a", 1700000000000L, 7,
"library", List.of("kitchen", "library"), 3,
List.of("key"), List.of("power_on"),
Map.of("restore_power", 1), List.of("intro"),
Map.of("cellar", List.of("shovel")), Map.of("lamp", true));
ObjectMapper mapper = new ObjectMapper();
String json = mapper.writeValueAsString(data);
SaveData back = mapper.readValue(json, SaveData.class);
assertThat(back).isEqualTo(data);
assertThat(back.currentRoomId()).isEqualTo("library");
assertThat(back.switchStates()).containsEntry("lamp", true);
}
}

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package thb.jeanluc.adventure.save;
import org.junit.jupiter.api.Test;
import org.junit.jupiter.api.io.TempDir;
import thb.jeanluc.adventure.game.GameSession;
import thb.jeanluc.adventure.loader.WorldLoader;
import java.nio.file.Files;
import java.nio.file.Path;
import java.util.List;
import static org.assertj.core.api.Assertions.assertThat;
import static org.junit.jupiter.api.Assertions.assertThrows;
class SaveServiceTest {
private GameSession freshSession(String slot) {
WorldLoader.LoadResult r = new WorldLoader().load();
return new GameSession(r.world(), r.player(), slot);
}
@Test
void saveThenLoadReproducesState(@TempDir Path dir) {
SaveService svc = new SaveService(dir);
GameSession s = freshSession("my-game");
s.getState().set("power_on");
s.getPlayer().setGold(4);
s.setTurn(9);
svc.save(s);
GameSession loaded = svc.load("my-game");
assertThat(loaded.getState().isSet("power_on")).isTrue();
assertThat(loaded.getPlayer().getGold()).isEqualTo(4);
assertThat(loaded.getTurn()).isEqualTo(9);
assertThat(loaded.getSlotName()).isEqualTo("my-game");
}
@Test
void listReturnsSlotMetadata(@TempDir Path dir) {
SaveService svc = new SaveService(dir);
GameSession s = freshSession("Alpha Run");
s.setTurn(3);
svc.save(s);
List<SaveSlotInfo> slots = svc.list();
assertThat(slots).hasSize(1);
assertThat(slots.getFirst().slotName()).isEqualTo("Alpha Run");
assertThat(slots.getFirst().slug()).isEqualTo("alpha_run");
assertThat(slots.getFirst().turn()).isEqualTo(3);
}
@Test
void listSkipsCorruptFiles(@TempDir Path dir) throws Exception {
Files.writeString(dir.resolve("broken.json"), "{ not json");
assertThat(new SaveService(dir).list()).isEmpty();
}
@Test
void listExcludesSettingsFile(@TempDir Path dir) throws Exception {
SaveService svc = new SaveService(dir);
GameSession s = freshSession("Real Save");
svc.save(s);
Files.writeString(dir.resolve("settings.json"), "{\"color\":\"on\"}");
List<SaveSlotInfo> slots = svc.list();
assertThat(slots).hasSize(1);
assertThat(slots.getFirst().slotName()).isEqualTo("Real Save");
}
@Test
void slugForSettingsDoesNotCollideWithSettingsFile() {
assertThat(SaveService.slug("settings")).isNotEqualTo("settings");
}
@Test
void loadCorruptFileThrowsSaveException(@TempDir Path dir) throws Exception {
Files.writeString(dir.resolve("bad.json"), "{ not json");
SaveService svc = new SaveService(dir);
assertThrows(SaveException.class, () -> svc.load("bad"));
}
@Test
void loadRejectsIncompatibleVersion(@TempDir Path dir) throws Exception {
// a syntactically valid SaveData JSON but with a future schemaVersion
String json = "{\"schemaVersion\":999,\"worldTitle\":\"X\",\"slotName\":\"v\","
+ "\"savedAtEpochMillis\":0,\"turn\":0,\"currentRoomId\":\"k\","
+ "\"visitedRoomIds\":[],\"gold\":0,\"inventoryItemIds\":[],\"flags\":[],"
+ "\"questStages\":{},\"questCompleted\":[],\"roomItemIds\":{},\"switchStates\":{}}";
Files.writeString(dir.resolve("v.json"), json);
SaveService svc = new SaveService(dir);
assertThrows(SaveException.class, () -> svc.load("v"));
}
}

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package thb.jeanluc.adventure.save;
import org.junit.jupiter.api.Test;
import org.junit.jupiter.api.io.TempDir;
import thb.jeanluc.adventure.io.ConsoleIO;
import java.io.IOException;
import java.nio.file.Files;
import java.nio.file.Path;
import static org.assertj.core.api.Assertions.assertThat;
class SettingsStoreTest {
@Test
void savesAndLoads(@TempDir Path dir) {
SettingsStore store = new SettingsStore(dir.resolve("settings.json"));
store.save(new Settings(ConsoleIO.ColorMode.ON, ConsoleIO.GlyphMode.ASCII));
Settings loaded = store.load();
assertThat(loaded.colorMode()).isEqualTo(ConsoleIO.ColorMode.ON);
assertThat(loaded.glyphMode()).isEqualTo(ConsoleIO.GlyphMode.ASCII);
}
@Test
void missingFileReturnsDefaults(@TempDir Path dir) {
Settings loaded = new SettingsStore(dir.resolve("nope.json")).load();
assertThat(loaded).isEqualTo(Settings.defaults());
}
@Test
void corruptFileReturnsDefaults(@TempDir Path dir) throws IOException {
Path file = dir.resolve("settings.json");
Files.writeString(file, "{ not json");
Settings loaded = new SettingsStore(file).load();
assertThat(loaded).isEqualTo(Settings.defaults());
}
}