Compare commits

...

85 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
6dcfbd62ef 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
9ea07470a9 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
3cac6cb796 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
e65e3b600a 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
acd797bf65 docs: implementation plan for light & darkness
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 23:02:01 +02:00
5d11d7730c docs: spec for light & darkness (model B, blocking)
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>
2026-05-31 23:00:15 +02:00
122ff37a09 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
7295463805 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
3189b057a0 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
f9bd2d9a67 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
3ac9540a6a docs: implementation plan for win-condition & endings
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 22:45:12 +02:00
0f40ee637d docs: spec for win-condition & endings (sub-project 3.3)
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>
2026-05-31 22:44:01 +02:00
eb78c7840e 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
55944a0343 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
e360a754a6 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
c2e5789118 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
fe9ac65f25 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
423cf85c39 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
4e0e951a8d 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
84ab176b47 docs: implementation plan for quests & quest-log
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 22:24:20 +02:00
20d4f1470a docs: spec for quests & quest-log (sub-project 3.2)
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>
2026-05-31 22:20:49 +02:00
59781e5cbd 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
93a5da3af7 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
acaae3c4f7 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
ab008ee562 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
9d23cb01b7 feat: conditional NPC dialogue
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 21:55:15 +02:00
8cb2b360e6 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
e3b80736dd 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
c339d13244 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
bf10f11438 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
c4542165ab docs: implementation plan for quest foundation
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 21:44:37 +02:00
f79382c43a docs: spec for quest foundation (world-state + conditions/effects)
Approach A: one typed condition/effect vocabulary (GameState + Conditions +
Effects) reused by five integration points (locked exits, state-dependent
descriptions, conditional NPC dialogue, reactions with requires/effects,
switch effects). All new YAML fields optional. Light/dark, item-combination,
quest objects, endings deferred.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 21:39:59 +02:00
fdc4915431 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
8b1232b2fc 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
5fb2446373 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
aff1768808 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
e0f5821fbb 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
b182b09070 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
8243d5dfc5 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
dd0b13fbd8 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
7605b724b6 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
a846297abe 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
cda18a75cd 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
820c17aea9 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
da2e90faec 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
7298427eaf docs: implementation plan for map / mini-map (sub-project 2)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 20:57:00 +02:00
025372b9b1 docs: spec for map / mini-map (sub-project 2)
Fog-of-war map from the directional exit graph. MapLayout (BFS) produces a
frontend-agnostic MapView; SwingIO draws it (Graphics2D MapPanel, replaces
exits text), ConsoleIO mirrors it as ASCII via the map command. Visited
tracking on Player. Item/NPC markers and locked-door styling deferred.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 20:51:09 +02:00
0e3f898927 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
2616c9bea5 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
f91d525fd0 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
5181622f7d 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
94ce5ab2f7 fix(io): scale GUI fonts for HiDPI + live zoom (Ctrl +/-/0)
Java Swing does not reliably pick up desktop display scaling on every
Linux session (tiny text on HiDPI laptops). Detect the display scale from
the default GraphicsConfiguration transform (falling back to screen DPI)
and multiply all font sizes by it, plus the window size. Add live zoom via
Ctrl +/-/0 as a guaranteed manual override.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 20:25:04 +02:00
42330d9376 feat(io): welcome banner for game start
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 20:22:59 +02:00
d25f9f4504 feat(io): SwingIO 4-region layout, JTextPane styling, bundled font loader
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 20:21:23 +02:00
c27d719452 feat(game): publish HUD (location, gold, turn) each loop iteration
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 20:19:40 +02:00
d033a878db refactor(command): LookCommand emits semantic RoomView
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 20:18:50 +02:00
d31b583871 feat(io): ConsoleIO ANSI + box-drawing renderer with colour/glyph modes
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 20:18:18 +02:00
95ed54eb25 feat(io): make print(StyledText) the GameIO primitive; keep suite green
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 20:16:55 +02:00
f2b243afb5 feat(io): RoomView/Hud views and default Renderings
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 20:15:06 +02:00
32ece84a85 feat(io): semantic styled-text model (Style, Span, StyledText)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 20:14:22 +02:00
9e7961e903 docs: implementation plan for presentation/output layer
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 20:13:30 +02:00
705d5f9db1 docs: spec for presentation/output layer (sub-project 1)
Semantic output model (Style/Span/StyledText) + RoomView/Hud views,
GameIO extended additively (write(String) stays as default), ConsoleIO
(ANSI + box-drawing, tiered glyph modes) and SwingIO (region layout,
JTextPane, bundled font) renderers, command + TestIO migration. Map,
menu, save, music explicitly deferred to later sub-projects.

Also: capture "don't overwhelm / distribute info across regions" and
"B baseline + ASCII for big moments" decisions in the backlog.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 20:06:36 +02:00
148 changed files with 13824 additions and 197 deletions

View File

@@ -36,4 +36,10 @@ build/
.vscode/
### Mac OS ###
.DS_Store.superpowers/
.DS_Store
### Brainstorming visual companion ###
.superpowers/
# Local save games and settings
saves/

View File

@@ -46,6 +46,8 @@ mvn exec:java@gui # Swing-GUI (thb.jeanluc.adventure.AppGui)
|---|---|---|
| `go <richtung>` | `move`, `walk` | In eine Himmelsrichtung gehen |
| `look` | `l` | Aktuellen Raum beschreiben |
| `map` | `m` | Karte der erkundeten Räume anzeigen |
| `quests` | `log`, `journal` | Aktive und erledigte Quests anzeigen |
| `inventory` | `inv`, `i` | Inventar anzeigen |
| `take <item>` | `pick`, `get` | Gegenstand aufnehmen |
| `drop <item>` | `put` | Gegenstand ablegen |

View File

@@ -17,7 +17,13 @@ alle Phasen 17 grün. Ziel: deutlich mehr Tiefe und Politur.
## Themenblöcke
### 1. Reichere Präsentation / Ausgabe-Schicht
### 1. Reichere Präsentation / Ausgabe-Schicht ✅ umgesetzt (Branch `feature/presentation-layer`)
> Umgesetzt: semantisches Modell (`io.text`), `ConsoleIO` (ANSI + Box-Drawing,
> Color/Glyph-Modi), `SwingIO` (4 Regionen, `JTextPane`, gebündelter Font,
> HiDPI-Skalierung + Zoom `Strg +/-/0`), HUD pro Zug, Welcome-Banner. 79 Tests grün.
> Spec/Plan unter `docs/superpowers/`. Karte/Menü/Save/Musik weiterhin offen.
- Weg vom reinen `write(String)`: formatierte Ausgabe (Überschriften, Trenner,
Hervorhebungen für Items/NPCs/Richtungen).
@@ -26,6 +32,19 @@ alle Phasen 17 grün. Ziel: deutlich mehr Tiefe und Politur.
- **GUI (Swing)**: mehr als ein `JTextArea` Farben, Stile, evtl. Panels,
Statusanzeige, Bilder/Icons.
**Festgelegt (Zielbild Konsole):** Stufe **B als Baseline** (Boxed Heading,
gelabelte Sektionen, persistente HUD-Zeile: Ort · Gold · Zug · Licht), **ASCII-Art
nur für große Momente** (Spielstart, Finale, Schlüsselräume). Semantische
Farb-Rollen: Items / NPCs / Exits / Heading / Gefahr.
**Designprinzipien:**
- **Nicht überladen / Progressive Disclosure** Raumeintritt zeigt nur das
Wesentliche (Ort, kurze Beschreibung, Auffälliges); Details auf Abruf
(`examine`, `look`).
- **Info auf Regionen verteilen statt Text stapeln** die **Karte ersetzt die
„Exits:"-Zeile**. GUI: persistentes Map-Panel macht die Exit-Zeile überflüssig.
Konsole: kompakte Mini-Map (bei `map` bzw. knapp beim Raumeintritt).
### 2. Nerd Fonts / Glyphen das Installationsproblem
- Nerd-Font-Glyphen (Icons) sehen gut aus, müssen aber auf dem System des
@@ -37,7 +56,14 @@ alle Phasen 17 grün. Ziel: deutlich mehr Tiefe und Politur.
- **Konsole**: Font nicht kontrollierbar → gestufte Fallbacks
(reines ASCII → Unicode-Box-Drawing → Nerd-Glyphen) statt harter Annahme.
### 3. Karte / Map
### 3. Karte / Map ✅ umgesetzt (Branch `feature/map`)
> Umgesetzt: `MapLayout` (BFS-Gitter-Layout + Fog of War), `MapView`-Modell,
> GUI-`MapPanel` (Graphics2D, ersetzt die Exit-Liste), Konsolen-ASCII via
> `AsciiMap` + `map`-Befehl, Besuchte-Räume-Tracking auf `Player`, Map-Push pro Zug.
> Item/NPC-Marker und Türen-Styling offen (Quest-Teilprojekt). Spec/Plan unter
> `docs/superpowers/`.
- Übersichtskarte der Räume in **beiden** Modi.
- Konsole: ASCII-Map. GUI: gezeichnete Map (Grid/Graph).
@@ -52,10 +78,31 @@ alle Phasen 17 grün. Ziel: deutlich mehr Tiefe und Politur.
### 5. Quest-System (NPC-Ausbau)
> ✅ Fundament umgesetzt (Branch `feature/quest-foundation`): World-Flags +
> Condition/Effect-Engine, verschlossene Exits, zustandsabhängige Beschreibungen,
> bedingte Dialoge, Reaktionen mit requires/effects, Schalter-Effekte. Demo:
> Generator schaltet Strom → Keller-Tür öffnet + Raum wird beleuchtet.
>
> ✅ #3.2 umgesetzt (Branch `feature/quests`): condition-driven Quests
> (Quest/QuestStage), QuestEngine mit Auto-Advance + Ansagen, START_QUEST-Effekt,
> Konsolen-Befehl `quests` und GUI-Quest-Box unter der Karte. Demo-Quest
> `restore_power`.
>
> ✅ #3.3 umgesetzt (Branch `feature/endings`): priorisierte, condition-driven
> Enden (`endings.yaml`) + End-Screen mit Summary (Züge, Quests X/Y, Rang).
> Demo: Sieg-Ende (`manor_secured`) und Flucht-Ende (Front Door → `fled`).
> **Damit ist das Quest-System (#3) komplett.** Offen: Licht/Dunkelheit &
> Item-Kombination sowie #4 Content-Ausbau.
- Aktuelles NPC-System: Begrüßung + Geschenk-Reaktion (Item → Item).
- Ausbau Richtung: mehrstufige Quests, Bedingungen, NPC-"Memory" (Zustand),
Quest-Log, evtl. Win-Condition daran gekoppelt.
**GUI-Layout (festgelegt):** Quest-Log als **dauerhaft sichtbare Box unterhalb der
Karte** im rechten Seitenbereich (Map oben, Quests darunter). Gehört zu Quest-
Teilprojekt #2 (Quest-Log); das Fundament #1 reserviert/plant den Slot.
### 5b. Spielkern: zentraler Bogen + Mechanik-Spine
**Leitidee (bestätigt):** Bewusst *kondensiert* wenige Mechaniken, die sich
@@ -75,6 +122,10 @@ des Bogens; einzelne Teilziele schalten je den nächsten Bereich frei.
Hebel/Ventile setzen Flags und öffnen Bereiche.
3. **Licht & Dunkelheit** dunkle Räume brauchen eine brennende Lichtquelle,
sonst keine Sicht auf Exits/Items (Atmosphäre, einfach umzusetzen).
> ✅ Umgesetzt (Branch `feature/light-darkness`): `Room.dark` + `Item.light`,
> `Light`-Helper, Gating in go/look/take/examine (Modell B: kein Eintritt ohne
> Licht), HUD-Licht verdrahtet. Demo: dunkler Dungeon braucht die brennende
> Lampe für den Generator.
4. **Item-Kombination** z.B. `match + candle → lit candle`. Achtung: v1.0 hat
bewusst argloses `use X` ohne Targets gewählt → Command-Grammatik muss erweitert
werden (jetzt erlaubt, da über MVP hinaus).
@@ -93,6 +144,13 @@ vorerst puzzle-fokussiert ohne Survival-Druck.
### 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*.
- **Spielstände-Liste**: gespeicherte Spiele mit Metadaten (Name, Raum, Zugzahl,
Zeitstempel) anzeigen und hineinladen.
@@ -103,6 +161,13 @@ vorerst puzzle-fokussiert ohne Survival-Druck.
### 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,
Quest-Fortschritt) Format z.B. YAML/JSON.
- Mehrere Speicherstände, benennbar; Anbindung an die Spielstände-Liste im Menü.
@@ -124,6 +189,9 @@ vorerst puzzle-fokussiert ohne Survival-Druck.
## Festgelegte Erweiterungs-Entscheidungen
> **Pathfinding** (BFS `go to <raum>`, Trie-Autocomplete) bleibt für eine
> spätere Runde im Scope.
| Entscheidung | Wert |
|---|---|
| Eigene `uebung`-Datenstrukturen verwenden? | **Nein** Standard-Collections (vom Prof bestätigt) |

View File

@@ -0,0 +1,458 @@
# Win-Condition & Endings Implementation Plan
> **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking.
**Goal:** Priority-ordered, condition-driven endings with an end-of-game summary; the game ends when an ending fires.
**Architecture:** `Ending` is data (condition + text), loaded from optional `endings.yaml` into an ordered `World.endings`. `EndingEngine.triggered(ctx)` returns the first matching ending; `Game` checks it each turn after the quest tick, prints the ending + summary, and stops. Reuses the existing condition engine and quest log.
**Tech Stack:** Java 25, Maven, JUnit 5 + AssertJ, Lombok, Jackson/SnakeYAML.
Spec: [docs/superpowers/specs/2026-05-31-endings-design.md](../specs/2026-05-31-endings-design.md)
---
## Task 1: Ending model, DTO/factory, World.endings, loading
**Files:**
- Create: `model/Ending.java`, `loader/dto/EndingDto.java`, `loader/EndingFactory.java`
- Modify: `model/World.java`, `loader/WorldLoader.java`
- Test: `loader/EndingLoadingTest.java`
- [ ] **Step 1: Create `model/Ending.java`**
```java
package thb.jeanluc.adventure.model;
import java.util.List;
/** A game ending: shown (and ends the game) when its conditions hold. */
public record Ending(String id, String title, boolean victory, List<Condition> when, String text) {
public Ending {
when = when == null ? List.of() : List.copyOf(when);
}
}
```
- [ ] **Step 2: Add `endings` to `World.java` with back-compat constructors**
Add import:
```java
import java.util.List;
```
Add the field after `quests`:
```java
/** Ordered list of endings (first matching one wins). */
private final List<Ending> endings;
```
Replace the existing back-compat constructor with two that both delegate to the full constructor:
```java
/** Backward-compatible constructor for worlds without quests or endings. */
public World(Map<String, Room> rooms, Map<String, Item> items, Map<String, Npc> npcs,
String title, String welcomeMessage) {
this(rooms, items, npcs, title, welcomeMessage, Map.of(), List.of());
}
/** Backward-compatible constructor for worlds with quests but no endings. */
public World(Map<String, Room> rooms, Map<String, Item> items, Map<String, Npc> npcs,
String title, String welcomeMessage, Map<String, Quest> quests) {
this(rooms, items, npcs, title, welcomeMessage, quests, List.of());
}
```
(The 7-arg constructor is the Lombok-generated `@RequiredArgsConstructor` over all final fields in declaration order: rooms, items, npcs, title, welcomeMessage, quests, endings.)
- [ ] **Step 3: Create `loader/dto/EndingDto.java`**
```java
package thb.jeanluc.adventure.loader.dto;
import java.util.List;
/** YAML representation of a game ending. */
public record EndingDto(String id, String title, Boolean victory, List<ConditionDto> when, String text) {
}
```
- [ ] **Step 4: Create `loader/EndingFactory.java`**
```java
package thb.jeanluc.adventure.loader;
import thb.jeanluc.adventure.loader.dto.ConditionDto;
import thb.jeanluc.adventure.loader.dto.EndingDto;
import thb.jeanluc.adventure.model.Ending;
/** Builds {@link Ending} objects from {@link EndingDto}s. */
public final class EndingFactory {
private EndingFactory() {
}
public static Ending fromDto(EndingDto dto) {
return new Ending(
dto.id(),
dto.title(),
Boolean.TRUE.equals(dto.victory()),
ConditionDto.toModelList(dto.when()),
dto.text());
}
}
```
- [ ] **Step 5: Load `endings.yaml` in `WorldLoader.java`**
Add imports:
```java
import thb.jeanluc.adventure.loader.dto.EndingDto;
import thb.jeanluc.adventure.model.Ending;
```
After the `questDtos` read, add:
```java
List<EndingDto> endingDtos = readListOptional(basePath + "/endings.yaml", EndingDto.class);
```
After the quest `requireUniqueIds`, add:
```java
requireUniqueIds("ending", endingDtos.stream().map(EndingDto::id).toList());
```
Build an **ordered** ending list (preserve YAML order) next to the quest map build:
```java
List<Ending> endings = new ArrayList<>();
for (EndingDto dto : endingDtos) {
endings.add(EndingFactory.fromDto(dto));
}
```
Add the import for `ArrayList` if missing:
```java
import java.util.ArrayList;
```
Change the `World` construction to the 7-arg form:
```java
World world = new World(rooms, items, npcs,
gameDto.title(), gameDto.welcomeMessage(), quests, endings);
```
- [ ] **Step 6: Write the loading test**
`src/test/java/thb/jeanluc/adventure/loader/EndingLoadingTest.java`:
```java
package thb.jeanluc.adventure.loader;
import org.junit.jupiter.api.Test;
import thb.jeanluc.adventure.loader.dto.ConditionDto;
import thb.jeanluc.adventure.loader.dto.EndingDto;
import thb.jeanluc.adventure.model.Ending;
import java.util.List;
import static org.assertj.core.api.Assertions.assertThat;
class EndingLoadingTest {
@Test
void factoryMapsFields() {
Ending e = EndingFactory.fromDto(new EndingDto("victory", "Won", true,
List.of(new ConditionDto("manor_secured", null, null)), "You win."));
assertThat(e.id()).isEqualTo("victory");
assertThat(e.victory()).isTrue();
assertThat(e.when()).hasSize(1);
assertThat(e.text()).isEqualTo("You win.");
}
}
```
- [ ] **Step 7: Run tests**
Run: `mvn -q test -Dtest=EndingLoadingTest`
Expected: PASS.
Run: `mvn -q test`
Expected: PASS — the real `endings.yaml` does not exist yet, so `readListOptional` returns empty; existing `new World(...)` callers compile via the back-compat constructors.
- [ ] **Step 8: Commit**
```bash
git add src/main/java/thb/jeanluc/adventure/model/Ending.java \
src/main/java/thb/jeanluc/adventure/loader/dto/EndingDto.java \
src/main/java/thb/jeanluc/adventure/loader/EndingFactory.java \
src/main/java/thb/jeanluc/adventure/model/World.java \
src/main/java/thb/jeanluc/adventure/loader/WorldLoader.java \
src/test/java/thb/jeanluc/adventure/loader/EndingLoadingTest.java
git commit -m "feat: Ending model + endings.yaml loading (ordered, optional)"
```
---
## Task 2: EndingEngine + Game wiring
**Files:**
- Create: `game/EndingEngine.java`
- Modify: `game/Game.java`
- Test: `game/EndingEngineTest.java`
- [ ] **Step 1: Write failing test**
`src/test/java/thb/jeanluc/adventure/game/EndingEngineTest.java`:
```java
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.Ending;
import thb.jeanluc.adventure.model.Player;
import thb.jeanluc.adventure.model.Room;
import thb.jeanluc.adventure.model.World;
import java.util.List;
import java.util.Map;
import static org.assertj.core.api.Assertions.assertThat;
class EndingEngineTest {
private GameContext ctx(List<Ending> endings) {
Player p = new Player(new Room("k", "K", "d"), 0);
World w = new World(Map.of(), Map.of(), Map.of(), "t", "w", Map.of(), endings);
return new GameContext(w, p, new TestIO());
}
private Ending ending(String id, boolean victory, String flag) {
return new Ending(id, id + "-title", victory,
List.of(new Condition(Condition.Type.FLAG, flag)), id + " text");
}
@Test
void firstMatchingEndingWinsByOrder() {
GameContext ctx = ctx(List.of(ending("victory", true, "won"), ending("fled", false, "fled")));
ctx.getState().set("won");
ctx.getState().set("fled");
assertThat(EndingEngine.triggered(ctx).id()).isEqualTo("victory");
}
@Test
void noEndingWhenNoConditionHolds() {
GameContext ctx = ctx(List.of(ending("victory", true, "won")));
assertThat(EndingEngine.triggered(ctx)).isNull();
}
@Test
void renderIncludesTitleTextAndSummary() {
GameContext ctx = ctx(List.of(ending("victory", true, "won")));
ctx.getState().set("won");
String out = EndingEngine.render(EndingEngine.triggered(ctx), ctx, 7).plainText();
assertThat(out).contains("victory-title").contains("victory text");
assertThat(out).contains("Turns: 7").contains("Quests completed: 0 / 0");
}
}
```
- [ ] **Step 2: Run to verify failure**
Run: `mvn -q test -Dtest=EndingEngineTest`
Expected: FAIL — `EndingEngine` missing.
- [ ] **Step 3: Create `game/EndingEngine.java`**
```java
package thb.jeanluc.adventure.game;
import thb.jeanluc.adventure.io.text.StyledText;
import thb.jeanluc.adventure.model.Ending;
/** Detects the first matching ending and renders the end-of-game screen. */
public final class EndingEngine {
private EndingEngine() {
}
/** First ending whose conditions hold, in list order; null if none. */
public static Ending triggered(GameContext ctx) {
for (Ending e : ctx.getWorld().getEndings()) {
if (Conditions.all(e.when(), ctx)) {
return e;
}
}
return null;
}
/** Builds the ending screen: title banner, text, and a run summary. */
public static StyledText render(Ending e, GameContext ctx, int turns) {
int total = ctx.getWorld().getQuests().size();
int done = ctx.getQuestLog().completed().size();
String bar = "".repeat(Math.max(12, e.title().length() + 6));
StyledText.Builder b = StyledText.builder();
b.heading(bar + "\n").heading(" " + e.title() + "\n").heading(bar + "\n");
b.plain(e.text().stripTrailing()).plain("\n\n");
b.dim("Turns: " + turns + "\n");
b.dim("Quests completed: " + done + " / " + total + "\n");
b.heading("Rank: " + rank(e, total, done));
return b.build();
}
private static String rank(Ending e, int total, int done) {
if (e.victory() && total > 0 && done == total) {
return "Master of the Manor";
}
if (e.victory()) {
return "Manor Reclaimed";
}
return "Escaped — the manor keeps its secrets";
}
}
```
- [ ] **Step 4: Wire endings into `Game.java`**
In `Game.java` add a `maybeEnd()` method and call it after each `publishHud()`. Add the import:
```java
import thb.jeanluc.adventure.model.Ending;
```
(`EndingEngine` is in the same `game` package — no import.) Update `run()` so it calls `maybeEnd()` after the initial publish and after the per-iteration publish:
```java
public void run() {
publishHud();
maybeEnd();
while (running) {
String input = ctx.getIo().readLine();
if (input == null) {
break;
}
ParsedCommand parsed = parser.parse(input);
if (parsed.verb().isEmpty()) {
continue;
}
Optional<Command> cmd = registry.find(parsed.verb());
if (cmd.isEmpty()) {
ctx.getIo().write("I don't understand '" + parsed.verb() + "'. Type 'help'.");
} else {
cmd.get().execute(ctx, parsed.args());
turn++;
}
publishHud();
maybeEnd();
}
}
private void maybeEnd() {
Ending e = EndingEngine.triggered(ctx);
if (e != null) {
ctx.getIo().print(EndingEngine.render(e, ctx, turn));
stop();
}
}
```
- [ ] **Step 5: Run tests**
Run: `mvn -q test -Dtest=EndingEngineTest`
Expected: PASS.
Run: `mvn -q test`
Expected: PASS — `GameTest`'s worlds have no endings (empty list), so `maybeEnd()` is a no-op there.
- [ ] **Step 6: Commit**
```bash
git add src/main/java/thb/jeanluc/adventure/game/EndingEngine.java \
src/main/java/thb/jeanluc/adventure/game/Game.java \
src/test/java/thb/jeanluc/adventure/game/EndingEngineTest.java
git commit -m "feat(game): EndingEngine + per-turn end check with summary"
```
---
## Task 3: Demo endings + flee door + docs + verification
**Files:**
- Create: `src/main/resources/world/endings.yaml`
- Modify: `src/main/resources/world/items.yaml`, `rooms.yaml`, `docs/enhancement-ideas.md`
- [ ] **Step 1: Create `src/main/resources/world/endings.yaml`**
```yaml
- id: victory
title: "The Manor Reclaimed"
victory: true
when: [{ flag: manor_secured }]
text: |
The lights hold steady and the whispers fade to nothing. Whatever held
this place has loosened its grip. The manor is yours now.
- id: fled
title: "Into the Night"
victory: false
when: [{ flag: fled }]
text: |
You wrench the front door open and bolt into the dark. Safe — but the
manor keeps its secrets, and they will keep you awake for years.
```
- [ ] **Step 2: Add a "front door" switch to `items.yaml`**
Append:
```yaml
- id: front_door
type: switchable
name: Front Door
description: The heavy front door. It would let you leave the manor for good.
state: false
onText: |
You haul the front door open and step out into the cold night.
offText: |
You ease the door shut again.
effects:
- { setFlag: fled }
```
- [ ] **Step 3: Place the door in the kitchen (`rooms.yaml`)**
Change the kitchen's items line from:
```yaml
items: [letter, lamp]
```
to:
```yaml
items: [letter, lamp, front_door]
```
- [ ] **Step 4: Mark 3.3 done in `docs/enhancement-ideas.md`**
Under the `### 5. Quest-System (NPC-Ausbau)` status block, append:
```markdown
> ✅ #3.3 umgesetzt (Branch `feature/endings`): priorisierte, condition-driven
> Enden (`endings.yaml`) + End-Screen mit Summary (Züge, Quests X/Y, Rang).
> Demo: Sieg-Ende (`manor_secured`) und Flucht-Ende (Front Door → `fled`).
> Damit ist das Quest-System (#3) komplett.
```
- [ ] **Step 5: Full suite + end-to-end console**
Run: `mvn -q test`
Expected: PASS.
Victory path:
```bash
printf 'go south\nuse generator\ngo north\ntake lamp\ngive lamp old_man\n' | mvn -q -DskipTests exec:java@run
```
Expected: completing the `restore_power` quest sets `manor_secured`; on the next turn the game prints the **"The Manor Reclaimed"** ending banner, the summary (`Turns: …`, `Quests completed: 1 / 1`, `Rank: Master of the Manor`), and exits — no `quit` needed.
Flee path:
```bash
printf 'use front_door\n' | mvn -q -DskipTests exec:java@run
```
Expected: the **"Into the Night"** ending + summary (`Rank: Escaped …`), then exit.
- [ ] **Step 6: Commit**
```bash
git add src/main/resources/world/endings.yaml \
src/main/resources/world/items.yaml \
src/main/resources/world/rooms.yaml \
docs/enhancement-ideas.md
git commit -m "feat(content): victory & flee endings; front-door flee switch"
```
---
## Self-Review notes
- **Spec coverage:** model+loader (T1), engine+Game wiring+summary (T2), demo+docs (T3). Scoreboards/turn-conditions deferred.
- **Backward compatibility:** `World` gains 5- and 6-arg back-compat constructors delegating to the 7-arg; existing `new World(...)` callers (tests, prior loader pattern) compile unchanged. `endings.yaml` optional. `GameTest` worlds have empty endings → `maybeEnd()` no-op.
- **Type consistency:** `EndingEngine.triggered(ctx)`/`render(Ending, ctx, int)`, `Ending.when/victory/title/text`, `World.getEndings`, `EndingFactory.fromDto`, `EndingDto` used consistently.
- **Layering:** `Ending` (model) carries no `game` dependency; `EndingEngine` (game) depends on model + io.text.

View File

@@ -0,0 +1,485 @@
# Light & Darkness Implementation Plan
> **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking.
**Goal:** Dark rooms you can't enter, see, or interact with unless you carry a lit light source (the lamp).
**Architecture:** A `Room.dark` flag and an `Item.light` flag, plus one `Light` helper (`isLit`/`carryingLight`). Four commands gate on it (`go` entry, `look`, `take`, `examine`); the HUD's `light` field is wired to it. Reuses the switchable lamp and is fully backward-compatible (optional flags).
**Tech Stack:** Java 25, Maven, JUnit 5 + AssertJ, Lombok.
Spec: [docs/superpowers/specs/2026-05-31-light-darkness-design.md](../specs/2026-05-31-light-darkness-design.md)
---
## Task 1: Data flags + `Light` helper
**Files:**
- Modify: `model/item/Item.java`, `loader/dto/ItemDto.java`, `loader/ItemFactory.java`, `model/Room.java`, `loader/dto/RoomDto.java`, `loader/RoomFactory.java`
- Create: `game/Light.java`
- Test: `game/LightTest.java`
- [ ] **Step 1: Write failing test**
`src/test/java/thb/jeanluc/adventure/game/LightTest.java`:
```java
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.item.PlainItem;
import thb.jeanluc.adventure.model.item.SwitchableItem;
import static org.assertj.core.api.Assertions.assertThat;
class LightTest {
private GameContext ctx(Player p) {
return new GameContext(null, p, new TestIO());
}
private SwitchableItem lamp(boolean on) {
return SwitchableItem.builder().id("lamp").name("Lamp").description("d")
.state(on).onText("on").offText("off").light(true).build();
}
@Test
void litRoomIsAlwaysLit() {
Room bright = new Room("r", "R", "d"); // dark defaults to false
assertThat(Light.isLit(ctx(new Player(bright, 0)), bright)).isTrue();
}
@Test
void darkRoomNeedsActiveLight() {
Room dark = new Room("r", "R", "d");
dark.setDark(true);
Player p = new Player(dark, 0);
GameContext ctx = ctx(p);
assertThat(Light.isLit(ctx, dark)).isFalse();
p.addItem(lamp(false));
assertThat(Light.isLit(ctx, dark)).isFalse(); // lamp off
p.removeItem("lamp");
p.addItem(lamp(true));
assertThat(Light.isLit(ctx, dark)).isTrue(); // lamp on, carried
assertThat(Light.carryingLight(ctx)).isTrue();
}
@Test
void litLampLyingInRoomLightsIt() {
Room dark = new Room("r", "R", "d");
dark.setDark(true);
dark.addItem(lamp(true));
Player p = new Player(dark, 0);
assertThat(Light.isLit(ctx(p), dark)).isTrue();
assertThat(Light.carryingLight(ctx(p))).isFalse(); // not carried
}
@Test
void nonLightItemDoesNotLight() {
Room dark = new Room("r", "R", "d");
dark.setDark(true);
Player p = new Player(dark, 0);
p.addItem(PlainItem.builder().id("rock").name("Rock").description("d").build());
assertThat(Light.isLit(ctx(p), dark)).isFalse();
}
}
```
- [ ] **Step 2: Run to verify failure**
Run: `mvn -q test -Dtest=LightTest`
Expected: FAIL — `Item.light` / `Room.setDark` / `Light` missing.
- [ ] **Step 3: Add `light` to `Item.java`**
Add the field after `description`:
```java
/** Whether this item can serve as a light source (when on, for switchables). */
protected final boolean light;
```
(`@SuperBuilder` exposes `.light(...)` on every subclass builder; `@Getter` generates `isLight()`. Unset builders default to `false`.)
- [ ] **Step 4: Add `light` to `ItemDto.java` and wire `ItemFactory.java`**
In `ItemDto.java` append a component (after `effects`) and update the back-compat constructor:
```java
List<EffectDto> effects,
Boolean light
```
```java
/** Backward-compatible constructor without effects/light. */
public ItemDto(String type, String id, String name, String description,
String readText, Boolean initialState, String onText, String offText) {
this(type, id, name, description, readText, initialState, onText, offText, null, null);
}
```
In `ItemFactory.java`, add `.light(Boolean.TRUE.equals(dto.light()))` to **each** of the three builder cases (plain, readable, switchable), e.g.:
```java
case "plain" -> PlainItem.builder()
.id(dto.id())
.name(dto.name())
.description(dto.description())
.light(Boolean.TRUE.equals(dto.light()))
.build();
```
(and the same `.light(...)` line before `.build()` in the `readable` and `switchable` cases.)
- [ ] **Step 5: Add `dark` to `Room.java`**
Add the import if missing:
```java
import lombok.Setter;
```
Add the field after `descriptionStates`:
```java
/** Whether this room is dark (needs a light source to enter/see). */
@Setter
private boolean dark;
```
(`@Getter` generates `isDark()`; not a constructor arg, so existing `new Room(id,name,desc)` calls are unaffected.)
- [ ] **Step 6: Add `dark` to `RoomDto.java` and wire `RoomFactory.java`**
In `RoomDto.java` append a component (after `descriptionStates`) and update the back-compat constructor:
```java
List<DescriptionStateDto> descriptionStates,
Boolean dark
```
```java
/** Backward-compatible constructor without the optional state fields. */
public RoomDto(String id, String name, String description,
Map<String, String> exits, List<String> items, List<String> npcs) {
this(id, name, description, exits, items, npcs, null, null, null);
}
```
In `RoomFactory.java`, set `dark` after building the shell:
```java
public static Room shellFromDto(RoomDto dto) {
Room room = new Room(dto.id(), dto.name(), dto.description());
room.setDark(Boolean.TRUE.equals(dto.dark()));
return room;
}
```
- [ ] **Step 7: Create `game/Light.java`**
```java
package thb.jeanluc.adventure.game;
import thb.jeanluc.adventure.model.Room;
import thb.jeanluc.adventure.model.item.Item;
import thb.jeanluc.adventure.model.item.SwitchableItem;
import java.util.Collection;
/** Decides whether a room is lit, given dark rooms and active light sources. */
public final class Light {
private Light() {
}
/** A room is lit if it is not dark, or an active light source is carried or present. */
public static boolean isLit(GameContext ctx, Room room) {
if (!room.isDark()) {
return true;
}
return hasActiveLight(ctx.getPlayer().getInventory().values())
|| hasActiveLight(room.getItems().values());
}
/** True if the player carries an active light source (for the HUD). */
public static boolean carryingLight(GameContext ctx) {
return hasActiveLight(ctx.getPlayer().getInventory().values());
}
private static boolean hasActiveLight(Collection<Item> items) {
for (Item it : items) {
if (isActiveLight(it)) {
return true;
}
}
return false;
}
private static boolean isActiveLight(Item it) {
if (!it.isLight()) {
return false;
}
return !(it instanceof SwitchableItem s) || s.isOn();
}
}
```
- [ ] **Step 8: Run tests**
Run: `mvn -q test -Dtest=LightTest`
Expected: PASS.
Run: `mvn -q test`
Expected: PASS — flags default off; existing item/room construction unchanged via back-compat constructors.
- [ ] **Step 9: Commit**
```bash
git add src/main/java/thb/jeanluc/adventure/model/item/Item.java \
src/main/java/thb/jeanluc/adventure/loader/dto/ItemDto.java \
src/main/java/thb/jeanluc/adventure/loader/ItemFactory.java \
src/main/java/thb/jeanluc/adventure/model/Room.java \
src/main/java/thb/jeanluc/adventure/loader/dto/RoomDto.java \
src/main/java/thb/jeanluc/adventure/loader/RoomFactory.java \
src/main/java/thb/jeanluc/adventure/game/Light.java \
src/test/java/thb/jeanluc/adventure/game/LightTest.java
git commit -m "feat: Room.dark + Item.light flags and Light helper"
```
---
## Task 2: Command gating + HUD
**Files:**
- Modify: `command/impl/GoCommand.java`, `command/impl/LookCommand.java`, `command/impl/TakeCommand.java`, `command/impl/ExamineCommand.java`, `game/Game.java`
- Test: `command/impl/DarknessTest.java`
- [ ] **Step 1: Write failing test**
`src/test/java/thb/jeanluc/adventure/command/impl/DarknessTest.java`:
```java
package thb.jeanluc.adventure.command.impl;
import org.junit.jupiter.api.Test;
import thb.jeanluc.adventure.game.GameContext;
import thb.jeanluc.adventure.io.TestIO;
import thb.jeanluc.adventure.model.Direction;
import thb.jeanluc.adventure.model.Player;
import thb.jeanluc.adventure.model.Room;
import thb.jeanluc.adventure.model.item.SwitchableItem;
import java.util.List;
import static org.assertj.core.api.Assertions.assertThat;
class DarknessTest {
private SwitchableItem lamp(boolean on) {
return SwitchableItem.builder().id("lamp").name("Lamp").description("d")
.state(on).onText("on").offText("off").light(true).build();
}
@Test
void cannotEnterDarkRoomWithoutLight() {
Room hall = new Room("hall", "Hall", "d");
Room cave = new Room("cave", "Cave", "d");
cave.setDark(true);
hall.addExit(Direction.NORTH, cave);
Player p = new Player(hall, 0);
GameContext ctx = new GameContext(null, p, new TestIO());
new GoCommand().execute(ctx, List.of("north"));
assertThat(p.getCurrentRoom()).isEqualTo(hall);
assertThat(((TestIO) ctx.getIo()).allOutput()).containsIgnoringCase("pitch black");
}
@Test
void canEnterDarkRoomWithLitLamp() {
Room hall = new Room("hall", "Hall", "d");
Room cave = new Room("cave", "Cave", "d");
cave.setDark(true);
hall.addExit(Direction.NORTH, cave);
Player p = new Player(hall, 0);
p.addItem(lamp(true));
GameContext ctx = new GameContext(null, p, new TestIO());
new GoCommand().execute(ctx, List.of("north"));
assertThat(p.getCurrentRoom()).isEqualTo(cave);
}
@Test
void lookAndTakeAreBlockedInTheDark() {
Room cave = new Room("cave", "Cave", "d");
cave.setDark(true);
Player p = new Player(cave, 0);
TestIO io = new TestIO();
GameContext ctx = new GameContext(null, p, io);
new LookCommand().execute(ctx, List.of());
assertThat(io.allOutput()).containsIgnoringCase("pitch black");
io.outputs().clear();
new TakeCommand().execute(ctx, List.of("anything"));
assertThat(io.allOutput()).containsIgnoringCase("too dark");
}
}
```
- [ ] **Step 2: Run to verify failure**
Run: `mvn -q test -Dtest=DarknessTest`
Expected: FAIL — no darkness gating yet (entering succeeds, look shows room).
- [ ] **Step 3: Gate `GoCommand`**
Add the import:
```java
import thb.jeanluc.adventure.game.Light;
```
After the exit-lock check and before `ctx.getPlayer().setCurrentRoom(next.get())`, insert:
```java
if (!Light.isLit(ctx, next.get())) {
ctx.getIo().write("It's pitch black beyond the doorway — you need a lit light source "
+ "(try lighting your lamp with 'use lamp').");
return;
}
```
- [ ] **Step 4: Gate `LookCommand`**
Add the import:
```java
import thb.jeanluc.adventure.game.Light;
```
At the very start of `execute`, after fetching the room:
```java
Room room = ctx.getPlayer().getCurrentRoom();
if (!Light.isLit(ctx, room)) {
ctx.getIo().write("It's pitch black; you can't make anything out. You need a light source.");
return;
}
```
(The existing `Room room = ...` line is already there — replace it with this guarded version, keeping the rest below unchanged.)
- [ ] **Step 5: Gate `TakeCommand`**
Add the import:
```java
import thb.jeanluc.adventure.game.Light;
```
After the `args.isEmpty()` check:
```java
if (!Light.isLit(ctx, ctx.getPlayer().getCurrentRoom())) {
ctx.getIo().write("It's too dark to see that.");
return;
}
```
- [ ] **Step 6: Gate `ExamineCommand`**
Add the import:
```java
import thb.jeanluc.adventure.game.Light;
```
After the `args.isEmpty()` check:
```java
if (!Light.isLit(ctx, ctx.getPlayer().getCurrentRoom())) {
ctx.getIo().write("It's too dark to see that.");
return;
}
```
- [ ] **Step 7: Wire the HUD `light` field in `Game.java`**
Add the import:
```java
import thb.jeanluc.adventure.game.Light; // same package 'game' — drop if redundant
```
(`Light` is in package `game`, same as `Game` — no import needed.) In `publishHud()`, change the `Hud` construction's last argument from `false` to `Light.carryingLight(ctx)`:
```java
ctx.getIo().setHud(new Hud(
ctx.getPlayer().getCurrentRoom().getName(),
ctx.getPlayer().getGold(),
turn,
Light.carryingLight(ctx)));
```
- [ ] **Step 8: Run tests**
Run: `mvn -q test -Dtest=DarknessTest`
Expected: PASS.
Run: `mvn -q test`
Expected: PASS (existing command tests use non-dark rooms → `isLit` true → no behaviour change).
- [ ] **Step 9: Commit**
```bash
git add src/main/java/thb/jeanluc/adventure/command/impl/GoCommand.java \
src/main/java/thb/jeanluc/adventure/command/impl/LookCommand.java \
src/main/java/thb/jeanluc/adventure/command/impl/TakeCommand.java \
src/main/java/thb/jeanluc/adventure/command/impl/ExamineCommand.java \
src/main/java/thb/jeanluc/adventure/game/Game.java \
src/test/java/thb/jeanluc/adventure/command/impl/DarknessTest.java
git commit -m "feat: darkness gating for go/look/take/examine + HUD light"
```
---
## Task 3: Demo (dark dungeon) + docs + verification
**Files:**
- Modify: `src/main/resources/world/items.yaml`, `rooms.yaml`, `docs/enhancement-ideas.md`
- [ ] **Step 1: Make the lamp a light source in `items.yaml`**
On the `lamp` item, add `light: true`:
```yaml
- type: switchable
id: lamp
name: Oil Lamp
description: An old oil lamp, heavy with fuel.
initialState: false
light: true
onText: The lamp flares to life, casting a warm glow.
offText: You snuff out the lamp.
```
- [ ] **Step 2: Make the dungeon dark in `rooms.yaml`**
On the `dungeon` room, add `dark: true` and tweak the description:
```yaml
- id: dungeon
name: Dungeon
description: |
A cramped stone room, black as pitch. A rusty generator squats in the corner.
dark: true
exits:
north: kitchen
items: [generator]
npcs: []
```
- [ ] **Step 3: Mark the mechanic done in `docs/enhancement-ideas.md`**
Under the mechanic-spine section (point 3, "Licht & Dunkelheit"), append a status note:
```markdown
> ✅ Umgesetzt (Branch `feature/light-darkness`): `Room.dark` + `Item.light`,
> `Light`-Helper, Gating in go/look/take/examine, HUD-Licht. Demo: dunkler
> Dungeon braucht die brennende Lampe für den Generator.
```
- [ ] **Step 4: Full suite + end-to-end console**
Run: `mvn -q test`
Expected: PASS.
Run:
```bash
printf 'go south\ntake lamp\nuse lamp\ngo south\nuse generator\nquit\n' | mvn -q -DskipTests exec:java@run
```
Expected: the first `go south` is blocked ("pitch black beyond the doorway"); after `take lamp` and `use lamp` (HUD flips to `light: on`), `go south` enters the dungeon and `use generator` restores the power. No exceptions.
- [ ] **Step 5: Commit**
```bash
git add src/main/resources/world/items.yaml \
src/main/resources/world/rooms.yaml \
docs/enhancement-ideas.md
git commit -m "feat(content): dark dungeon needs the lit lamp"
```
---
## Self-Review notes
- **Spec coverage:** flags + `Light` (T1), command gating + HUD (T2), demo + docs (T3). Fuel/timed light, cross-room radius deferred.
- **Backward compatibility:** `Item.light` and `Room.dark` default off; `ItemDto`/`RoomDto` keep back-compat constructors; `Room.dark` is not a constructor arg. Existing tests and YAML unaffected (non-dark rooms are always `isLit`).
- **Type consistency:** `Light.isLit(ctx, Room)` / `carryingLight(ctx)`, `Item.isLight()`, `Room.isDark()/setDark()`, `ItemDto.light`, `RoomDto.dark` used consistently.
- **Soft-lock safety:** entry-gate model means dark rooms are entered only with light; lit rooms always re-enterable.

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@@ -0,0 +1,116 @@
# Spec: Win-Condition & Enden (Teilprojekt 3.3)
Stand: 2026-05-31. Capstone des Quest-Systems. Baut auf Fundament (3.1) + Quests
(3.2) auf: Conditions/Effects/Flags + QuestLog sind vorhanden.
## 1. Kontext & Ziel
Das Spiel endet bisher nur per `quit`. Ziel: **mehrere, priorisierte Enden**,
condition-driven (Ansatz wie Quests), plus ein **End-Screen mit Zusammenfassung**
(Züge, abgeschlossene Quests, Rang). Bestätigt: **A mit Summary**.
## 2. Scope
**In Scope:**
- `Ending`-Datenmodell + optionale `endings.yaml` (Reihenfolge = Priorität).
- `EndingEngine` (erstes passendes Ende ermitteln + End-Screen rendern).
- `Game`-Anbindung: pro Zug nach dem Quest-Tick prüfen; bei Treffer Ende +
Summary ausgeben und `stop()`.
- End-Summary: Züge, Quests X/Y, Rang.
- Loader: `EndingDto`, `EndingFactory`, `World.endings`.
- Demo: zwei spielbar erreichbare Enden ohne neue Mechanik.
**Out of Scope:** Scoreboard/Persistenz; zugbasierte Conditions; Spielstand-Reset.
## 3. Datenmodell (model)
```java
public record Ending(String id, String title, boolean victory,
List<Condition> when, String text) { /* when: List.copyOf */ }
```
`endings.yaml` (geordnete Liste, erstes passendes gewinnt):
```yaml
- id: victory
title: "The Manor Reclaimed"
victory: true
when: [{ flag: manor_secured }]
text: |
The lights hold steady, the whispers fade. You've made the manor yours.
- id: fled
title: "Into the Night"
victory: false
when: [{ flag: fled }]
text: |
You bolt through the front door. Safe — but the manor keeps its secrets.
```
## 4. Engine (game)
- `EndingEngine.triggered(GameContext ctx)` → erstes `Ending`, dessen `when` via
`Conditions.all` gilt, sonst `null`. Rein, testbar (Priorität/erster Treffer).
- `EndingEngine.render(Ending e, GameContext ctx, int turns)``StyledText`:
Titel-Banner + `text` + Summary.
- **Summary**: `Turns: N`, `Quests completed: X / Y`
(`X = questLog.completed().size()`, `Y = world.getQuests().size()`), plus
**Rang**:
- victory & alle Quests → „Master of the Manor"
- victory → „Manor Reclaimed"
- sonst → „Escaped — the manor keeps its secrets"
## 5. Game-Anbindung
In `Game.run` nach `publishHud()` (Initial **und** pro Schleifendurchlauf) ein
`maybeEnd()`:
```java
private void maybeEnd() {
Ending e = EndingEngine.triggered(ctx);
if (e != null) {
ctx.getIo().print(EndingEngine.render(e, ctx, turn));
stop();
}
}
```
`stop()` setzt `running=false`; die Schleife endet sauber, kein zusätzlicher Prompt.
Konsole: Programm endet. GUI: Worker-Thread endet, Fenster bleibt mit End-Screen.
## 6. Loading
- `EndingDto(id, title, Boolean victory, List<ConditionDto> when, String text)`.
- `EndingFactory.fromDto` baut `Ending` (`when` via `ConditionDto.toModelList`).
- `WorldLoader` liest `endings.yaml` **optional** (`readListOptional`), baut eine
**geordnete** `List<Ending>` (Reihenfolge der YAML-Liste), `requireUniqueIds("ending", …)`.
- `World` bekommt Feld `endings` (List) + **rückwärtskompatible 5- und
6-Arg-Konstruktoren** (leere Quests/Endings), damit bestehende `new World(...)`-
Aufrufe (Tests, bisheriger Loader-Pfad) unverändert kompilieren. Der Loader nutzt
den vollen 7-Arg-Konstruktor.
## 7. Fehlerbehandlung
| Fall | Verhalten |
|---|---|
| `endings.yaml` fehlt | leere Liste → Spiel endet nur per `quit` (wie bisher) |
| mehrere Conditions treffen | erstes Ende in Listenreihenfolge gewinnt |
| Ending ohne `when` | trifft sofort (leere Condition-Liste = true) Autoren sollten Reihenfolge beachten |
| keine Quests definiert | Summary zeigt `0 / 0`, Rang nach victory-Flag |
## 8. Demonstration (zwei erreichbare Enden, keine neue Mechanik)
- **victory**: `manor_secured` wird gesetzt, wenn die `restore_power`-Quest endet
(bereits vorhanden) → Sieg-Ende.
- **fled**: neuer schaltbarer Gegenstand **Front Door** (`effects: setFlag fled`)
in der Küche → Flucht-Ende. `victory` steht vor `fled`, also schlägt das
Sichern der Villa die Flucht.
## 9. Testing
- `EndingEngine.triggered`: Priorität/erster Treffer; kein Treffer → `null`.
- `EndingEngine.render`: enthält Titel, Text, Züge, Quests-Zähler, Rang.
- `EndingFactory.fromDto`: Mapping inkl. victory/when/text.
- End-to-End (Konsole): Villa sichern → Sieg-Ende + Summary, Spiel endet;
alternativ Front Door benutzen → Flucht-Ende.
- `Game`-Integration: nicht separat unit-getestet (Loop/IO); über Konsolen-Smoke.
## 10. Offene Detailfragen (in Implementierung)
- Genaue Banner-Optik des End-Screens (HEADING-Rahmen).
- Rang-Schwellen (zunächst nur victory + alle-Quests-Abfrage).

View File

@@ -0,0 +1,87 @@
# Spec: Licht & Dunkelheit (Mechanik-Erweiterung)
Stand: 2026-05-31. Kleine Mechanik aus dem Spine (#3 der Mechanik-Liste), die das
Fundament (Flags/Items) nutzt. Strenge: **Modell B** (Dunkelheit blockiert).
## 1. Kontext & Ziel
Dunkle Räume sollen den schaltbaren `lamp` sinnvoll machen: Ohne aktive
Lichtquelle kann man einen dunklen Raum **nicht betreten**, nichts sehen
(`look`), und nichts aufnehmen/untersuchen. Die HUD-Zeile `light: on/off` wird
endlich verdrahtet.
## 2. Scope
**In Scope:**
- `Room.dark` (Bool, optional), `Item.light` (Bool, optional).
- `Light`-Helper: `isLit`, `carryingLight`.
- Command-Gating: `go` (Eintritt), `look`, `take`, `examine`; HUD-`lightOn`.
- Demo: Dungeon dunkel → Lampe nötig.
**Out of Scope:** Lampen-Brennstoff/zeitlich begrenztes Licht; Lichtradius über
Räume hinweg; Zufall.
## 3. Daten (rückwärtskompatibel)
- **`Room.dark`**: `@Setter`-Feld (default `false`), **kein** Konstruktor-Argument →
keine Test-Brüche. Vom `RoomFactory` aus `RoomDto.dark` gesetzt. YAML: `dark: true`.
- **`Item.light`**: `boolean` am abstrakten `Item` (via `@SuperBuilder`), default
`false`. Vom `ItemFactory` aus `ItemDto.light` gesetzt. YAML: `light: true`.
- **Aktive Lichtquelle** = `item.light` **und** (kein Switchable **oder**
`SwitchableItem.isOn()`). Die `lamp` leuchtet also nur eingeschaltet.
## 4. Helper `Light` (game)
```java
static boolean isLit(GameContext ctx, Room room) {
if (!room.isDark()) return true;
return hasActiveLight(player-inventory) || hasActiveLight(room-items);
}
static boolean carryingLight(GameContext ctx); // aktive Lichtquelle im Inventar
```
`hasActiveLight(items)` iteriert; `isActiveLight(item)` = `item.isLight()` &&
(`!(item instanceof SwitchableItem s)` || `s.isOn()`).
Räume gelten als beleuchtet, wenn sie nicht dunkel sind **oder** eine aktive
Lichtquelle getragen wird **oder** im Raum liegt.
## 5. Command-Gating (Modell B)
| Command | Verhalten bei dunklem, unbeleuchtetem Zielraum/aktuellem Raum |
|---|---|
| `GoCommand` | **Eintritt blockiert**, wenn `!isLit(ctx, target)`: Hinweis-Text, kein Wechsel. (Lichträume bleiben immer betretbar → **kein Soft-Lock**, Rückzug stets möglich.) |
| `LookCommand` | `!isLit(ctx, current)` → „It's pitch black; you can't make anything out." statt `RoomView` (Fall: Lampe ging im Raum aus). |
| `TakeCommand` | `!isLit(ctx, current)` → „It's too dark to see that." |
| `ExamineCommand` | `!isLit(ctx, current)` → „It's too dark to see that." |
| HUD | `lightOn` = `Light.carryingLight(ctx)` (in `Game.publishHud`). |
Erlaubt im Dunkeln bleiben: `inventory`, `drop`, **`use`** (z. B. Lampe anzünden),
`quests`, `map`, `help`. So kann man eine getragene Lampe im Dunkeln anzünden.
## 6. Fehlerbehandlung / Soft-Lock
Eintrittssperre statt Innen-Sperre: Man betritt einen dunklen Raum nur **mit**
Licht. Geht das Licht drinnen aus, sind `look`/`take`/`examine` blockiert, aber der
Rückweg in einen hellen Raum bleibt (Zielraum hell → `isLit` true). Kein Soft-Lock.
## 7. Demo
- `lamp`: `light: true` (bereits schaltbar; `use lamp` → an).
- `dungeon`: `dark: true`; der Generator steht dort. Ablauf:
`take lamp``use lamp` (an) → `go south` (jetzt betretbar) → `use generator`.
HUD zeigt `light: on`, sobald die Lampe brennt. Gibt man die Lampe später dem
alten Mann, verliert man das Licht (thematisch).
## 8. Testing
- `Light.isLit`: nicht dunkel → hell; dunkel ohne Licht → dunkel; dunkel + getragene
brennende Lampe → hell; dunkel + Lampe **aus** → dunkel; dunkel + brennende Lampe
**im Raum** → hell. `carryingLight`.
- Command-Gates: `go` in dunklen Raum ohne Licht blockt, mit brennender Lampe ok;
`look`/`take` im dunklen Raum blockt.
- End-to-End (Konsole): `go south` ohne Licht blockt; `take lamp`/`use lamp`/`go south`
betritt; HUD `light: on`.
## 9. Offene Detailfragen (in Implementierung)
- Genauer Hinweis-Text der Eintrittssperre (nennt `use lamp`).

View File

@@ -0,0 +1,151 @@
# Spec: Karte / Mini-Map (Teilprojekt 2)
Stand: 2026-05-31. Zweites Teilprojekt aus [enhancement-ideas.md](../../enhancement-ideas.md).
Baut auf der Präsentations-Schicht (Teilprojekt 1) auf, insbesondere dem
reservierten GUI-Seitenpanel und dem semantischen Modell-+-Renderer-Muster.
## 1. Kontext & Ziel
Räume bilden bereits einen gerichteten N/S/O/W-Graphen über `Room.exits`
(`EnumMap<Direction, Room>`). Ziel: eine **Karte** in beiden Frontends, die diesen
Graphen sichtbar macht **Fog of War** (nur Entdecktes), Stil **„umrandete Räume +
Korridore"** (im Brainstorming bestätigt). Die GUI zeichnet grafisch (Graphics2D),
die Konsole spiegelt es als ASCII.
Bestätigte Entscheidungen:
- **Fog of War**: nur besuchte Räume + deren direkte Nachbarn als `?`-Stub.
- **Stil**: umrandete Räume, durch Korridore verbunden; aktueller Raum hervorgehoben.
- **Layout aus dem Graphen abgeleitet** (keine Koordinaten in YAML).
- GUI: persistentes Panel ersetzt die Exit-Zeile. Konsole: `map`-Befehl on demand,
Exit-Zeile im Raumtext bleibt.
## 2. Scope
**In Scope:**
- `MapView`-Modell (platzierte Zellen + Verbindungen, Zustände).
- `MapLayout`-Service: BFS-Layout aus dem Exit-Graphen + Fog-of-War-Filter.
- **Besuchte-Räume-Tracking** auf `Player`.
- `GameIO`: `setMap` (Push pro Zug, GUI) + `showMap` (on demand, Konsole).
- `MapCommand` (`map`, `m`).
- `Game`-Loop ruft `setMap` pro Zug (neben `setHud`).
- GUI: `MapPanel` (Graphics2D) im Seitenpanel, scrollbar, auf aktuellen Raum zentriert.
- Konsole: ASCII-Karte (`AsciiMap`), respektiert `GlyphMode`.
**Out of Scope (spätere Teilprojekte):**
- Marker für Items/NPCs auf der Karte.
- Styling für verschlossene/blockierte Exits (Quest-Teilprojekt; Karte bekommt
später einen Hook dafür).
- Zoom über das Scrollen hinaus.
## 3. Architektur (Modell + Renderer pro Frontend)
`MapLayout` erzeugt aus `World` (Exit-Graph), der Menge besuchter Räume und dem
aktuellen Raum eine frontend-agnostische `MapView`. Layout und Fog-of-War-Logik
liegen ausschließlich hier; die Renderer kennen nur das fertige `MapView`.
```mermaid
flowchart LR
W["World (Exit-Graph)"] --> L["MapLayout.compute()"]
V["Player.visitedRoomIds"] --> L
C["aktueller Raum"] --> L
L --> MV["MapView (Zellen + Verbindungen)"]
MV -- "setMap()" --> GUI["SwingIO → MapPanel (Graphics2D)"]
MV -- "showMap()" --> CON["ConsoleIO → AsciiMap (StyledText)"]
```
## 4. Komponenten & Datenmodell
Views in `io.text`, Layout-Logik in neuem Package `map`, GUI-Panel in `io`.
```java
// io.text
public enum CellState { CURRENT, VISITED, KNOWN }
public record RoomCell(String id, String name, int x, int y, CellState state) {}
public record Connection(RoomCell from, RoomCell to) {} // Stil via Zellzustand
public record MapView(java.util.List<RoomCell> cells,
java.util.List<Connection> connections) {
public MapView { cells = List.copyOf(cells); connections = List.copyOf(connections); }
}
```
- `map.MapLayout` `static MapView compute(World world, String startRoomId, Set<String> visited, Room current)`.
- `io.text.AsciiMap` `static StyledText render(MapView, GlyphMode)`.
- `io.MapPanel` `JComponent`, `void show(MapView)`; `paintComponent` zeichnet.
- `command.impl.MapCommand` baut `MapView`, ruft `io.showMap(view)`.
- `model.Player` `Set<String> visitedRoomIds` (LinkedHashSet, Reihenfolge stabil).
### GameIO-Erweiterung (additiv)
```java
/** Push pro Zug: GUI aktualisiert ihr Panel; Konsole ignoriert (kein Spam). */
default void setMap(MapView view) { /* no-op */ }
/** On demand (map-Befehl): rendert die Karte. Default = ASCII in UNICODE. */
default void showMap(MapView view) { print(AsciiMap.render(view, GlyphMode.UNICODE)); }
```
- **`ConsoleIO`** überschreibt `showMap``print(AsciiMap.render(view, this.glyphs))`
(nutzt also seinen konfigurierten Glyph-Modus). `setMap` bleibt Default (no-op) →
kein Karten-Spam pro Zug in der Konsole.
- **`SwingIO`** überschreibt `setMap``MapPanel` neu zeichnen; `showMap` → no-op
(das Panel ist ohnehin sichtbar).
- **`TestIO`** nutzt beide Defaults: `setMap` = no-op, `showMap` druckt UNICODE-ASCII
in `outputs``MapCommand`-Test kann darauf assertieren. Kein Override nötig.
So liegt der Glyph-Modus dort, wo er hingehört (am Konsolen-Renderer), ohne die
`GameIO`-Schnittstelle um eine Glyph-Methode aufzublähen.
## 5. Fog-of-War-Regeln
| Zustand | Bedeutung | Darstellung |
|---|---|---|
| `CURRENT` | besuchter Raum, in dem der Spieler steht | Goldener Rahmen |
| `VISITED` | bereits betretener Raum | heller Rahmen + Name |
| `KNOWN` | direkter Exit-Nachbar eines besuchten Raums, noch nicht betreten | gestrichelter `?`-Stub |
| (hidden) | alles andere | nicht platziert |
Beim Betreten eines `?`-Raums wird er `VISITED`; seine Nachbarn werden zu neuen
`KNOWN`-Stubs. Die Karte wächst eine Ringschicht voraus.
## 6. Layout-Algorithmus & Konfliktbehandlung
BFS vom Startraum über den **vollständigen** Exit-Graphen; jede Richtung verschiebt
die Gitterkoordinate (N→y1, S→y+1, O→x+1, W→x1). Hand-gebaute Welten sind
geometrisch konsistent; falls BFS zwei Räume auf dieselbe Zelle legt (nicht-planarer
Graph), **gewinnt der erste**, die Kollision wird geloggt, das Rendern läuft weiter
(kein Crash). Die Fog-of-War-Filterung läuft nach dem Layout; danach werden die
Koordinaten normalisiert (Verschiebung, sodass min = 0,0).
## 7. Konsolen-Verhalten
`map` / `m` druckt die ASCII-Karte on demand (keine persistente Region in der
Konsole). Die Box-Raumansicht behält ihre Inline-`Exits:`-Zeile Konsolenspieler
müssen also nicht `map` tippen, um zu navigieren; die Karte ist Überblick-Bonus. In
der GUI ersetzt das Dauerpanel die Exit-Zeile.
## 8. Fehlerbehandlung
| Fall | Verhalten |
|---|---|
| Koordinaten-Kollision (nicht-planar) | erste Zuordnung gewinnt, Warnung geloggt, Rendern fährt fort |
| Startraum hat keine Exits | Karte zeigt nur die aktuelle Zelle |
| Sehr große Karte (viele Räume) | GUI-Panel scrollbar, auf aktuelle Zelle zentriert; ASCII so groß wie nötig |
## 9. Testing
- `MapLayout` (reine Logik): Koordinaten aus bekanntem Graphen; Fog-Zustände für eine
gegebene Visited-Menge; Kollisionsbehandlung; Normalisierung.
- `MapView`/Records: Immutabilität.
- `AsciiMap`: strukturelle Assertions auf bekanntem `MapView` (Namen vorhanden,
aktueller markiert, `?` für `KNOWN`), Farbe aus.
- `MapCommand`: über `TestIO` erzeugt Karten-Ausgabe.
- `Player`: Besuchte-Räume-Tracking (Start + nach Bewegung).
- `SwingIO`/`MapPanel`: nicht unit-getestet (Graphics2D/EDT); manueller Smoke-Test.
## 10. Offene Detailfragen (in Implementierung entscheidbar)
- ASCII-Zellbreite/-höhe und Verbindungslänge (Lesbarkeit vs. Kompaktheit).
- Genaue Farben/Strichstärken im `MapPanel` (an Präsentations-Palette angelehnt).

View File

@@ -0,0 +1,222 @@
# Spec: Präsentations-/Ausgabe-Schicht (Teilprojekt 1)
Stand: 2026-05-31. Erstes Teilprojekt aus [enhancement-ideas.md](../../enhancement-ideas.md).
Baut auf der v1.0-Baseline (Tag `v1.0`) auf.
## 1. Kontext & Ziel
`GameIO` bietet aktuell nur `readLine()` + `write(String)`; beide Frontends
(`ConsoleIO`, `SwingIO`) schieben rohen Text durch. Ziel: **reichere, strukturierte
Ausgabe** in beiden Modi, ohne den für beide Frontends **identischen Game-Loop**
aufzugeben (Kernwert der Architektur).
Zielbild (bestätigt im Brainstorming):
- Konsole: **Stufe B** Boxed Heading, gelabelte Sektionen, persistente HUD-Zeile;
ASCII-Art nur für große Momente.
- GUI ist der **Fokus** (mehr Freiheit), Konsole wird weiter unterstützt.
- Semantische Farb-Rollen für Items / NPCs / Exits / Headings / Gefahr.
- **Progressive Disclosure** (nicht überladen) und **Info auf Regionen verteilen**
(Karte ersetzt später die Exit-Zeile).
## 2. Scope
**In Scope:**
- Semantisches Ausgabe-Modell (`Style`, `Span`, `StyledText` + Builder).
- High-Level-Views: `RoomView`, `Hud`.
- Erweiterung der `GameIO`-Schnittstelle (additiv, `write(String)` bleibt als Default).
- `ConsoleIO` als Renderer: ANSI-Farben + Box-Drawing (Stufe B), HUD-Zeile,
ASCII-Art-Banner-Mechanismus, gestufte Glyph-Fähigkeit.
- `SwingIO` als Renderer: Region-Layout (HUD oben, Output mittig, Seitenpanel
rechts reserviert, Input unten), `JTextPane`/`StyledDocument`, **gebündelter Font**.
- Migration der bestehenden Commands auf die neue API; `TestIO` angepasst.
**Out of Scope (jeweils eigene spätere Specs):**
- Tatsächliches Zeichnen der **Karte** (Teilprojekt 2) Seitenpanel ist nur Slot,
zeigt bis dahin die Exit-Liste.
- **Hauptmenü/Settings** (6), **Speichern/Laden** (7), **Musik** (8).
- Neue **Inhalte/Mechaniken** (Quests, Licht, Item-Kombination).
Die Schnittstellen lassen bewusst Slots (Seitenpanel, HUD-Felder) für diese
späteren Teile.
## 3. Architektur (Approach 2)
**Commands erzeugen Bedeutung, kein Format.** Ein Command baut ein semantisches
Objekt (`StyledText` oder eine View) und übergibt es an `GameIO`. Jedes Frontend
**rendert** es selbst: `ConsoleIO` → ANSI/Box-Drawing, `SwingIO` → Swing-Komponenten
und **eigenes Layout**. Der Game-Loop bleibt unverändert.
```mermaid
flowchart LR
CMD["Command<br/>(z.B. LookCommand)"] -- "baut" --> VIEW["RoomView / StyledText / Hud<br/>(semantisch, kein Format)"]
VIEW -- "GameIO.showRoom() / print() / setHud()" --> IO{{"GameIO"}}
IO --> CON["ConsoleIO<br/>ANSI + Box-Drawing"]
IO --> GUI["SwingIO<br/>JTextPane + Panels"]
```
## 4. Komponenten & API
Neues Subpackage `io.text` für das Modell **und** die Views (`Style`, `Span`,
`StyledText`, `RoomView`, `Hud`); die Renderer (`ConsoleIO`, `SwingIO`) bleiben in `io`.
### 4.1 Style (enum)
```java
public enum Style { PLAIN, HEADING, ITEM, NPC, EXIT, DANGER, DIM }
```
Kleines, bewusst begrenztes Rollen-Set. Mapping auf konkrete Farben/Attribute
liegt im jeweiligen Renderer, nicht am Style.
### 4.2 Span & StyledText
```java
public record Span(String text, Style style) {}
public final class StyledText {
private final List<Span> spans; // immutable
public List<Span> spans() { ... }
public String plainText() { ... } // Spans konkateniert, ohne Format
public static StyledText of(String s) { ... } // ein PLAIN-Span
public static Builder builder() { ... }
public static final class Builder {
Builder plain(String s); Builder heading(String s);
Builder item(String s); Builder npc(String s);
Builder exit(String s); Builder danger(String s);
Builder dim(String s); StyledText build();
}
}
```
Beispiel:
```java
io.print(StyledText.builder()
.plain("You pick up ").item("the brass lamp").plain(".").build());
```
Zeilenumbrüche stehen als `\n` im Text der Spans.
### 4.3 Views
```java
public record RoomView(String name, String description,
List<String> items, List<String> npcs,
List<String> exits) {}
public record Hud(String location, int gold, int turn, boolean lightOn) {}
```
Views tragen bereits **anzeigefertige Strings** (Namen aufgelöst), aber **kein
Layout**. `RoomView.exits` versorgt vorerst das GUI-Seitenpanel; sobald Teilprojekt 2
die Karte zeichnet, blendet der GUI-Renderer die Exit-Sektion aus.
### 4.4 GameIO (erweitert, additiv)
```java
public interface GameIO {
String readLine();
void print(StyledText text); // gestylter Ausgabe-Block
void showRoom(RoomView room); // High-Level-Raumansicht
void setHud(Hud hud); // HUD-Region aktualisieren
default void write(String s) { // Komfort + Rückwärtskompatibilität
print(StyledText.of(s));
}
}
```
`write(String)` bleibt als Default → bestehende Aufrufstellen kompilieren weiter;
Migration kann schrittweise erfolgen.
### 4.5 ConsoleIO (Renderer)
- `print`: Spans → ANSI-Sequenzen (Rollen→Farbe), dann `println`.
- `showRoom`: Stufe-B-Layout mit Box-Drawing-Rahmen (Heading + Sektionen
„You see / Here is / Exits"), Rollen-Farben.
- `setHud`: dim gefärbte Statuszeile (`[ Kitchen · 0 gold · turn 7 · light: off ]`).
- **ASCII-Art-Banner**: Methode/Helfer für große Momente (Start, Finale); Kunst aus
Ressourcen geladen. Mechanismus in Scope, konkrete Kunstwerke folgen mit Inhalten.
- **Konfiguration** (Defaults sicher, Verdrahtung mit Settings-Menü später):
- `ColorMode`: an/aus; Auto-Erkennung (`System.console() == null` → keine ANSI).
- `GlyphMode`: `ASCII | UNICODE | GLYPH`, Default `UNICODE` (Box-Drawing breit
unterstützt; Nerd-Glyphen nur bei explizitem Opt-in). Bei `ASCII` degradieren
die Rahmen auf `+`, `-`, `|` statt der Unicode-Box-Drawing-Zeichen.
### 4.6 SwingIO (Renderer) + Layout
Region-Layout (bestätigt, Variante A):
- **NORTH**: HUD-Leiste (`JPanel` mit `JLabel`s) Ort · Gold · Zug · Licht.
- **CENTER**: `JTextPane` mit `StyledDocument` (Farben/Stile via `AttributeSet` pro
`Style`), scrollbar.
- **EAST**: Seitenpanel, reserviert für Karte; zeigt bis dahin `RoomView.exits` als Liste.
- **SOUTH**: Eingabefeld (bestehende `LinkedBlockingQueue`-Brücke bleibt).
**Gebündelter Font:** `.ttf` unter `src/main/resources/fonts/`, via
`Font.createFont(Font.TRUETYPE_FONT, stream)` geladen und registriert → Farben und
**Glyphen funktionieren ohne Installation auf dem Spieler-System**. Fallback auf
`Font.MONOSPACED` bei Ladefehler (geloggt).
`print`/`showRoom` schreiben gestylte Spans in das `JTextPane`; `setHud` aktualisiert
die Labels. Alle Swing-Mutationen via `SwingUtilities.invokeLater` (wie bisher).
## 5. Datenfluss
```
Command → baut RoomView/StyledText/Hud → GameIO.{showRoom|print|setHud}
→ Frontend-Renderer → Konsole (ANSI) bzw. GUI (Swing)
```
Game-Loop, Parser, Registry, Domain: **unverändert**.
## 6. Nerd-Font / Glyph-Strategie (zusammengefasst)
- **GUI**: Font mitliefern (bundled `.ttf`) → Problem gelöst, keine Installation nötig.
- **Konsole**: Font nicht kontrollierbar → **gestufte Fallbacks** (`ASCII`
`UNICODE`-Box-Drawing → `GLYPH`). Default `UNICODE`. Keine harte Abhängigkeit von
installierten Nerd Fonts.
## 7. Migration der Commands & Tests
- `LookCommand`: statt `StringBuilder` eine `RoomView` bauen → `io.showRoom(view)`.
- Übrige Commands (`Take`, `Drop`, `Use`, `Read`, `Examine`, `Talk`, `Give`,
`Inventory`, `Help`): `io.print(StyledText…)` mit Rollen, wo es Mehrwert bringt;
sonst genügt das Default-`write(String)`. Schrittweise, nicht Big-Bang.
- `TestIO`: implementiert `print`/`showRoom`/`setHud` durch **Flattening auf
Klartext** (`StyledText.plainText()` bzw. RoomView→Textblock), abgelegt in
`outputs`. `lastOutput()`/`allOutput()` liefern weiterhin Klartext → die
bestehenden `.contains(...)`-Assertions der 67 Tests bleiben gültig.
## 8. Fehlerbehandlung
| Fall | Verhalten |
|---|---|
| Gebündelter Font nicht ladbar | Log-Warnung, Fallback `Font.MONOSPACED` |
| Terminal ohne ANSI / Umleitung | Auto-Erkennung → Farben aus, reiner Text |
| `GlyphMode=GLYPH` ohne passende Terminal-Font | Nutzer-Opt-in; kein Auto-Fallback nötig, Default bleibt `UNICODE` |
| `null`-Text an `StyledText.of` | `IllegalArgumentException` (wie bestehende Konventionen) |
## 9. Testing-Strategie
- **Unit**: `StyledText`-Builder & `plainText()`, `Span`, Immutabilität von
`RoomView`/`Hud`.
- **ConsoleIO**: Rendern einer bekannten `RoomView`/`Hud` mit Farbe AUS gegen einen
`StringWriter`/`PrintStream` (Test-Konstruktor existiert bereits) → strukturelle
Assertions (Heading, Labels, Exit-Namen).
- **Command-Tests**: laufen unverändert über das angepasste `TestIO` (Klartext).
- **SwingIO**: nicht unit-getestet (EDT/Swing); Logik dünn halten, manueller
Smoke-Test. Verifikation per `mvn exec:java@gui`.
## 10. Handoffs an spätere Teilprojekte
- **Karte (2)**: GUI-Seitenpanel + künftige `showMap(MapView)`-Methode;
`RoomView.exits` ist bis dahin Platzhalter-Quelle.
- **Menü/Settings (6)**: verdrahtet später `ColorMode`/`GlyphMode`/Lautstärke.
- **Save (7)**, **Musik (8)**: nutzen die HUD/Region-Slots, hier nicht implementiert.
## 11. Offene Detailfragen (in Implementierung entscheidbar)
- Konkrete Wahl des gebündelten Fonts (freier Monospace bzw. Nerd-Font-Variante,
Lizenz prüfen).
- Exakte ANSI-Farbpalette pro Rolle.
- Ob `Hud` schon ein `lightOn` führt, obwohl die Licht-Mechanik erst mit den Inhalten
kommt → Feld vorsehen, vorerst konstant `false`/ausgeblendet.

View File

@@ -0,0 +1,185 @@
# Spec: Quest-Fundament World-State & Bedingungen/Effekte (Teilprojekt 3.1)
Stand: 2026-05-31. Erstes Stück des Quest-Systems (Teilprojekt 3) aus
[enhancement-ideas.md](../../enhancement-ideas.md). Liefert die Zustands- und
Bedingungs-/Effekt-Engine, auf der Quests (#3.2) und Enden (#3.3) aufbauen.
## 1. Kontext & Ziel
Das NPC-System ist heute statisch: fester `greeting`, Reaktionen
(`consumes`/`gives`/`response`) ohne Bedingungen, kein Weltzustand. Ziel:
**gated progression** datengetrieben ermöglichen verschlossene Türen,
zustandsabhängige Beschreibungen, reaktive NPCs, Schalter, die Weltzustand setzen
über **eine** kleine, wiederverwendbare Bedingungs-/Effekt-Sprache (Ansatz A).
Scope **core-only** (bestätigt): Licht/Dunkelheit und Item-Kombination werden
bewusst auf spätere kleine Folge-Specs verschoben.
## 2. Scope
**In Scope:**
- **`GameState`** Flag-Speicher (benannte Booleans).
- **Condition/Effect-Modell** + Auswerter (`Conditions`) + Anwender (`Effects`).
- Fünf Integrationspunkte: verschlossene Exits, zustandsabhängige
Raumbeschreibungen, bedingte NPC-Dialoge, Reaktionen mit `requires`/`effects`,
Schalter mit `effects`.
- Loader/DTO/Factory/Resolver-Erweiterungen, alle neuen YAML-Felder **optional**
(Rückwärtskompatibilität).
**Out of Scope (eigene spätere Specs):**
- Licht & Dunkelheit; Item-Kombination (`use X on Y`).
- Quest-Objekte, Quest-Log, GUI-Quest-Box (Teilprojekt #3.2).
- Win-Condition / mehrere Enden (#3.3).
- `startFlags`-Seeding (YAGNI Flags starten leer = alle false, was der
Ausgangslage „Strom aus, Keller geflutet" entspricht).
## 3. Kern-Engine (Ansatz A)
### 3.1 GameState
`GameState` (Package `game`) hält die gesetzten Flags als `Set<String>`
(vorhanden = true). API: `isSet(name)`, `set(name)`, `clear(name)`, `all()`.
`GameContext` bekommt ein **selbst-initialisiertes** Feld
`private final GameState state = new GameState();` (per `@Getter` lesbar). Da das
Feld initialisiert ist, bleibt der `@RequiredArgsConstructor` (world, player, io)
**unverändert** keine Anpassung der bestehenden Konstruktionsstellen nötig.
### 3.2 Condition (Daten in `model`, Auswerter in `game`)
```java
public record Condition(Type type, String arg) {
public enum Type { FLAG, NOT_FLAG, HAS_ITEM }
}
```
`Conditions.all(List<Condition>, GameContext)` → true, wenn alle gelten (leere
Liste = true):
- `FLAG``state.isSet(arg)`
- `NOT_FLAG``!state.isSet(arg)`
- `HAS_ITEM``player.hasItem(arg)`
### 3.3 Effect (Daten in `model`, Anwender in `game`)
```java
public record Effect(Type type, String arg) {
public enum Type { SET_FLAG, CLEAR_FLAG, GIVE_ITEM, REMOVE_ITEM, SAY }
}
```
`Effects.applyAll(List<Effect>, GameContext)` wendet jeden an:
- `SET_FLAG`/`CLEAR_FLAG``state.set/clear(arg)`
- `GIVE_ITEM` → Item aus `world.getItems().get(arg)` ins Inventar (unbekannt →
Warnung geloggt, übersprungen)
- `REMOVE_ITEM``player.removeItem(arg)`
- `SAY``io.write(arg)`
## 4. Integrationspunkte
Jeder trägt nur `requires` (Conditions) und/oder `effects` und ruft die Helfer.
| # | Träger (model) | YAML-Feld | Konsument | Verhalten |
|---|---|---|---|---|
| 1 | `Room.exitLocks: EnumMap<Direction, ExitLock>` | `exitLocks` | `GoCommand` | Vor Bewegung: gilt `requires` nicht → `blocked` ausgeben, nicht bewegen |
| 2 | `Room.descriptionStates: List<DescriptionState>` | `descriptionStates` | `LookCommand` | Erste passende Variante als Beschreibung, sonst `description` |
| 3 | `Npc.dialogue: List<DialogueLine>` | `dialogue` | `TalkCommand` | Erste passende Zeile, sonst `greeting` |
| 4 | `NpcReaction.requires/effects` | `requires`, `effects` | `GiveCommand` | `requires` prüfen; bei Erfolg consume/give wie bisher + `effects` |
| 5 | `SwitchableItem.effects: List<Effect>` | `effects` | `use` | Beim Schalten **auf „on"**: `effects` anwenden |
Hilfstypen (records in `model`): `ExitLock(List<Condition> requires, String blocked)`,
`DescriptionState(List<Condition> when, String text)`,
`DialogueLine(List<Condition> when, String text)`.
### YAML-Beispiele
```yaml
# rooms.yaml
exits: { east: cellar }
exitLocks:
- direction: east
requires: [{ flag: power_on }]
blocked: "The cellar door won't budge without power."
descriptionStates:
- when: [{ flag: power_on }]
text: "The cellar, now lit, reveals a workbench."
# npcs.yaml
dialogue:
- when: [{ flag: power_on }]
text: '"You did it — the lights are back!"'
reactions:
- onReceive: fuse
requires: [{ flag: cellar_drained }]
response: "That'll hold now."
effects:
- { removeItem: fuse }
- { setFlag: fuse_installed }
# items.yaml
- id: breaker
type: switchable
name: Breaker
onText: "You flip the breaker. The manor hums to life."
offText: "You switch the breaker off."
state: false
effects:
- { setFlag: power_on }
```
## 5. Loading / DTO / Mapping
- Neue DTOs (`loader.dto`): `ConditionDto(flag, notFlag, hasItem)`,
`EffectDto(setFlag, clearFlag, giveItem, removeItem, say)`, `ExitLockDto`,
`DescriptionStateDto`, `DialogueLineDto`. Jeweils `toModel()`.
- Erweiterte DTOs: `RoomDto` (+`exitLocks`, +`descriptionStates`), `NpcDto`
(+`dialogue`), `ReactionDto` (+`requires`, +`effects`), `ItemDto` (+`effects`).
- `ConditionDto.toModel()`: genau ein Feld gesetzt → entsprechende `Condition`,
sonst `WorldLoadException`. Analog `EffectDto`.
- Verdrahtung: `ReferenceResolver.resolveRooms` baut `exitLocks` (Direction via
`Direction.fromString`) und `descriptionStates`; `resolveNpcs` baut `dialogue`
und erweitert die `NpcReaction` um `requires`/`effects`; `ItemFactory` setzt
`SwitchableItem.effects`.
- **Item-Referenzen in Conditions/Effects** (`hasItem`/`giveItem`/`removeItem`)
werden **nicht** beim Laden aufgelöst, sondern zur Laufzeit (lazy) kein
Eingriff in die strikte Resolver-Validierung; `GIVE_ITEM` unbekannt ist
laufzeit-tolerant (Warnung).
## 6. Fehlerbehandlung
| Fall | Verhalten |
|---|---|
| Condition/Effect-DTO ohne gesetztes Feld | `WorldLoadException` beim Laden |
| `exitLocks` mit unbekannter Richtung | `WorldLoadException` (`Direction.fromString`) |
| `GIVE_ITEM` mit unbekannter Item-ID | Warnung geloggt, Effekt übersprungen |
| Neue Felder fehlen (alte YAMLs) | null → als leere Liste behandelt, lädt normal |
| Schalter `off``on` mehrfach | `effects` werden bei jedem Übergang auf „on" angewendet (idempotent bei `setFlag`) |
## 7. Rückwärtskompatibilität
Alle neuen Felder sind optional (nullable). Bestehende `rooms.yaml`, `npcs.yaml`,
`items.yaml` und alle Test-Fixtures laden unverändert; die 90 bestehenden Tests
bleiben grün. `NpcReaction` behält `consumes`/`gives`/`response`.
## 8. Testing
- **Unit:** `GameState` (set/clear/isSet); `Conditions.all` (FLAG/NOT_FLAG/HAS_ITEM,
AND, leer=true); `Effects.applyAll` (alle fünf Typen, unbekanntes Item tolerant);
`ConditionDto.toModel`/`EffectDto.toModel` (inkl. Fehlerfall).
- **Integration (in-Code-Welt wie bestehende Command-Tests):**
- `GoCommand`: gesperrter Exit blockt ohne Flag, passiert mit Flag.
- `LookCommand`: Beschreibung wechselt mit Flag.
- `TalkCommand`: Dialogzeile wechselt mit Flag, sonst `greeting`.
- `GiveCommand`: Reaktion mit `requires` blockt/erlaubt; `effects` setzen Flag.
- `SwitchableItem.use`: setzt Flag beim Einschalten.
- **Loader:** ein Round-Trip-Test, der ein YAML mit allen neuen Feldern lädt;
ein Test, dass alte YAMLs ohne neue Felder weiterhin laden.
## 9. Demonstration (am Ende, minimal)
Eine kleine, sichere Erweiterung der echten Welt-YAMLs, um die Kette
end-to-end spielbar zu zeigen (z. B. Schalter setzt ein Flag, das eine Tür
öffnet und eine Beschreibung ändert) ohne bestehende Tests zu berühren.
## 10. Offene Detailfragen (in Implementierung entscheidbar)
- `SAY`-Effekt: schlicht `io.write` oder gestylt (`StyledText`) zunächst `write`.
- Ob `ExitLock`/`DescriptionState`/`DialogueLine` als records in `model` oder
`model.state` liegen im Plan festgelegt (`model`).

View File

@@ -0,0 +1,163 @@
# Spec: Quests & Quest-Log (Teilprojekt 3.2)
Stand: 2026-05-31. Baut auf dem Quest-Fundament (3.1) auf: Flags, Conditions,
Effects sind vorhanden. Liefert echte Quest-Objekte, eine Fortschritts-Engine und
die Anzeige (Konsolen-Befehl + GUI-Quest-Box unter der Karte).
## 1. Kontext & Ziel
Das Fundament erlaubt gated progression über Flags. Jetzt: **strukturierte Quests**
mit mehreren Stufen, deren Fortschritt **automatisch aus dem Weltzustand** erkannt
wird (bestätigt: Ansatz A, condition-driven), plus sichtbares **Quest-Log**.
## 2. Scope
**In Scope:**
- Quest-Datenmodell (`Quest`, `QuestStage`) + `quests.yaml`.
- Runtime: `QuestLog` (Fortschritt), `QuestEngine` (Tick pro Zug, Auto-Advance,
Ansagen), `START_QUEST`-Effekt.
- Anzeige: `QuestView`-Modell, `GameIO.setQuests/showQuests`, Konsolen-Befehl
`quests`, GUI-Quest-Box **unter der Karte**.
- Loader: `QuestDto`/`QuestStageDto`, `QuestFactory`, `quests.yaml` (optional),
`World.quests`.
- Demo-Quest in der echten Welt.
**Out of Scope (3.3 / später):**
- Win-Condition / mehrere Enden (3.3) eine Quest kann aber per `onComplete`-Effekt
ein Flag setzen, das 3.3 nutzt.
- Quest-Verzweigung, Fehlschlag-Zustände, Voraussetzungen (per `startQuest`-Effekt
ausdrückbar).
## 3. Datenmodell (model)
```java
public record Quest(String id, String title, boolean autoStart,
List<QuestStage> stages, List<Effect> onComplete) { /* List.copyOf */ }
public record QuestStage(String objective, List<Condition> completion,
List<Effect> onComplete) { /* List.copyOf */ }
```
`quests.yaml`:
```yaml
- id: restore_power
title: "Bring the Manor to Life"
autoStart: true
stages:
- objective: "Get the power running."
completion: [{ flag: power_on }]
- objective: "Earn the Old Man's brass key."
completion: [{ hasItem: key }]
onComplete:
- { setFlag: manor_secured }
```
## 4. Runtime (game)
### 4.1 QuestLog (in GameContext)
`QuestLog` (selbst-initialisiertes Feld in `GameContext`, wie `GameState` → kein
Konstruktor-Eingriff). Hält nur Laufzeit-Fortschritt:
- `Map<String, Integer> stageIndex` aktuelle Stufe je *aktiver* Quest.
- `Set<String> completed` abgeschlossene Quest-IDs.
- API: `start(id)`, `isActive(id)`, `isCompleted(id)`, `stageIndex(id)`,
`advance(id)`, `complete(id)`.
### 4.2 START_QUEST-Effekt
`Effect.Type.START_QUEST` (arg = Quest-ID). `Effects.apply` ruft
`ctx.getQuestLog().start(arg)`. `EffectDto` bekommt Feld `startQuest`. Damit können
Dialoge/Schalter/Reaktionen Quests starten.
### 4.3 QuestEngine.tick(ctx)
Pro Zug aus der `Game`-Schleife (neben `setHud`/`setMap`):
1. Auto-Start: jede `autoStart`-Quest, die weder aktiv noch abgeschlossen ist, starten.
2. Für jede **aktive** Quest die `completion` der **aktuellen** Stufe via
`Conditions.all` prüfen. Erfüllt →
- `onComplete`-Effekte der Stufe anwenden,
- Ansage (`io.print`, z. B. „✓ Objective complete: …"),
- `advance`; war es die letzte Stufe → Quest-`onComplete` anwenden, `complete`,
Ansage „Quest complete: …".
3. **Kaskade**: Schleife wiederholen, solange sich etwas geändert hat (begrenzt durch
Gesamt-Stufenzahl), damit ein Zug mehrere Stufen auslösen kann.
`tick` ist idempotent (abgeschlossene Stufen feuern nicht erneut). `QuestEngine.viewOf(ctx)`
baut die `QuestView` aus `World.getQuests()` + `QuestLog`.
## 5. Anzeige
### 5.1 Modell (io.text)
```java
public record QuestEntry(String title, String objective) {}
public record QuestView(List<QuestEntry> active, List<String> completed) {}
```
### 5.2 GameIO (additiv, wie die Karte)
```java
default void setQuests(QuestView view) { /* no-op */ } // Push pro Zug (GUI)
default void showQuests(QuestView view) { print(QuestText.render(view)); } // on demand (Konsole)
```
- **Konsole**: nutzt beide Defaults. `setQuests` = no-op; `showQuests` druckt via
`QuestText.render` (io.text), ausgelöst durch `QuestsCommand`.
- **GUI**: überschreibt `setQuests` (Quest-Box neu zeichnen) und `showQuests` (no-op,
Box ist immer sichtbar).
- `TestIO`: Defaults; `showQuests` druckt in `outputs` → testbar.
### 5.3 Konsolen-Befehl
`QuestsCommand` (`quests`, `log`, `journal`) → `io.showQuests(QuestEngine.viewOf(ctx))`.
Ausgabe: aktive Quests (Titel + aktuelles Ziel), darunter abgeschlossene (dim, mit ✓).
### 5.4 GUI-Quest-Box
Rechter Seitenbereich wird zu einem Panel: **Karte oben, Quest-Box unten**
(`BorderLayout`: Map-Scroll CENTER, Quest-Scroll SOUTH mit fester/anteiliger Höhe).
Die Quest-Box ist ein gestyltes, schreibgeschütztes Textfeld (`JTextPane`): aktive
Quests fett (Titel) + Ziel; abgeschlossene dim mit ✓. Font folgt der Auto-Skalierung
(`applyFonts`). `setQuests` aktualisiert sie pro Zug.
## 6. Loading
- `QuestDto(id, title, Boolean autoStart, List<QuestStageDto> stages, List<EffectDto> onComplete)`,
`QuestStageDto(objective, List<ConditionDto> completion, List<EffectDto> onComplete)`.
- `QuestFactory.fromDto` baut `Quest` (Conditions/Effects via vorhandene
`toModelList`); keine Resolver-Phase nötig (Flags/Items lazy, Quest-IDs sind Strings).
- `WorldLoader` liest `quests.yaml` **optional** (fehlt die Datei → leere Liste),
baut `Map<String, Quest>` und übergibt sie an `World`.
- `World` bekommt Feld `quests` + **rückwärtskompatiblen 5-Arg-Konstruktor**
(delegiert mit leerer Quest-Map), damit bestehende `new World(...)`-Aufrufe in Tests
unverändert kompilieren.
## 7. Fehlerbehandlung
| Fall | Verhalten |
|---|---|
| `quests.yaml` fehlt | leere Quest-Map, Spiel läuft ohne Quests |
| `START_QUEST` mit unbekannter Quest-ID | `QuestLog.start` legt Eintrag an; `viewOf` ignoriert IDs ohne Definition (Warnung geloggt) |
| Quest ohne Stufen | gilt sofort als abgeschlossen beim ersten Tick |
| Doppelte Quest-IDs | `WorldLoader.requireUniqueIds` erweitert um Quests |
## 8. Testing
- **QuestLog**: start/advance/complete, isActive/isCompleted.
- **QuestEngine**: Auto-Start; Stufe rückt vor, wenn Condition gilt; Ansage; Quest
schließt nach letzter Stufe ab; Kaskade (eine Stufe löst die nächste); `viewOf`
liefert aktive + abgeschlossene korrekt.
- **Effects**: `START_QUEST` startet Quest.
- **EffectDto/QuestDto**: `toModel`/`fromDto`-Mapping.
- **QuestsCommand**: über `TestIO` Ausgabe enthält aktives Ziel.
- **WorldLoader**: lädt `quests.yaml`; fehlende Datei → leer.
- **GUI**: nicht unit-getestet; manueller Smoke (`exec:java@gui`).
## 9. Demonstration
`quests.yaml` mit `restore_power` (autoStart, 2 Stufen): Strom anschalten →
Schlüssel vom alten Mann holen. Sichtbar im Konsolen-`quests`-Befehl und in der
GUI-Box; Ansagen beim Erfüllen.
## 10. Offene Detailfragen (in Implementierung)
- Höhe/Anteil der GUI-Quest-Box (ca. 30 % der Seitenleiste, scrollbar).
- Stil der Ansagen (zunächst `HEADING`).

View File

@@ -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.

View File

@@ -10,21 +10,36 @@ import thb.jeanluc.adventure.command.impl.GoCommand;
import thb.jeanluc.adventure.command.impl.HelpCommand;
import thb.jeanluc.adventure.command.impl.InventoryCommand;
import thb.jeanluc.adventure.command.impl.LookCommand;
import thb.jeanluc.adventure.command.impl.QuitCommand;
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.ReadCommand;
import thb.jeanluc.adventure.command.impl.SaveCommand;
import thb.jeanluc.adventure.command.impl.TakeCommand;
import thb.jeanluc.adventure.command.impl.TalkCommand;
import thb.jeanluc.adventure.command.impl.UseCommand;
import thb.jeanluc.adventure.game.Game;
import thb.jeanluc.adventure.game.GameContext;
import thb.jeanluc.adventure.game.GameSession;
import thb.jeanluc.adventure.io.ConsoleIO;
import thb.jeanluc.adventure.io.GameIO;
import thb.jeanluc.adventure.io.text.Banner;
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
* YAML, wires up the command registry, and hands control to the
* {@link Game} loop.
* Console entry point. Loads settings, then runs the main-menu shell loop:
* New Game / Load / Settings / Quit. Each game runs the shared {@link Game}
* 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
public final class App {
@@ -32,11 +47,7 @@ public final class App {
private App() {
}
/**
* Standard JVM entry point.
*
* @param args ignored
*/
/** Standard JVM entry point. @param args ignored */
public static void main(String[] args) {
GameIO io = new ConsoleIO();
try {
@@ -48,15 +59,52 @@ public final class App {
}
}
/**
* 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
*/
/** Runs the menu shell on the given IO until the player quits. */
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();
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();
registry.register(new GoCommand(), "go", "move", "walk");
@@ -67,19 +115,22 @@ public final class App {
registry.register(new UseCommand(), "use");
registry.register(new ReadCommand(), "read");
registry.register(new ExamineCommand(), "examine", "x", "inspect");
registry.register(new MapCommand(), "map", "m");
registry.register(new QuestsCommand(), "quests", "log", "journal");
registry.register(new TalkCommand(), "talk", "speak");
registry.register(new GiveCommand(), "give");
registry.register(new HelpCommand(registry), "help", "?");
QuitCommand quit = new QuitCommand();
registry.register(quit, "quit", "exit");
registry.register(new SaveCommand(saves), "save");
Game game = new Game(ctx, registry, new CommandParser());
quit.bind(game);
io.write(loaded.world().getTitle());
io.write(loaded.world().getWelcomeMessage());
new LookCommand().execute(ctx, java.util.List.of());
MenuCommand menu = new MenuCommand(saves);
menu.bind(game);
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();
}

View File

@@ -2,6 +2,7 @@ package thb.jeanluc.adventure.command.impl;
import thb.jeanluc.adventure.command.Command;
import thb.jeanluc.adventure.game.GameContext;
import thb.jeanluc.adventure.game.Light;
import thb.jeanluc.adventure.model.Npc;
import thb.jeanluc.adventure.model.item.Item;
@@ -20,6 +21,10 @@ public class ExamineCommand implements Command {
ctx.getIo().write("Examine what?");
return;
}
if (!Light.isLit(ctx, ctx.getPlayer().getCurrentRoom())) {
ctx.getIo().write("It's too dark to see that.");
return;
}
String id = args.getFirst();
Optional<Item> item = ctx.getPlayer().findItem(id);
if (item.isEmpty()) {

View File

@@ -1,6 +1,8 @@
package thb.jeanluc.adventure.command.impl;
import thb.jeanluc.adventure.command.Command;
import thb.jeanluc.adventure.game.Conditions;
import thb.jeanluc.adventure.game.Effects;
import thb.jeanluc.adventure.game.GameContext;
import thb.jeanluc.adventure.model.Npc;
import thb.jeanluc.adventure.model.NpcReaction;
@@ -44,12 +46,17 @@ public class GiveCommand implements Command {
}
NpcReaction reaction = reactionOpt.get();
if (!Conditions.all(reaction.getRequires(), ctx)) {
ctx.getIo().write(npc.getName() + " isn't ready for that yet.");
return;
}
if (reaction.getConsumes() != null) {
ctx.getPlayer().removeItem(reaction.getConsumes().getId());
}
if (reaction.getGives() != null) {
ctx.getPlayer().addItem(reaction.getGives());
}
Effects.applyAll(reaction.getEffects(), ctx);
ctx.getIo().write(npc.getName() + ": " + reaction.getResponse());
}

View File

@@ -1,8 +1,11 @@
package thb.jeanluc.adventure.command.impl;
import thb.jeanluc.adventure.command.Command;
import thb.jeanluc.adventure.game.Conditions;
import thb.jeanluc.adventure.game.GameContext;
import thb.jeanluc.adventure.game.Light;
import thb.jeanluc.adventure.model.Direction;
import thb.jeanluc.adventure.model.ExitLock;
import thb.jeanluc.adventure.model.Room;
import java.util.List;
@@ -32,6 +35,16 @@ public class GoCommand implements Command {
ctx.getIo().write("You can't go " + dir.getLabel() + " from here.");
return;
}
ExitLock lock = ctx.getPlayer().getCurrentRoom().getExitLocks().get(dir);
if (lock != null && !Conditions.all(lock.requires(), ctx)) {
ctx.getIo().write(lock.blocked());
return;
}
if (!Light.isLit(ctx, next.get())) {
ctx.getIo().write("It's pitch black beyond the doorway — you need a lit light source "
+ "(try lighting your lamp with 'use lamp').");
return;
}
ctx.getPlayer().setCurrentRoom(next.get());
new LookCommand().execute(ctx, List.of());
}

View File

@@ -1,50 +1,42 @@
package thb.jeanluc.adventure.command.impl;
import thb.jeanluc.adventure.command.Command;
import thb.jeanluc.adventure.game.Conditions;
import thb.jeanluc.adventure.game.GameContext;
import thb.jeanluc.adventure.game.Light;
import thb.jeanluc.adventure.io.text.RoomView;
import thb.jeanluc.adventure.model.DescriptionState;
import thb.jeanluc.adventure.model.Direction;
import thb.jeanluc.adventure.model.Npc;
import thb.jeanluc.adventure.model.Room;
import thb.jeanluc.adventure.model.item.Item;
import java.util.List;
import java.util.stream.Collectors;
/**
* Prints a full description of the room the player is currently in:
* name, description, visible items, visible NPCs, and available exits.
* Usage: {@code look}.
* Describes the current room by emitting a {@link RoomView}; the active
* frontend decides how to render it. Usage: {@code look}.
*/
public class LookCommand implements Command {
@Override
public void execute(GameContext ctx, List<String> args) {
Room room = ctx.getPlayer().getCurrentRoom();
StringBuilder sb = new StringBuilder();
sb.append("== ").append(room.getName()).append(" ==\n");
sb.append(room.getDescription().stripTrailing());
if (!room.getItems().isEmpty()) {
String items = room.getItems().values().stream()
.map(Item::getName)
.collect(Collectors.joining(", "));
sb.append("\nYou see: ").append(items).append('.');
if (!Light.isLit(ctx, room)) {
ctx.getIo().write("It's pitch black; you can't make anything out. You need a light source.");
return;
}
if (!room.getNpcs().isEmpty()) {
String npcs = room.getNpcs().values().stream()
.map(Npc::getName)
.collect(Collectors.joining(", "));
sb.append("\nHere is: ").append(npcs).append('.');
List<String> items = room.getItems().values().stream().map(Item::getName).toList();
List<String> npcs = room.getNpcs().values().stream().map(Npc::getName).toList();
List<String> exits = room.getExits().keySet().stream().map(Direction::getLabel).toList();
String description = room.getDescription();
for (DescriptionState ds : room.getDescriptionStates()) {
if (Conditions.all(ds.when(), ctx)) {
description = ds.text();
break;
}
if (room.getExits().isEmpty()) {
sb.append("\nThere are no obvious exits.");
} else {
String exits = room.getExits().keySet().stream()
.map(Direction::getLabel)
.collect(Collectors.joining(", "));
sb.append("\nExits: ").append(exits).append('.');
}
ctx.getIo().write(sb.toString());
ctx.getIo().showRoom(new RoomView(room.getName(), description, items, npcs, exits));
}
@Override

View File

@@ -0,0 +1,26 @@
package thb.jeanluc.adventure.command.impl;
import thb.jeanluc.adventure.command.Command;
import thb.jeanluc.adventure.game.GameContext;
import thb.jeanluc.adventure.io.text.MapView;
import thb.jeanluc.adventure.map.MapLayout;
import java.util.List;
/** Shows the fog-of-war map of explored rooms. Usage: {@code map}. */
public class MapCommand implements Command {
@Override
public void execute(GameContext ctx, List<String> args) {
MapView view = MapLayout.compute(
ctx.getWorld(),
ctx.getPlayer().getVisitedRoomIds(),
ctx.getPlayer().getCurrentRoom());
ctx.getIo().showMap(view);
}
@Override
public String help() {
return "map - show the map of explored rooms";
}
}

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)";
}
}

View File

@@ -0,0 +1,21 @@
package thb.jeanluc.adventure.command.impl;
import thb.jeanluc.adventure.command.Command;
import thb.jeanluc.adventure.game.GameContext;
import thb.jeanluc.adventure.game.QuestEngine;
import java.util.List;
/** Shows the active and completed quests. Usage: {@code quests}. */
public class QuestsCommand implements Command {
@Override
public void execute(GameContext ctx, List<String> args) {
ctx.getIo().showQuests(QuestEngine.viewOf(ctx));
}
@Override
public String help() {
return "quests - show your active and completed quests (alias: log, journal)";
}
}

View File

@@ -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)";
}
}

View File

@@ -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";
}
}

View File

@@ -2,6 +2,7 @@ package thb.jeanluc.adventure.command.impl;
import thb.jeanluc.adventure.command.Command;
import thb.jeanluc.adventure.game.GameContext;
import thb.jeanluc.adventure.game.Light;
import thb.jeanluc.adventure.model.Room;
import thb.jeanluc.adventure.model.item.Item;
@@ -20,6 +21,10 @@ public class TakeCommand implements Command {
ctx.getIo().write("Take what?");
return;
}
if (!Light.isLit(ctx, ctx.getPlayer().getCurrentRoom())) {
ctx.getIo().write("It's too dark to see that.");
return;
}
String itemId = args.getFirst();
Room room = ctx.getPlayer().getCurrentRoom();
Optional<Item> taken = room.removeItem(itemId);

View File

@@ -1,7 +1,9 @@
package thb.jeanluc.adventure.command.impl;
import thb.jeanluc.adventure.command.Command;
import thb.jeanluc.adventure.game.Conditions;
import thb.jeanluc.adventure.game.GameContext;
import thb.jeanluc.adventure.model.DialogueLine;
import thb.jeanluc.adventure.model.Npc;
import java.util.List;
@@ -24,7 +26,15 @@ public class TalkCommand implements Command {
ctx.getIo().write("There is no '" + npcId + "' here to talk to.");
return;
}
ctx.getIo().write(npc.get().getName() + " says: " + npc.get().getGreeting());
Npc found = npc.get();
String line = found.getGreeting();
for (DialogueLine dl : found.getDialogue()) {
if (Conditions.all(dl.when(), ctx)) {
line = dl.text();
break;
}
}
ctx.getIo().write(found.getName() + " says: " + line);
}
@Override

View File

@@ -0,0 +1,33 @@
package thb.jeanluc.adventure.game;
import thb.jeanluc.adventure.model.Condition;
import java.util.List;
/** Evaluates {@link Condition}s against a {@link GameContext}. */
public final class Conditions {
private Conditions() {
}
public static boolean holds(Condition c, GameContext ctx) {
return switch (c.type()) {
case FLAG -> ctx.getState().isSet(c.arg());
case NOT_FLAG -> !ctx.getState().isSet(c.arg());
case HAS_ITEM -> ctx.getPlayer().hasItem(c.arg());
};
}
/** True iff every condition holds. A null or empty list is vacuously true. */
public static boolean all(List<Condition> conditions, GameContext ctx) {
if (conditions == null) {
return true;
}
for (Condition c : conditions) {
if (!holds(c, ctx)) {
return false;
}
}
return true;
}
}

View File

@@ -0,0 +1,43 @@
package thb.jeanluc.adventure.game;
import lombok.extern.slf4j.Slf4j;
import thb.jeanluc.adventure.model.Effect;
import thb.jeanluc.adventure.model.item.Item;
import java.util.List;
/** Applies {@link Effect}s to a {@link GameContext}. */
@Slf4j
public final class Effects {
private Effects() {
}
public static void apply(Effect e, GameContext ctx) {
switch (e.type()) {
case SET_FLAG -> ctx.getState().set(e.arg());
case CLEAR_FLAG -> ctx.getState().clear(e.arg());
case GIVE_ITEM -> {
Item it = ctx.getWorld().getItems().get(e.arg());
if (it == null) {
log.warn("Effect GIVE_ITEM references unknown item '{}'", e.arg());
} else {
ctx.getPlayer().addItem(it);
}
}
case REMOVE_ITEM -> ctx.getPlayer().removeItem(e.arg());
case SAY -> ctx.getIo().write(e.arg());
case START_QUEST -> ctx.getQuestLog().start(e.arg());
}
}
/** Applies each effect in order. A null list is a no-op. */
public static void applyAll(List<Effect> effects, GameContext ctx) {
if (effects == null) {
return;
}
for (Effect e : effects) {
apply(e, ctx);
}
}
}

View File

@@ -0,0 +1,46 @@
package thb.jeanluc.adventure.game;
import thb.jeanluc.adventure.io.text.StyledText;
import thb.jeanluc.adventure.model.Ending;
/** Detects the first matching ending and renders the end-of-game screen. */
public final class EndingEngine {
private EndingEngine() {
}
/** First ending whose conditions hold, in list order; null if none. */
public static Ending triggered(GameContext ctx) {
for (Ending e : ctx.getWorld().getEndings()) {
if (Conditions.all(e.when(), ctx)) {
return e;
}
}
return null;
}
/** Builds the ending screen: title banner, text, and a run summary. */
public static StyledText render(Ending e, GameContext ctx, int turns) {
int total = ctx.getWorld().getQuests().size();
int done = ctx.getQuestLog().completed().size();
String bar = "".repeat(Math.max(12, e.title().length() + 6));
StyledText.Builder b = StyledText.builder();
b.heading(bar + "\n").heading(" " + e.title() + "\n").heading(bar + "\n");
b.plain(e.text().stripTrailing()).plain("\n\n");
b.dim("Turns: " + turns + "\n");
b.dim("Quests completed: " + done + " / " + total + "\n");
b.heading("Rank: " + rank(e, total, done));
return b.build();
}
private static String rank(Ending e, int total, int done) {
if (e.victory() && total > 0 && done == total) {
return "Master of the Manor";
}
if (e.victory()) {
return "Manor Reclaimed";
}
return "Escaped — the manor keeps its secrets";
}
}

View File

@@ -5,6 +5,10 @@ import thb.jeanluc.adventure.command.Command;
import thb.jeanluc.adventure.command.CommandParser;
import thb.jeanluc.adventure.command.CommandRegistry;
import thb.jeanluc.adventure.command.ParsedCommand;
import thb.jeanluc.adventure.io.text.Hud;
import thb.jeanluc.adventure.io.text.MapView;
import thb.jeanluc.adventure.map.MapLayout;
import thb.jeanluc.adventure.model.Ending;
import java.util.Optional;
@@ -32,6 +36,8 @@ public class Game {
* Runs the loop until {@link #stop()} is called or input is exhausted.
*/
public void run() {
publishHud();
maybeEnd();
while (running) {
String input = ctx.getIo().readLine();
if (input == null) {
@@ -46,8 +52,38 @@ public class Game {
ctx.getIo().write("I don't understand '" + parsed.verb() + "'. Type 'help'.");
} else {
cmd.get().execute(ctx, parsed.args());
ctx.getSession().incrementTurn();
if (ctx.getSession().getTurn() % 10 == 0) {
ctx.save();
}
}
publishHud();
maybeEnd();
}
}
/** Ends the game if any ending's conditions are met, printing its screen. */
private void maybeEnd() {
Ending e = EndingEngine.triggered(ctx);
if (e != null) {
ctx.getIo().print(EndingEngine.render(e, ctx, ctx.getSession().getTurn()));
stop();
}
}
private void publishHud() {
QuestEngine.tick(ctx);
ctx.getIo().setHud(new Hud(
ctx.getPlayer().getCurrentRoom().getName(),
ctx.getPlayer().getGold(),
ctx.getSession().getTurn(),
Light.carryingLight(ctx)));
MapView map = MapLayout.compute(
ctx.getWorld(),
ctx.getPlayer().getVisitedRoomIds(),
ctx.getPlayer().getCurrentRoom());
ctx.getIo().setMap(map);
ctx.getIo().setQuests(QuestEngine.viewOf(ctx));
}
/**

View File

@@ -1,26 +1,63 @@
package thb.jeanluc.adventure.game;
import lombok.Getter;
import lombok.RequiredArgsConstructor;
import thb.jeanluc.adventure.io.GameIO;
import thb.jeanluc.adventure.model.Player;
import thb.jeanluc.adventure.model.World;
/**
* Bundle of everything a command needs to do its work: the world, the
* player, and the IO channel. Passing this single object keeps command
* signatures small and consistent.
* Bundle of everything a command needs: the active {@link GameSession}
* (world, player, flags, quests, turn) and the IO channel. Getters delegate
* to the session so existing command code keeps working unchanged.
*/
@Getter
@RequiredArgsConstructor
public class GameContext {
/** Loaded world (rooms, items, npcs). */
private final World world;
/** The player avatar. */
private final Player player;
/** IO channel for reading input and writing output. */
private final GameSession session;
private final GameIO io;
/** Silent autosave hook, wired by the app; no-op by default (tests). */
private Runnable saveCallback = () -> { };
public GameContext(GameSession session, GameIO io) {
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();
}
}

View File

@@ -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

@@ -0,0 +1,34 @@
package thb.jeanluc.adventure.game;
import java.util.Collection;
import java.util.Collections;
import java.util.LinkedHashSet;
import java.util.Set;
/** Named world flags. A flag is "set" (true) when present in the set. */
public class GameState {
private final Set<String> flags = new LinkedHashSet<>();
public boolean isSet(String flag) {
return flags.contains(flag);
}
public void set(String flag) {
flags.add(flag);
}
public void clear(String flag) {
flags.remove(flag);
}
public Set<String> all() {
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

@@ -0,0 +1,44 @@
package thb.jeanluc.adventure.game;
import thb.jeanluc.adventure.model.Room;
import thb.jeanluc.adventure.model.item.Item;
import thb.jeanluc.adventure.model.item.SwitchableItem;
import java.util.Collection;
/** Decides whether a room is lit, given dark rooms and active light sources. */
public final class Light {
private Light() {
}
/** A room is lit if it is not dark, or an active light source is carried or present. */
public static boolean isLit(GameContext ctx, Room room) {
if (!room.isDark()) {
return true;
}
return hasActiveLight(ctx.getPlayer().getInventory().values())
|| hasActiveLight(room.getItems().values());
}
/** True if the player carries an active light source (for the HUD). */
public static boolean carryingLight(GameContext ctx) {
return hasActiveLight(ctx.getPlayer().getInventory().values());
}
private static boolean hasActiveLight(Collection<Item> items) {
for (Item it : items) {
if (isActiveLight(it)) {
return true;
}
}
return false;
}
private static boolean isActiveLight(Item it) {
if (!it.isLight()) {
return false;
}
return !(it instanceof SwitchableItem s) || s.isOn();
}
}

View File

@@ -0,0 +1,95 @@
package thb.jeanluc.adventure.game;
import thb.jeanluc.adventure.io.text.QuestEntry;
import thb.jeanluc.adventure.io.text.QuestView;
import thb.jeanluc.adventure.io.text.StyledText;
import thb.jeanluc.adventure.model.Quest;
import thb.jeanluc.adventure.model.QuestStage;
import java.util.ArrayList;
import java.util.List;
import java.util.Map;
/** Per-turn quest progression and view building, driven by world conditions. */
public final class QuestEngine {
private QuestEngine() {
}
public static void tick(GameContext ctx) {
Map<String, Quest> quests = ctx.getWorld().getQuests();
for (Quest q : quests.values()) {
if (q.autoStart() && !ctx.getQuestLog().isActive(q.id()) && !ctx.getQuestLog().isCompleted(q.id())) {
ctx.getQuestLog().start(q.id());
}
}
int guard = 0;
int max = totalStages(quests) + quests.size() + 1;
boolean changed = true;
while (changed && guard++ < max) {
changed = false;
for (String id : new ArrayList<>(ctx.getQuestLog().active())) {
Quest q = quests.get(id);
if (q == null) {
continue;
}
int idx = ctx.getQuestLog().stageIndex(id);
if (idx >= q.stages().size()) {
finish(ctx, q);
changed = true;
continue;
}
QuestStage stage = q.stages().get(idx);
if (Conditions.all(stage.completion(), ctx)) {
Effects.applyAll(stage.onComplete(), ctx);
ctx.getIo().print(StyledText.builder()
.heading("✓ Objective complete: ").plain(stage.objective()).build());
ctx.getQuestLog().advance(id);
if (ctx.getQuestLog().stageIndex(id) >= q.stages().size()) {
finish(ctx, q);
}
changed = true;
}
}
}
}
private static void finish(GameContext ctx, Quest q) {
if (ctx.getQuestLog().isCompleted(q.id())) {
return;
}
Effects.applyAll(q.onComplete(), ctx);
ctx.getQuestLog().complete(q.id());
ctx.getIo().print(StyledText.builder()
.heading("★ Quest complete: ").plain(q.title()).build());
ctx.save();
}
public static QuestView viewOf(GameContext ctx) {
Map<String, Quest> quests = ctx.getWorld().getQuests();
List<QuestEntry> active = new ArrayList<>();
for (String id : ctx.getQuestLog().active()) {
Quest q = quests.get(id);
if (q == null) {
continue;
}
int idx = ctx.getQuestLog().stageIndex(id);
String objective = idx < q.stages().size() ? q.stages().get(idx).objective() : "";
active.add(new QuestEntry(q.title(), objective));
}
List<String> completed = new ArrayList<>();
for (String id : ctx.getQuestLog().completed()) {
Quest q = quests.get(id);
completed.add(q == null ? id : q.title());
}
return new QuestView(active, completed);
}
private static int totalStages(Map<String, Quest> quests) {
int total = 0;
for (Quest q : quests.values()) {
total += q.stages().size();
}
return total;
}
}

View File

@@ -0,0 +1,58 @@
package thb.jeanluc.adventure.game;
import java.util.Collection;
import java.util.Collections;
import java.util.LinkedHashMap;
import java.util.LinkedHashSet;
import java.util.Map;
import java.util.Set;
/** Runtime quest progress: current stage per active quest, plus completed ids. */
public class QuestLog {
private final Map<String, Integer> stageIndex = new LinkedHashMap<>();
private final Set<String> completed = new LinkedHashSet<>();
public void start(String id) {
if (!completed.contains(id)) {
stageIndex.putIfAbsent(id, 0);
}
}
public boolean isActive(String id) {
return stageIndex.containsKey(id);
}
public boolean isCompleted(String id) {
return completed.contains(id);
}
public int stageIndex(String id) {
return stageIndex.getOrDefault(id, 0);
}
public void advance(String id) {
stageIndex.merge(id, 1, Integer::sum);
}
public void complete(String id) {
stageIndex.remove(id);
completed.add(id);
}
public Set<String> active() {
return Collections.unmodifiableSet(stageIndex.keySet());
}
public Set<String> 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

@@ -1,41 +1,69 @@
package thb.jeanluc.adventure.io;
import thb.jeanluc.adventure.io.text.AsciiMap;
import thb.jeanluc.adventure.io.text.Hud;
import thb.jeanluc.adventure.io.text.MapView;
import thb.jeanluc.adventure.io.text.RoomView;
import thb.jeanluc.adventure.io.text.Span;
import thb.jeanluc.adventure.io.text.Style;
import thb.jeanluc.adventure.io.text.StyledText;
import java.io.BufferedReader;
import java.io.IOException;
import java.io.InputStreamReader;
import java.io.PrintStream;
import java.nio.charset.StandardCharsets;
import java.util.List;
/**
* {@link GameIO} backed by {@code System.in} and {@code System.out}.
* Each {@code write} appends a newline so output blocks are visually
* separated. {@code readLine} prints a {@code &gt; } prompt before
* blocking.
* {@link GameIO} for the terminal: ANSI colours, box-drawing room frames
* (level "B"), and a dim HUD line. Colour and glyph fidelity are configurable
* and degrade safely (no colours when output is piped; ASCII frames on request).
*/
public class ConsoleIO implements GameIO {
/** Input source. */
/** Whether ANSI colour is emitted. */
public enum ColorMode { ON, OFF, AUTO }
/** Frame/glyph fidelity tier. */
public enum GlyphMode { ASCII, UNICODE, GLYPH }
private static final int FRAME_WIDTH = 44;
private final BufferedReader in;
/** Output sink. */
private final PrintStream out;
private boolean useColor;
private GlyphMode glyphs;
/**
* Creates a console IO using standard input and output.
*/
public ConsoleIO() {
this(new BufferedReader(new InputStreamReader(System.in, StandardCharsets.UTF_8)), System.out);
this(new BufferedReader(new InputStreamReader(System.in, StandardCharsets.UTF_8)),
System.out, ColorMode.AUTO, GlyphMode.UNICODE);
}
/**
* Test-friendly constructor allowing custom streams.
*
* @param in reader to consume player input
* @param out stream to write player output
*/
/** Backward-compatible stream constructor (colour off, unicode frames). */
public ConsoleIO(BufferedReader in, PrintStream out) {
this(in, out, ColorMode.OFF, GlyphMode.UNICODE);
}
public ConsoleIO(BufferedReader in, PrintStream out, ColorMode colorMode, GlyphMode glyphs) {
this.in = in;
this.out = out;
this.glyphs = glyphs;
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 OFF -> false;
case AUTO -> System.console() != null;
};
}
/** Switches the frame/glyph fidelity tier live. */
public void setGlyphMode(GlyphMode mode) {
this.glyphs = mode;
}
@Override
@@ -43,15 +71,100 @@ public class ConsoleIO implements GameIO {
out.print("> ");
out.flush();
try {
String line = in.readLine();
return line == null ? "" : line;
// null propagates as true EOF (ends the game loop); "" stays "" (blank input re-prompts).
return in.readLine();
} catch (IOException e) {
return "";
// Treat a stream failure as EOF so input ends cleanly rather than spinning.
return null;
}
}
@Override
public void write(String s) {
out.println(s);
public void print(StyledText text) {
StringBuilder sb = new StringBuilder();
for (Span s : text.spans()) {
sb.append(paint(s.style(), s.text()));
}
out.println(sb);
}
@Override
public void showRoom(RoomView room) {
out.println(paint(Style.HEADING, frameTop(room.name())));
out.println(room.description().stripTrailing());
if (!room.items().isEmpty()) {
out.println(section("Items", room.items(), Style.ITEM));
}
if (!room.npcs().isEmpty()) {
out.println(section("People", room.npcs(), Style.NPC));
}
if (!room.exits().isEmpty()) {
out.println(section("Exits", room.exits(), Style.EXIT));
} else {
out.println(" " + paint(Style.DIM, "no obvious exits"));
}
out.println(paint(Style.HEADING, frameBottom()));
}
@Override
public void setHud(Hud h) {
String line = "[ " + h.location() + " · " + h.gold() + " gold · turn " + h.turn()
+ " · light: " + (h.lightOn() ? "on" : "off") + " ]";
out.println(paint(Style.DIM, line));
}
@Override
public void showMap(MapView view) {
print(AsciiMap.render(view, glyphs != GlyphMode.ASCII));
}
private String section(String label, List<String> xs, Style st) {
StringBuilder sb = new StringBuilder(" ").append(paint(Style.DIM, label)).append(" ");
for (int i = 0; i < xs.size(); i++) {
if (i > 0) {
sb.append(" · ");
}
sb.append(paint(st, xs.get(i)));
}
return sb.toString();
}
private String frameTop(String title) {
String tl = glyphs == GlyphMode.ASCII ? "+" : "";
String tr = glyphs == GlyphMode.ASCII ? "+" : "";
String h = glyphs == GlyphMode.ASCII ? "-" : "";
StringBuilder sb = new StringBuilder(tl).append(h).append(' ')
.append(title.toUpperCase()).append(' ');
while (sb.length() < FRAME_WIDTH - 1) {
sb.append(h);
}
return sb.append(tr).toString();
}
private String frameBottom() {
String bl = glyphs == GlyphMode.ASCII ? "+" : "";
String br = glyphs == GlyphMode.ASCII ? "+" : "";
String h = glyphs == GlyphMode.ASCII ? "-" : "";
StringBuilder sb = new StringBuilder(bl);
while (sb.length() < FRAME_WIDTH - 1) {
sb.append(h);
}
return sb.append(br).toString();
}
private String paint(Style st, String s) {
if (!useColor) {
return s;
}
String code = switch (st) {
case HEADING -> "";
case ITEM -> "";
case NPC -> "";
case EXIT -> "";
case DANGER -> "";
case DIM -> "";
case PLAIN -> "";
};
return code.isEmpty() ? s : code + s + "";
}
}

View File

@@ -1,24 +1,95 @@
package thb.jeanluc.adventure.io;
import thb.jeanluc.adventure.io.text.AsciiMap;
import thb.jeanluc.adventure.io.text.Hud;
import thb.jeanluc.adventure.io.text.MapView;
import thb.jeanluc.adventure.io.text.QuestText;
import thb.jeanluc.adventure.io.text.QuestView;
import thb.jeanluc.adventure.io.text.Renderings;
import thb.jeanluc.adventure.io.text.RoomView;
import thb.jeanluc.adventure.io.text.StyledText;
import java.util.List;
/**
* Bidirectional text channel between the engine and the player. Implemented
* by both {@code ConsoleIO} and {@code SwingIO} so the game loop is agnostic
* to the actual interface.
* Bidirectional channel between the engine and the player. Commands emit
* semantic, role-styled output via {@link #print(StyledText)} (the primitive)
* and the {@link #showRoom}/{@link #setHud} views; each frontend renders them.
*/
public interface GameIO {
/**
* Blocks until a line of input is available.
*
* @return the next user input line, or an empty string at end of input
*/
/** Blocks until a line of input is available; empty string at end of input. */
String readLine();
/**
* Writes a message to the player. Each call corresponds to one logical
* output block; the implementation handles line breaks at the boundary.
*
* @param s message text; must not be null
*/
void write(String s);
/** Renders one styled output block. The only method implementors must provide. */
void print(StyledText text);
/** Convenience: a plain, unstyled line. */
default void write(String s) {
print(StyledText.of(s));
}
/** Renders a room. Default flattens via {@link Renderings}; renderers may override. */
default void showRoom(RoomView room) {
print(Renderings.roomToStyledText(room));
}
/** Updates the status/HUD region. No-op by default; renderers may override. */
default void setHud(Hud hud) {
// no-op
}
/** Per-turn push of the current map. GUI repaints its panel; console ignores. */
default void setMap(MapView view) {
// no-op
}
/** On-demand map (the 'map' command). Default renders ASCII (Unicode frames). */
default void showMap(MapView view) {
print(AsciiMap.render(view, true));
}
/** Per-turn push of the quest log. GUI repaints its box; console ignores. */
default void setQuests(QuestView view) {
// no-op
}
/** On-demand quest log (the 'quests' command). Default renders styled text. */
default void showQuests(QuestView 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

@@ -0,0 +1,204 @@
package thb.jeanluc.adventure.io;
import thb.jeanluc.adventure.io.text.CellState;
import thb.jeanluc.adventure.io.text.Connection;
import thb.jeanluc.adventure.io.text.MapView;
import thb.jeanluc.adventure.io.text.RoomCell;
import javax.swing.JComponent;
import javax.swing.JScrollPane;
import javax.swing.JViewport;
import javax.swing.SwingUtilities;
import java.awt.BasicStroke;
import java.awt.Color;
import java.awt.Container;
import java.awt.Dimension;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Insets;
import java.awt.RenderingHints;
import java.awt.Stroke;
import java.util.List;
/**
* Draws a {@link MapView} as outlined rooms linked by corridors (Graphics2D).
*
* <p>The map is scaled to <em>fit</em> the side panel, so it never needs
* scrollbars at normal zoom and re-fits whenever the window (and thus the
* panel) is resized. The {@link #setZoom(float) zoom} from {@code Ctrl +/-}
* multiplies on top of the fit scale (zoom &gt; 1 enlarges and may scroll).</p>
*/
public class MapPanel extends JComponent {
private static final int BASE_CELL_W = 96;
private static final int BASE_CELL_H = 46;
private static final int BASE_GAP_X = 34;
private static final int BASE_GAP_Y = 30;
private static final int BASE_PAD = 16;
private static final float BASE_FONT = 11f;
private static final Color BG = new Color(0x0e, 0x12, 0x18);
private static final Color CORRIDOR = new Color(0x46, 0x70, 0x8a);
private static final Color VISITED = new Color(0xcf, 0xd6, 0xe0);
private static final Color CURRENT = new Color(0xe6, 0xc3, 0x4a);
private static final Color KNOWN = new Color(0x3a, 0x46, 0x55);
private final Font baseFont;
private float zoom = 1f;
private MapView view = new MapView(List.of(), List.of());
public MapPanel(Font font) {
this.baseFont = font;
setBackground(BG);
setOpaque(true);
}
/** Sets the user zoom multiplier (applied on top of the fit-to-panel scale). */
public void setZoom(float zoom) {
SwingUtilities.invokeLater(() -> {
this.zoom = Math.max(0.4f, zoom);
revalidate();
repaint();
});
}
/** Replaces the rendered map. */
public void show(MapView v) {
SwingUtilities.invokeLater(() -> {
this.view = v;
revalidate();
repaint();
});
}
/** The space the map should fit into: the enclosing scroll pane's viewport area. */
private Dimension available() {
Container p = getParent();
if (p instanceof JViewport && p.getParent() instanceof JScrollPane sp) {
Insets in = sp.getInsets();
int w = sp.getWidth() - in.left - in.right;
int h = sp.getHeight() - in.top - in.bottom;
if (w > 0 && h > 0) {
return new Dimension(w, h);
}
}
Dimension s = getSize();
return (s.width > 0 && s.height > 0) ? s : new Dimension(220, 320);
}
private int[] gridBounds() {
int maxX = 0;
int maxY = 0;
for (RoomCell c : view.cells()) {
maxX = Math.max(maxX, c.x());
maxY = Math.max(maxY, c.y());
}
return new int[]{maxX, maxY};
}
/** Fit-to-panel scale times the user zoom. */
private float effScale(Dimension avail, int[] b) {
double natW = 2.0 * BASE_PAD + (b[0] + 1) * BASE_CELL_W + b[0] * BASE_GAP_X;
double natH = 2.0 * BASE_PAD + (b[1] + 1) * BASE_CELL_H + b[1] * BASE_GAP_Y;
if (natW <= 0 || natH <= 0) {
return zoom;
}
double fit = Math.min(avail.width / natW, avail.height / natH);
fit = Math.max(0.3, Math.min(3.0, fit));
return (float) (fit * zoom);
}
private Dimension content(float eff, int[] b) {
int pad = Math.round(BASE_PAD * eff);
int cw = Math.round(BASE_CELL_W * eff);
int ch = Math.round(BASE_CELL_H * eff);
int gx = Math.round(BASE_GAP_X * eff);
int gy = Math.round(BASE_GAP_Y * eff);
return new Dimension(pad * 2 + (b[0] + 1) * cw + b[0] * gx,
pad * 2 + (b[1] + 1) * ch + b[1] * gy);
}
@Override
public Dimension getPreferredSize() {
if (view.cells().isEmpty()) {
return available();
}
Dimension avail = available();
int[] b = gridBounds();
Dimension c = content(effScale(avail, b), b);
// Fill the viewport when the map is smaller; allow growth (scroll) when zoomed in.
return new Dimension(Math.max(c.width, avail.width), Math.max(c.height, avail.height));
}
@Override
protected void paintComponent(Graphics g0) {
Graphics2D g = (Graphics2D) g0.create();
g.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g.setColor(BG);
g.fillRect(0, 0, getWidth(), getHeight());
if (view.cells().isEmpty()) {
g.dispose();
return;
}
int[] b = gridBounds();
float eff = effScale(available(), b);
g.setFont(baseFont.deriveFont(BASE_FONT * eff));
int cellW = Math.round(BASE_CELL_W * eff);
int cellH = Math.round(BASE_CELL_H * eff);
int gapX = Math.round(BASE_GAP_X * eff);
int gapY = Math.round(BASE_GAP_Y * eff);
int pad = Math.round(BASE_PAD * eff);
int arc = Math.round(12 * eff);
Dimension c = content(eff, b);
int offX = Math.max(0, (getWidth() - c.width) / 2);
int offY = Math.max(0, (getHeight() - c.height) / 2);
Stroke solid = new BasicStroke(2f * eff);
Stroke dashed = new BasicStroke(1.5f * eff, BasicStroke.CAP_BUTT, BasicStroke.JOIN_MITER,
10f, new float[]{4f * eff, 3f * eff}, 0f);
// corridors first
for (Connection cn : view.connections()) {
boolean known = cn.from().state() == CellState.KNOWN || cn.to().state() == CellState.KNOWN;
g.setStroke(known ? dashed : solid);
g.setColor(known ? KNOWN : CORRIDOR);
int x1 = offX + pad + cn.from().x() * (cellW + gapX) + cellW / 2;
int y1 = offY + pad + cn.from().y() * (cellH + gapY) + cellH / 2;
int x2 = offX + pad + cn.to().x() * (cellW + gapX) + cellW / 2;
int y2 = offY + pad + cn.to().y() * (cellH + gapY) + cellH / 2;
g.drawLine(x1, y1, x2, y2);
}
// rooms on top
for (RoomCell cell : view.cells()) {
int x = offX + pad + cell.x() * (cellW + gapX);
int y = offY + pad + cell.y() * (cellH + gapY);
Color stroke = switch (cell.state()) {
case CURRENT -> CURRENT;
case VISITED -> VISITED;
case KNOWN -> KNOWN;
};
g.setColor(cell.state() == CellState.CURRENT
? new Color(0x27, 0x21, 0x10)
: new Color(0x11, 0x16, 0x1f));
g.fillRoundRect(x, y, cellW, cellH, arc, arc);
g.setStroke(cell.state() == CellState.KNOWN
? dashed
: new BasicStroke((cell.state() == CellState.CURRENT ? 2.5f : 1.5f) * eff));
g.setColor(stroke);
g.drawRoundRect(x, y, cellW, cellH, arc, arc);
String label = cell.state() == CellState.KNOWN ? "?" : cell.name();
int tw = g.getFontMetrics().stringWidth(label);
int ascent = g.getFontMetrics().getAscent();
g.setColor(cell.state() == CellState.KNOWN ? KNOWN.brighter() : stroke);
g.drawString(label, x + (cellW - tw) / 2, y + (cellH + ascent) / 2 - 2);
}
g.dispose();
}
}

View File

@@ -0,0 +1,60 @@
package thb.jeanluc.adventure.io;
import thb.jeanluc.adventure.io.text.QuestText;
import thb.jeanluc.adventure.io.text.QuestView;
import thb.jeanluc.adventure.io.text.Span;
import thb.jeanluc.adventure.io.text.Style;
import javax.swing.JTextPane;
import javax.swing.SwingUtilities;
import javax.swing.text.BadLocationException;
import javax.swing.text.SimpleAttributeSet;
import javax.swing.text.StyleConstants;
import javax.swing.text.StyledDocument;
import java.awt.Color;
import java.awt.Font;
import java.awt.Insets;
/** Read-only styled view of the quest log, shown under the map. */
public class QuestPanel extends JTextPane {
public QuestPanel(Font font) {
setEditable(false);
setBackground(new Color(0x0b, 0x0e, 0x13));
setForeground(new Color(0xcf, 0xd6, 0xe0));
setFont(font.deriveFont(12f));
setMargin(new Insets(8, 10, 8, 10));
}
public void show(QuestView view) {
SwingUtilities.invokeLater(() -> {
StyledDocument doc = getStyledDocument();
try {
doc.remove(0, doc.getLength());
for (Span sp : QuestText.render(view).spans()) {
SimpleAttributeSet as = new SimpleAttributeSet();
StyleConstants.setForeground(as, colorFor(sp.style()));
if (sp.style() == Style.HEADING) {
StyleConstants.setBold(as, true);
}
doc.insertString(doc.getLength(), sp.text(), as);
}
setCaretPosition(0);
} catch (BadLocationException ignored) {
// replace-only; cannot occur with getLength()
}
});
}
private Color colorFor(Style s) {
return switch (s) {
case HEADING -> new Color(0xc9, 0x8a, 0xe0);
case ITEM -> new Color(0x46, 0xc8, 0xd8);
case NPC -> new Color(0xe6, 0xc3, 0x4a);
case EXIT -> new Color(0x6f, 0xcf, 0x73);
case DANGER -> new Color(0xe0, 0x6c, 0x6c);
case DIM -> new Color(0x6b, 0x72, 0x80);
case PLAIN -> new Color(0xcf, 0xd6, 0xe0);
};
}
}

View File

@@ -1,73 +1,289 @@
package thb.jeanluc.adventure.io;
import thb.jeanluc.adventure.io.text.Hud;
import thb.jeanluc.adventure.io.text.MapView;
import thb.jeanluc.adventure.io.text.QuestView;
import thb.jeanluc.adventure.io.text.RoomView;
import thb.jeanluc.adventure.io.text.Span;
import thb.jeanluc.adventure.io.text.Style;
import thb.jeanluc.adventure.io.text.StyledText;
import javax.swing.AbstractAction;
import javax.swing.BorderFactory;
import javax.swing.Box;
import javax.swing.BoxLayout;
import javax.swing.JButton;
import javax.swing.JComponent;
import javax.swing.JDialog;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;
import javax.swing.JScrollPane;
import javax.swing.JTextArea;
import javax.swing.JTextField;
import javax.swing.JTextPane;
import javax.swing.KeyStroke;
import javax.swing.SwingUtilities;
import javax.swing.text.BadLocationException;
import javax.swing.text.SimpleAttributeSet;
import javax.swing.text.StyleConstants;
import javax.swing.text.StyledDocument;
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Font;
import java.awt.GraphicsConfiguration;
import java.awt.GraphicsEnvironment;
import java.awt.Insets;
import java.awt.Toolkit;
import java.awt.event.ActionEvent;
import java.awt.event.ComponentAdapter;
import java.awt.event.ComponentEvent;
import java.awt.event.KeyEvent;
import java.io.InputStream;
import java.util.ArrayList;
import java.util.List;
import java.util.concurrent.LinkedBlockingQueue;
/**
* {@link GameIO} backed by a Swing window. A read-only output area shows
* game text; a bottom text field collects player input. The input from
* the EDT is handed to the (worker-thread) game loop through a
* {@link LinkedBlockingQueue}.
* {@link GameIO} backed by a Swing window with four regions: a HUD bar (top),
* a styled output pane (centre), a side panel for exits / future map (right),
* and an input field (bottom). A bundled TrueType font is loaded if present so
* colours and glyphs work without the player installing anything.
*
* <p>Font sizes are multiplied by a detected display scale (HiDPI) and by a
* user-adjustable zoom ({@code Ctrl +} / {@code Ctrl -} / {@code Ctrl 0}), so
* text stays readable on high-DPI laptops even when the JVM does not pick up
* the desktop scaling factor.</p>
*/
public class SwingIO implements GameIO {
/** Bridge between the EDT and the game loop. One element = one line. */
/** Unscaled base size for the main output/input font, in points. */
private static final float BASE_SIZE = 15f;
/** Unscaled size for the HUD and side-panel font, in points. */
private static final float SMALL_SIZE = 12.5f;
/** Side-panel width as a fraction of the window width, clamped by the bounds below. */
private static final double SIDE_RATIO = 0.28;
private static final int SIDE_MIN = 180;
private static final int SIDE_MAX = 460;
private final LinkedBlockingQueue<String> inputs = new LinkedBlockingQueue<>();
/** Main window. */
private final JFrame frame;
/** Output text area; appended to from any thread via {@link SwingUtilities#invokeLater}. */
private final JTextArea output;
/** Input text field; ENTER pushes the line into {@link #inputs}. */
private final JTextPane output;
private final StyledDocument doc;
private final JTextField input;
private final JLabel hud;
private final MapPanel map;
private final JScrollPane sideScroll;
private final QuestPanel quests;
private final JScrollPane questScroll;
private final JPanel sidePanel;
private final Font baseFont;
/** Detected display scale (≥ 1.0); HiDPI panels report > 1.0 where supported. */
private final float uiScale;
/** User zoom multiplier, adjusted live via keyboard. */
private float zoom = 1f;
/**
* Creates and shows the window with the given title. Must be called on
* the EDT (typical pattern: from {@code SwingUtilities.invokeLater}).
*
* @param title window title
*/
public SwingIO(String title) {
frame = new JFrame(title);
output = new JTextArea();
input = new JTextField();
baseFont = loadFont();
uiScale = detectScale();
output = new JTextPane();
output.setEditable(false);
output.setLineWrap(true);
output.setWrapStyleWord(true);
output.setBackground(Color.BLACK);
output.setForeground(Color.LIGHT_GRAY);
output.setFont(new Font(Font.MONOSPACED, Font.PLAIN, 14));
output.setBorder(BorderFactory.createEmptyBorder(8, 8, 8, 8));
output.setBackground(new Color(0x0b, 0x0e, 0x13));
output.setForeground(new Color(0xcf, 0xd6, 0xe0));
output.setMargin(new Insets(8, 8, 8, 8));
doc = output.getStyledDocument();
input.setFont(new Font(Font.MONOSPACED, Font.PLAIN, 14));
hud = new JLabel(" ");
hud.setOpaque(true);
hud.setBackground(new Color(0x11, 0x15, 0x1c));
hud.setForeground(new Color(0x8b, 0x94, 0xa3));
hud.setBorder(BorderFactory.createEmptyBorder(6, 12, 6, 12));
map = new MapPanel(baseFont);
sideScroll = new JScrollPane(map);
sideScroll.getViewport().setBackground(new Color(0x0e, 0x12, 0x18));
quests = new QuestPanel(baseFont);
questScroll = new JScrollPane(quests);
questScroll.setBorder(BorderFactory.createMatteBorder(1, 0, 0, 0, new Color(0x2a, 0x2f, 0x3a)));
sidePanel = new JPanel(new BorderLayout());
sidePanel.add(sideScroll, BorderLayout.CENTER);
sidePanel.add(questScroll, BorderLayout.SOUTH);
input = new JTextField();
input.addActionListener(e -> {
String line = input.getText();
input.setText("");
output.append("> " + line + "\n");
appendSpans(List.of(new Span("> " + line + "\n", Style.DIM)));
inputs.offer(line);
});
frame = new JFrame(title);
frame.setLayout(new BorderLayout());
frame.add(hud, BorderLayout.NORTH);
frame.add(new JScrollPane(output), BorderLayout.CENTER);
frame.add(sidePanel, BorderLayout.EAST);
frame.add(input, BorderLayout.SOUTH);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setSize(800, 600);
frame.setSize((int) (900 * uiScale), (int) (600 * uiScale));
frame.setLocationRelativeTo(null);
frame.addComponentListener(new ComponentAdapter() {
@Override
public void componentResized(ComponentEvent e) {
updateSideWidth();
applyFonts();
}
});
installZoomKeys();
applyFonts();
updateSideWidth();
frame.setVisible(true);
input.requestFocusInWindow();
}
/** Loads the bundled font if present, else falls back to a logical monospaced font. */
private Font loadFont() {
try (InputStream in = getClass().getResourceAsStream("/fonts/game.ttf")) {
if (in != null) {
Font f = Font.createFont(Font.TRUETYPE_FONT, in);
GraphicsEnvironment.getLocalGraphicsEnvironment().registerFont(f);
return f;
}
} catch (Exception e) {
// fall through to the logical monospaced fallback
}
return new Font(Font.MONOSPACED, Font.PLAIN, 12);
}
/** Detects the display scale; HiDPI-aware where the platform reports it, else uses DPI. */
private float detectScale() {
try {
GraphicsConfiguration gc = GraphicsEnvironment.getLocalGraphicsEnvironment()
.getDefaultScreenDevice().getDefaultConfiguration();
double transform = gc.getDefaultTransform().getScaleX();
if (transform > 1.0) {
return (float) transform;
}
} catch (Exception ignored) {
// fall through to DPI heuristic
}
try {
int dpi = Toolkit.getDefaultToolkit().getScreenResolution();
return Math.max(1f, dpi / 96f);
} catch (Exception ignored) {
return 1f;
}
}
/** Sizes the side panel to a fraction of the window width, clamped to [min, max] (scaled). */
private void updateSideWidth() {
int min = (int) (SIDE_MIN * uiScale);
int max = (int) (SIDE_MAX * uiScale);
int target = Math.max(min, Math.min(max, (int) (frame.getWidth() * SIDE_RATIO)));
sidePanel.setPreferredSize(new Dimension(target, 0));
questScroll.setPreferredSize(new Dimension(target, (int) (frame.getHeight() * 0.32)));
sidePanel.revalidate();
frame.validate();
// The side panel changed size: let the map re-fit into it.
map.revalidate();
map.repaint();
}
/**
* Auto-scale derived from the window size relative to the design size
* (900x600). At the initial size this equals {@link #uiScale}; growing the
* window grows the text, mirroring how the map fits its panel.
*/
private float frameScale() {
double s = Math.min(frame.getWidth() / 900.0, frame.getHeight() / 600.0);
return (float) Math.max(0.6, Math.min(2.6, s));
}
/** Re-derives and applies all component fonts from the window auto-scale and zoom. */
private void applyFonts() {
float auto = frameScale();
float main = BASE_SIZE * auto * zoom;
float small = SMALL_SIZE * auto * zoom;
output.setFont(baseFont.deriveFont(main));
input.setFont(baseFont.deriveFont(main));
hud.setFont(baseFont.deriveFont(small));
quests.setFont(baseFont.deriveFont(small));
map.setZoom(zoom);
frame.revalidate();
frame.repaint();
}
/** Binds Ctrl +, Ctrl - and Ctrl 0 to live font zoom. */
private void installZoomKeys() {
JComponent root = frame.getRootPane();
bind(root, KeyStroke.getKeyStroke(KeyEvent.VK_PLUS, KeyEvent.CTRL_DOWN_MASK), "zoomIn");
bind(root, KeyStroke.getKeyStroke(KeyEvent.VK_EQUALS, KeyEvent.CTRL_DOWN_MASK), "zoomIn");
bind(root, KeyStroke.getKeyStroke(KeyEvent.VK_ADD, KeyEvent.CTRL_DOWN_MASK), "zoomIn");
bind(root, KeyStroke.getKeyStroke(KeyEvent.VK_MINUS, KeyEvent.CTRL_DOWN_MASK), "zoomOut");
bind(root, KeyStroke.getKeyStroke(KeyEvent.VK_SUBTRACT, KeyEvent.CTRL_DOWN_MASK), "zoomOut");
bind(root, KeyStroke.getKeyStroke(KeyEvent.VK_0, KeyEvent.CTRL_DOWN_MASK), "zoomReset");
root.getActionMap().put("zoomIn", action(e -> setZoom(zoom + 0.1f)));
root.getActionMap().put("zoomOut", action(e -> setZoom(zoom - 0.1f)));
root.getActionMap().put("zoomReset", action(e -> setZoom(1f)));
}
private void bind(JComponent c, KeyStroke ks, String name) {
c.getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW).put(ks, name);
}
private AbstractAction action(java.util.function.Consumer<ActionEvent> body) {
return new AbstractAction() {
@Override
public void actionPerformed(ActionEvent e) {
body.accept(e);
}
};
}
private void setZoom(float z) {
zoom = Math.max(0.6f, Math.min(3.0f, z));
applyFonts();
}
private Color colorFor(Style s) {
return switch (s) {
case HEADING -> new Color(0xc9, 0x8a, 0xe0);
case ITEM -> new Color(0x46, 0xc8, 0xd8);
case NPC -> new Color(0xe6, 0xc3, 0x4a);
case EXIT -> new Color(0x6f, 0xcf, 0x73);
case DANGER -> new Color(0xe0, 0x6c, 0x6c);
case DIM -> new Color(0x6b, 0x72, 0x80);
case PLAIN -> new Color(0xcf, 0xd6, 0xe0);
};
}
private void appendSpans(List<Span> spans) {
SwingUtilities.invokeLater(() -> {
try {
for (Span sp : spans) {
SimpleAttributeSet as = new SimpleAttributeSet();
StyleConstants.setForeground(as, colorFor(sp.style()));
if (sp.style() == Style.HEADING) {
StyleConstants.setBold(as, true);
}
doc.insertString(doc.getLength(), sp.text(), as);
}
output.setCaretPosition(doc.getLength());
} catch (BadLocationException ignored) {
// append-only; cannot occur with getLength()
}
});
}
@Override
public String readLine() {
try {
@@ -79,7 +295,108 @@ public class SwingIO implements GameIO {
}
@Override
public void write(String s) {
SwingUtilities.invokeLater(() -> output.append(s + "\n"));
public void print(StyledText text) {
List<Span> spans = new ArrayList<>(text.spans());
spans.add(new Span("\n", Style.PLAIN));
appendSpans(spans);
}
@Override
public void showRoom(RoomView room) {
List<Span> spans = new ArrayList<>();
spans.add(new Span(room.name() + "\n", Style.HEADING));
spans.add(new Span(room.description().stripTrailing() + "\n", Style.PLAIN));
if (!room.items().isEmpty()) {
spans.add(new Span("You see ", Style.PLAIN));
addList(spans, room.items(), Style.ITEM);
spans.add(new Span(".\n", Style.PLAIN));
}
if (!room.npcs().isEmpty()) {
addList(spans, room.npcs(), Style.NPC);
spans.add(new Span(" is here.\n", Style.PLAIN));
}
appendSpans(spans);
// Exits are shown by the map panel, not as text.
}
@Override
public void setHud(Hud h) {
String txt = " " + h.location() + " gold " + h.gold() + " turn " + h.turn()
+ " light " + (h.lightOn() ? "on" : "off");
SwingUtilities.invokeLater(() -> hud.setText(txt));
}
@Override
public void setMap(MapView view) {
map.show(view);
}
@Override
public void setQuests(QuestView view) {
quests.show(view);
}
@Override
public void showQuests(QuestView view) {
// The GUI quest box is always visible; nothing extra to do.
}
@Override
public void showMap(MapView view) {
// 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) {
for (int i = 0; i < xs.size(); i++) {
if (i > 0) {
spans.add(new Span(", ", Style.PLAIN));
}
spans.add(new Span(xs.get(i), st));
}
}
}

View File

@@ -0,0 +1,127 @@
package thb.jeanluc.adventure.io.text;
import java.util.HashMap;
import java.util.HashSet;
import java.util.Map;
import java.util.Set;
/**
* Renders a {@link MapView} as a styled ASCII grid: boxed rooms connected by
* corridor lines. Box-drawing uses Unicode or pure ASCII depending on {@code unicode}.
*/
public final class AsciiMap {
private static final int MIN_INNER = 7; // minimum room name field width
private static final int MAX_INNER = 14; // cap so the map stays compact
private static final int GAP = 3; // horizontal corridor width
private AsciiMap() {
}
public static StyledText render(MapView view, boolean unicode) {
if (view.cells().isEmpty()) {
return StyledText.of("(no map yet)");
}
int maxX = 0;
int maxY = 0;
int inner = MIN_INNER;
Map<Long, RoomCell> at = new HashMap<>();
for (RoomCell c : view.cells()) {
maxX = Math.max(maxX, c.x());
maxY = Math.max(maxY, c.y());
inner = Math.max(inner, Math.min(MAX_INNER, c.name().length()));
at.put(key(c.x(), c.y()), c);
}
Set<Long> hEdge = new HashSet<>();
Set<Long> vEdge = new HashSet<>();
for (Connection cn : view.connections()) {
RoomCell a = cn.from();
RoomCell b = cn.to();
if (a.y() == b.y()) {
hEdge.add(key(Math.min(a.x(), b.x()), a.y()));
} else if (a.x() == b.x()) {
vEdge.add(key(a.x(), Math.min(a.y(), b.y())));
}
}
String tl = unicode ? "" : "+";
String tr = unicode ? "" : "+";
String bl = unicode ? "" : "+";
String br = unicode ? "" : "+";
String hz = unicode ? "" : "-";
String vt = unicode ? "" : "|";
int boxW = inner + 2;
int leftPad = (boxW - 1) / 2;
int rightPad = boxW - 1 - leftPad;
StyledText.Builder b = StyledText.builder();
for (int gy = 0; gy <= maxY; gy++) {
for (int line = 0; line < 3; line++) {
for (int gx = 0; gx <= maxX; gx++) {
RoomCell c = at.get(key(gx, gy));
if (c == null) {
b.plain(" ".repeat(boxW));
} else if (line == 0) {
styled(b, tl + hz.repeat(inner) + tr, c.state());
} else if (line == 2) {
styled(b, bl + hz.repeat(inner) + br, c.state());
} else {
styled(b, vt + center(label(c, inner), inner) + vt, c.state());
}
if (gx < maxX) {
if (line == 1 && hEdge.contains(key(gx, gy))) {
b.dim(hz.repeat(GAP));
} else {
b.plain(" ".repeat(GAP));
}
}
}
b.plain("\n");
}
if (gy < maxY) {
for (int gx = 0; gx <= maxX; gx++) {
if (vEdge.contains(key(gx, gy))) {
b.plain(" ".repeat(leftPad)).dim(vt).plain(" ".repeat(rightPad));
} else {
b.plain(" ".repeat(boxW));
}
if (gx < maxX) {
b.plain(" ".repeat(GAP));
}
}
b.plain("\n");
}
}
return b.build();
}
private static void styled(StyledText.Builder b, String s, CellState state) {
switch (state) {
case CURRENT -> b.heading(s);
case KNOWN -> b.dim(s);
default -> b.plain(s);
}
}
private static String label(RoomCell c, int inner) {
String n = c.name();
if (n.length() > inner) {
n = n.substring(0, inner);
}
return n;
}
private static String center(String s, int width) {
int total = width - s.length();
int left = total / 2;
int right = total - left;
return " ".repeat(left) + s + " ".repeat(right);
}
private static long key(int x, int y) {
return (((long) x) << 32) ^ (y & 0xffffffffL);
}
}

View File

@@ -0,0 +1,18 @@
package thb.jeanluc.adventure.io.text;
/** Builds styled banners for big moments (game start, finale). */
public final class Banner {
private Banner() {
}
/** A framed, heading-styled welcome banner for the given title. */
public static StyledText welcome(String title) {
String bar = "=".repeat(Math.max(8, title.length() + 8));
return StyledText.builder()
.heading(bar + "\n")
.heading(" " + title + "\n")
.heading(bar)
.build();
}
}

View File

@@ -0,0 +1,4 @@
package thb.jeanluc.adventure.io.text;
/** Fog-of-war state of a room on the map. */
public enum CellState { CURRENT, VISITED, KNOWN }

View File

@@ -0,0 +1,4 @@
package thb.jeanluc.adventure.io.text;
/** A corridor between two placed rooms. */
public record Connection(RoomCell from, RoomCell to) {}

View File

@@ -0,0 +1,4 @@
package thb.jeanluc.adventure.io.text;
/** Status snapshot for the HUD region. */
public record Hud(String location, int gold, int turn, boolean lightOn) {}

View File

@@ -0,0 +1,11 @@
package thb.jeanluc.adventure.io.text;
import java.util.List;
/** Frontend-agnostic snapshot of the visible map: placed cells + connections. */
public record MapView(List<RoomCell> cells, List<Connection> connections) {
public MapView {
cells = List.copyOf(cells);
connections = List.copyOf(connections);
}
}

View File

@@ -0,0 +1,4 @@
package thb.jeanluc.adventure.io.text;
/** An active quest's title and its current objective. */
public record QuestEntry(String title, String objective) {}

View File

@@ -0,0 +1,29 @@
package thb.jeanluc.adventure.io.text;
/** Renders a {@link QuestView} as styled text for the console quest log. */
public final class QuestText {
private QuestText() {
}
public static StyledText render(QuestView view) {
if (view.active().isEmpty() && view.completed().isEmpty()) {
return StyledText.of("You have no quests yet.");
}
StyledText.Builder b = StyledText.builder();
b.heading("QUESTS");
if (view.active().isEmpty()) {
b.plain("\n").dim(" (none active)");
}
for (QuestEntry e : view.active()) {
b.plain("\n").heading(e.title()).plain("\n").exit(" -> ").plain(e.objective());
}
if (!view.completed().isEmpty()) {
b.plain("\n\n").dim("Completed:");
for (String t : view.completed()) {
b.plain("\n").dim("" + t);
}
}
return b.build();
}
}

View File

@@ -0,0 +1,11 @@
package thb.jeanluc.adventure.io.text;
import java.util.List;
/** Frontend-agnostic snapshot of the quest log. */
public record QuestView(List<QuestEntry> active, List<String> completed) {
public QuestView {
active = List.copyOf(active);
completed = List.copyOf(completed);
}
}

View File

@@ -0,0 +1,49 @@
package thb.jeanluc.adventure.io.text;
import java.util.List;
/** Default, layout-free rendering of high-level views into {@link StyledText}. */
public final class Renderings {
private Renderings() {
}
/** Generic room rendering used by non-overriding {@code GameIO}s (e.g. tests). */
public static StyledText roomToStyledText(RoomView r) {
StyledText.Builder b = StyledText.builder();
b.heading(r.name()).plain("\n");
b.plain(r.description().stripTrailing());
if (!r.items().isEmpty()) {
b.plain("\nYou see: ");
appendList(b, r.items(), Style.ITEM);
b.plain(".");
}
if (!r.npcs().isEmpty()) {
b.plain("\nHere is: ");
appendList(b, r.npcs(), Style.NPC);
b.plain(".");
}
if (r.exits().isEmpty()) {
b.plain("\nThere are no obvious exits.");
} else {
b.plain("\nExits: ");
appendList(b, r.exits(), Style.EXIT);
b.plain(".");
}
return b.build();
}
private static void appendList(StyledText.Builder b, List<String> xs, Style st) {
for (int i = 0; i < xs.size(); i++) {
if (i > 0) {
b.plain(", ");
}
switch (st) {
case ITEM -> b.item(xs.get(i));
case NPC -> b.npc(xs.get(i));
case EXIT -> b.exit(xs.get(i));
default -> b.plain(xs.get(i));
}
}
}
}

View File

@@ -0,0 +1,4 @@
package thb.jeanluc.adventure.io.text;
/** A room placed on the map grid at integer coords, with its fog-of-war state. */
public record RoomCell(String id, String name, int x, int y, CellState state) {}

View File

@@ -0,0 +1,13 @@
package thb.jeanluc.adventure.io.text;
import java.util.List;
/** Semantic snapshot of a room for rendering. Display-ready strings, no layout. */
public record RoomView(String name, String description,
List<String> items, List<String> npcs, List<String> exits) {
public RoomView {
items = List.copyOf(items);
npcs = List.copyOf(npcs);
exits = List.copyOf(exits);
}
}

View File

@@ -0,0 +1,13 @@
package thb.jeanluc.adventure.io.text;
/** A run of text carrying a single semantic {@link Style}. */
public record Span(String text, Style style) {
public Span {
if (text == null) {
throw new IllegalArgumentException("text must not be null");
}
if (style == null) {
throw new IllegalArgumentException("style must not be null");
}
}
}

View File

@@ -0,0 +1,4 @@
package thb.jeanluc.adventure.io.text;
/** Semantic output roles. Renderers map each role to concrete colours/attributes. */
public enum Style { PLAIN, HEADING, ITEM, NPC, EXIT, DANGER, DIM }

View File

@@ -0,0 +1,59 @@
package thb.jeanluc.adventure.io.text;
import java.util.ArrayList;
import java.util.List;
/** An ordered, immutable list of styled {@link Span}s. Built via {@link Builder}. */
public final class StyledText {
private final List<Span> spans;
private StyledText(List<Span> spans) {
this.spans = List.copyOf(spans);
}
/** @return the spans in order (unmodifiable). */
public List<Span> spans() {
return spans;
}
/** @return all span text concatenated, without any styling. */
public String plainText() {
StringBuilder sb = new StringBuilder();
for (Span s : spans) {
sb.append(s.text());
}
return sb.toString();
}
/** @return a styled text of a single {@link Style#PLAIN} span. */
public static StyledText of(String s) {
return new StyledText(List.of(new Span(s, Style.PLAIN)));
}
public static Builder builder() {
return new Builder();
}
/** Fluent builder; one method per {@link Style} role. */
public static final class Builder {
private final List<Span> spans = new ArrayList<>();
private Builder add(String text, Style style) {
spans.add(new Span(text, style));
return this;
}
public Builder plain(String s) { return add(s, Style.PLAIN); }
public Builder heading(String s) { return add(s, Style.HEADING); }
public Builder item(String s) { return add(s, Style.ITEM); }
public Builder npc(String s) { return add(s, Style.NPC); }
public Builder exit(String s) { return add(s, Style.EXIT); }
public Builder danger(String s) { return add(s, Style.DANGER); }
public Builder dim(String s) { return add(s, Style.DIM); }
public StyledText build() {
return new StyledText(spans);
}
}
}

View File

@@ -0,0 +1,21 @@
package thb.jeanluc.adventure.loader;
import thb.jeanluc.adventure.loader.dto.ConditionDto;
import thb.jeanluc.adventure.loader.dto.EndingDto;
import thb.jeanluc.adventure.model.Ending;
/** Builds {@link Ending} objects from {@link EndingDto}s. */
public final class EndingFactory {
private EndingFactory() {
}
public static Ending fromDto(EndingDto dto) {
return new Ending(
dto.id(),
dto.title(),
Boolean.TRUE.equals(dto.victory()),
ConditionDto.toModelList(dto.when()),
dto.text());
}
}

View File

@@ -30,12 +30,14 @@ public final class ItemFactory {
.id(dto.id())
.name(dto.name())
.description(dto.description())
.light(Boolean.TRUE.equals(dto.light()))
.build();
case "readable" -> ReadableItem.builder()
.id(dto.id())
.name(dto.name())
.description(dto.description())
.readText(dto.readText())
.light(Boolean.TRUE.equals(dto.light()))
.build();
case "switchable" -> SwitchableItem.builder()
.id(dto.id())
@@ -44,6 +46,8 @@ public final class ItemFactory {
.state(Boolean.TRUE.equals(dto.initialState()))
.onText(dto.onText())
.offText(dto.offText())
.effects(thb.jeanluc.adventure.loader.dto.EffectDto.toModelList(dto.effects()))
.light(Boolean.TRUE.equals(dto.light()))
.build();
default -> throw new WorldLoadException(
"Unknown item type '" + dto.type() + "' on item '" + dto.id() + "'");

View File

@@ -0,0 +1,36 @@
package thb.jeanluc.adventure.loader;
import thb.jeanluc.adventure.loader.dto.ConditionDto;
import thb.jeanluc.adventure.loader.dto.EffectDto;
import thb.jeanluc.adventure.loader.dto.QuestDto;
import thb.jeanluc.adventure.loader.dto.QuestStageDto;
import thb.jeanluc.adventure.model.Quest;
import thb.jeanluc.adventure.model.QuestStage;
import java.util.ArrayList;
import java.util.List;
/** Builds {@link Quest} objects from {@link QuestDto}s (no reference resolution needed). */
public final class QuestFactory {
private QuestFactory() {
}
public static Quest fromDto(QuestDto dto) {
List<QuestStage> stages = new ArrayList<>();
if (dto.stages() != null) {
for (QuestStageDto s : dto.stages()) {
stages.add(new QuestStage(
s.objective(),
ConditionDto.toModelList(s.completion()),
EffectDto.toModelList(s.onComplete())));
}
}
return new Quest(
dto.id(),
dto.title(),
Boolean.TRUE.equals(dto.autoStart()),
stages,
EffectDto.toModelList(dto.onComplete()));
}
}

View File

@@ -1,10 +1,18 @@
package thb.jeanluc.adventure.loader;
import lombok.RequiredArgsConstructor;
import thb.jeanluc.adventure.loader.dto.ConditionDto;
import thb.jeanluc.adventure.loader.dto.DescriptionStateDto;
import thb.jeanluc.adventure.loader.dto.DialogueLineDto;
import thb.jeanluc.adventure.loader.dto.EffectDto;
import thb.jeanluc.adventure.loader.dto.ExitLockDto;
import thb.jeanluc.adventure.loader.dto.NpcDto;
import thb.jeanluc.adventure.loader.dto.ReactionDto;
import thb.jeanluc.adventure.loader.dto.RoomDto;
import thb.jeanluc.adventure.model.DescriptionState;
import thb.jeanluc.adventure.model.DialogueLine;
import thb.jeanluc.adventure.model.Direction;
import thb.jeanluc.adventure.model.ExitLock;
import thb.jeanluc.adventure.model.Npc;
import thb.jeanluc.adventure.model.NpcReaction;
import thb.jeanluc.adventure.model.Room;
@@ -75,6 +83,25 @@ public class ReferenceResolver {
room.addNpc(npc);
}
}
if (dto.exitLocks() != null) {
for (ExitLockDto lock : dto.exitLocks()) {
Direction direction;
try {
direction = Direction.fromString(lock.direction());
} catch (IllegalArgumentException ex) {
throw new WorldLoadException(
"Room '" + dto.id() + "' has exit lock with unknown direction '" + lock.direction() + "'");
}
room.addExitLock(direction, new ExitLock(
ConditionDto.toModelList(lock.requires()), lock.blocked()));
}
}
if (dto.descriptionStates() != null) {
for (DescriptionStateDto ds : dto.descriptionStates()) {
room.addDescriptionState(new DescriptionState(
ConditionDto.toModelList(ds.when()), ds.text()));
}
}
}
}
@@ -86,10 +113,15 @@ public class ReferenceResolver {
*/
public void resolveNpcs(List<NpcDto> npcDtos) {
for (NpcDto dto : npcDtos) {
Npc npc = npcs.get(dto.id());
if (dto.dialogue() != null) {
for (DialogueLineDto dl : dto.dialogue()) {
npc.addDialogue(new DialogueLine(ConditionDto.toModelList(dl.when()), dl.text()));
}
}
if (dto.reactions() == null) {
continue;
}
Npc npc = npcs.get(dto.id());
for (ReactionDto r : dto.reactions()) {
if (r.onReceive() == null) {
throw new WorldLoadException(
@@ -123,6 +155,8 @@ public class ReferenceResolver {
.consumes(consumes)
.gives(gives)
.response(r.response())
.requires(ConditionDto.toModelList(r.requires()))
.effects(EffectDto.toModelList(r.effects()))
.build();
npc.putReaction(r.onReceive(), reaction);
}

View File

@@ -19,6 +19,8 @@ public final class RoomFactory {
* @return the freshly built room shell
*/
public static Room shellFromDto(RoomDto dto) {
return new Room(dto.id(), dto.name(), dto.description());
Room room = new Room(dto.id(), dto.name(), dto.description());
room.setDark(Boolean.TRUE.equals(dto.dark()));
return room;
}
}

View File

@@ -5,18 +5,23 @@ import com.fasterxml.jackson.databind.type.CollectionType;
import com.fasterxml.jackson.dataformat.yaml.YAMLFactory;
import lombok.RequiredArgsConstructor;
import lombok.extern.slf4j.Slf4j;
import thb.jeanluc.adventure.loader.dto.EndingDto;
import thb.jeanluc.adventure.loader.dto.GameDto;
import thb.jeanluc.adventure.loader.dto.ItemDto;
import thb.jeanluc.adventure.loader.dto.NpcDto;
import thb.jeanluc.adventure.loader.dto.QuestDto;
import thb.jeanluc.adventure.loader.dto.RoomDto;
import thb.jeanluc.adventure.model.Ending;
import thb.jeanluc.adventure.model.Npc;
import thb.jeanluc.adventure.model.Player;
import thb.jeanluc.adventure.model.Quest;
import thb.jeanluc.adventure.model.Room;
import thb.jeanluc.adventure.model.World;
import thb.jeanluc.adventure.model.item.Item;
import java.io.IOException;
import java.io.InputStream;
import java.util.ArrayList;
import java.util.HashMap;
import java.util.List;
import java.util.Map;
@@ -68,11 +73,15 @@ public class WorldLoader {
List<ItemDto> itemDtos = readList(basePath + "/items.yaml", ItemDto.class);
List<NpcDto> npcDtos = readList(basePath + "/npcs.yaml", NpcDto.class);
List<RoomDto> roomDtos = readList(basePath + "/rooms.yaml", RoomDto.class);
List<QuestDto> questDtos = readListOptional(basePath + "/quests.yaml", QuestDto.class);
List<EndingDto> endingDtos = readListOptional(basePath + "/endings.yaml", EndingDto.class);
GameDto gameDto = readSingle(basePath + "/game.yaml", GameDto.class);
requireUniqueIds("item", itemDtos.stream().map(ItemDto::id).toList());
requireUniqueIds("npc", npcDtos.stream().map(NpcDto::id).toList());
requireUniqueIds("room", roomDtos.stream().map(RoomDto::id).toList());
requireUniqueIds("quest", questDtos.stream().map(QuestDto::id).toList());
requireUniqueIds("ending", endingDtos.stream().map(EndingDto::id).toList());
Map<String, Item> items = new HashMap<>();
for (ItemDto dto : itemDtos) {
@@ -86,6 +95,14 @@ public class WorldLoader {
for (RoomDto dto : roomDtos) {
rooms.put(dto.id(), RoomFactory.shellFromDto(dto));
}
Map<String, Quest> quests = new HashMap<>();
for (QuestDto dto : questDtos) {
quests.put(dto.id(), QuestFactory.fromDto(dto));
}
List<Ending> endings = new ArrayList<>();
for (EndingDto dto : endingDtos) {
endings.add(EndingFactory.fromDto(dto));
}
ReferenceResolver resolver = new ReferenceResolver(items, npcs, rooms);
resolver.resolveRooms(roomDtos);
@@ -98,7 +115,7 @@ public class WorldLoader {
Player player = new Player(start, gold);
World world = new World(rooms, items, npcs,
gameDto.title(), gameDto.welcomeMessage());
gameDto.title(), gameDto.welcomeMessage(), quests, endings);
log.info("World '{}' loaded: {} rooms, {} items, {} npcs",
gameDto.title(), rooms.size(), items.size(), npcs.size());
return new LoadResult(world, player);
@@ -114,6 +131,19 @@ public class WorldLoader {
}
}
private <T> List<T> readListOptional(String resource, Class<T> elementType) {
try (InputStream in = getClass().getResourceAsStream(resource)) {
if (in == null) {
return List.of();
}
CollectionType type = yaml.getTypeFactory().constructCollectionType(List.class, elementType);
List<T> result = yaml.readValue(in, type);
return result == null ? List.of() : result;
} catch (IOException e) {
throw new WorldLoadException("Failed to parse " + resource, e);
}
}
private <T> T readSingle(String resource, Class<T> type) {
try (InputStream in = openResource(resource)) {
return yaml.readValue(in, type);

View File

@@ -0,0 +1,34 @@
package thb.jeanluc.adventure.loader.dto;
import thb.jeanluc.adventure.loader.WorldLoadException;
import thb.jeanluc.adventure.model.Condition;
import java.util.ArrayList;
import java.util.List;
/** YAML condition: exactly one of the fields is set. */
public record ConditionDto(String flag, String notFlag, String hasItem) {
public Condition toModel() {
if (flag != null) {
return new Condition(Condition.Type.FLAG, flag);
}
if (notFlag != null) {
return new Condition(Condition.Type.NOT_FLAG, notFlag);
}
if (hasItem != null) {
return new Condition(Condition.Type.HAS_ITEM, hasItem);
}
throw new WorldLoadException("Condition must set one of flag/notFlag/hasItem");
}
public static List<Condition> toModelList(List<ConditionDto> dtos) {
List<Condition> out = new ArrayList<>();
if (dtos != null) {
for (ConditionDto d : dtos) {
out.add(d.toModel());
}
}
return out;
}
}

View File

@@ -0,0 +1,7 @@
package thb.jeanluc.adventure.loader.dto;
import java.util.List;
/** YAML representation of a conditional room description. */
public record DescriptionStateDto(List<ConditionDto> when, String text) {
}

View File

@@ -0,0 +1,7 @@
package thb.jeanluc.adventure.loader.dto;
import java.util.List;
/** YAML representation of a conditional NPC line. */
public record DialogueLineDto(List<ConditionDto> when, String text) {
}

View File

@@ -0,0 +1,50 @@
package thb.jeanluc.adventure.loader.dto;
import thb.jeanluc.adventure.loader.WorldLoadException;
import thb.jeanluc.adventure.model.Effect;
import java.util.ArrayList;
import java.util.List;
/** YAML effect: exactly one of the fields is set. */
public record EffectDto(String setFlag, String clearFlag, String giveItem, String removeItem,
String say, String startQuest) {
/** Backward-compatible constructor without startQuest. */
public EffectDto(String setFlag, String clearFlag, String giveItem, String removeItem, String say) {
this(setFlag, clearFlag, giveItem, removeItem, say, null);
}
public Effect toModel() {
if (setFlag != null) {
return new Effect(Effect.Type.SET_FLAG, setFlag);
}
if (clearFlag != null) {
return new Effect(Effect.Type.CLEAR_FLAG, clearFlag);
}
if (giveItem != null) {
return new Effect(Effect.Type.GIVE_ITEM, giveItem);
}
if (removeItem != null) {
return new Effect(Effect.Type.REMOVE_ITEM, removeItem);
}
if (say != null) {
return new Effect(Effect.Type.SAY, say);
}
if (startQuest != null) {
return new Effect(Effect.Type.START_QUEST, startQuest);
}
throw new WorldLoadException(
"Effect must set one of setFlag/clearFlag/giveItem/removeItem/say/startQuest");
}
public static List<Effect> toModelList(List<EffectDto> dtos) {
List<Effect> out = new ArrayList<>();
if (dtos != null) {
for (EffectDto d : dtos) {
out.add(d.toModel());
}
}
return out;
}
}

View File

@@ -0,0 +1,7 @@
package thb.jeanluc.adventure.loader.dto;
import java.util.List;
/** YAML representation of a game ending. */
public record EndingDto(String id, String title, Boolean victory, List<ConditionDto> when, String text) {
}

View File

@@ -0,0 +1,7 @@
package thb.jeanluc.adventure.loader.dto;
import java.util.List;
/** YAML representation of a single condition-gated exit. */
public record ExitLockDto(String direction, List<ConditionDto> requires, String blocked) {
}

View File

@@ -1,5 +1,7 @@
package thb.jeanluc.adventure.loader.dto;
import java.util.List;
/**
* YAML representation of a single item. Fields outside of the type's
* scope (e.g. {@code readText} on a switchable) are simply ignored.
@@ -12,6 +14,8 @@ package thb.jeanluc.adventure.loader.dto;
* @param initialState initial on/off state of a switchable item
* @param onText message printed when a switchable transitions to on
* @param offText message printed when a switchable transitions to off
* @param effects effects applied when a switchable transitions to on; nullable
* @param light whether this item is a light source; nullable
*/
public record ItemDto(
String type,
@@ -21,6 +25,13 @@ public record ItemDto(
String readText,
Boolean initialState,
String onText,
String offText
String offText,
List<EffectDto> effects,
Boolean light
) {
/** Backward-compatible constructor without effects/light. */
public ItemDto(String type, String id, String name, String description,
String readText, Boolean initialState, String onText, String offText) {
this(type, id, name, description, readText, initialState, onText, offText, null, null);
}
}

View File

@@ -10,12 +10,18 @@ import java.util.List;
* @param description examine description
* @param greeting text the NPC says on {@code talk}
* @param reactions list of trigger/response definitions; may be null
* @param dialogue optional condition-gated dialogue lines; may be null
*/
public record NpcDto(
String id,
String name,
String description,
String greeting,
List<ReactionDto> reactions
List<ReactionDto> reactions,
List<DialogueLineDto> dialogue
) {
/** Backward-compatible constructor without dialogue. */
public NpcDto(String id, String name, String description, String greeting, List<ReactionDto> reactions) {
this(id, name, description, greeting, reactions, null);
}
}

View File

@@ -0,0 +1,8 @@
package thb.jeanluc.adventure.loader.dto;
import java.util.List;
/** YAML representation of a quest. */
public record QuestDto(String id, String title, Boolean autoStart,
List<QuestStageDto> stages, List<EffectDto> onComplete) {
}

View File

@@ -0,0 +1,7 @@
package thb.jeanluc.adventure.loader.dto;
import java.util.List;
/** YAML representation of a quest stage. */
public record QuestStageDto(String objective, List<ConditionDto> completion, List<EffectDto> onComplete) {
}

View File

@@ -1,5 +1,7 @@
package thb.jeanluc.adventure.loader.dto;
import java.util.List;
/**
* YAML representation of a single NPC reaction.
*
@@ -7,11 +9,19 @@ package thb.jeanluc.adventure.loader.dto;
* @param response text the NPC says after the exchange
* @param gives id of the item handed back; nullable
* @param consumes id of the item taken from the player; nullable
* @param requires conditions that must hold; nullable
* @param effects effects applied after a successful exchange; nullable
*/
public record ReactionDto(
String onReceive,
String response,
String gives,
String consumes
String consumes,
List<ConditionDto> requires,
List<EffectDto> effects
) {
/** Backward-compatible constructor without requires/effects. */
public ReactionDto(String onReceive, String response, String gives, String consumes) {
this(onReceive, response, gives, consumes, null, null);
}
}

View File

@@ -12,6 +12,9 @@ import java.util.Map;
* @param exits direction-name to target-room-id map
* @param items ids of items initially in this room
* @param npcs ids of NPCs initially in this room
* @param exitLocks optional condition-gates per exit direction
* @param descriptionStates optional condition-gated description variants
* @param dark whether this room is dark; nullable
*/
public record RoomDto(
String id,
@@ -19,6 +22,14 @@ public record RoomDto(
String description,
Map<String, String> exits,
List<String> items,
List<String> npcs
List<String> npcs,
List<ExitLockDto> exitLocks,
List<DescriptionStateDto> descriptionStates,
Boolean dark
) {
/** Backward-compatible constructor without the optional state fields. */
public RoomDto(String id, String name, String description,
Map<String, String> exits, List<String> items, List<String> npcs) {
this(id, name, description, exits, items, npcs, null, null, null);
}
}

View File

@@ -0,0 +1,137 @@
package thb.jeanluc.adventure.map;
import lombok.extern.slf4j.Slf4j;
import thb.jeanluc.adventure.io.text.CellState;
import thb.jeanluc.adventure.io.text.Connection;
import thb.jeanluc.adventure.io.text.MapView;
import thb.jeanluc.adventure.io.text.RoomCell;
import thb.jeanluc.adventure.model.Direction;
import thb.jeanluc.adventure.model.Room;
import thb.jeanluc.adventure.model.World;
import java.util.ArrayDeque;
import java.util.ArrayList;
import java.util.Deque;
import java.util.HashMap;
import java.util.HashSet;
import java.util.LinkedHashMap;
import java.util.List;
import java.util.Map;
import java.util.Set;
/**
* Computes a {@link MapView} from the room graph: BFS assigns grid coordinates
* from exit directions, then fog-of-war keeps only visited rooms and their
* directly-reachable (but unentered) neighbours.
*/
@Slf4j
public final class MapLayout {
private MapLayout() {
}
public static MapView compute(World world, Set<String> visited, Room current) {
if (visited.isEmpty()) {
return new MapView(List.of(), List.of());
}
String anchorId = visited.iterator().next();
Room anchor = world.getRooms().get(anchorId);
if (anchor == null) {
return new MapView(List.of(), List.of());
}
Map<String, int[]> coords = bfs(anchor);
// Determine which rooms are placed: visited (with coords) + their unentered neighbours.
Map<String, CellState> placed = new LinkedHashMap<>();
for (String id : visited) {
if (coords.containsKey(id)) {
placed.put(id, id.equals(current.getId()) ? CellState.CURRENT : CellState.VISITED);
}
}
for (String id : visited) {
Room r = world.getRooms().get(id);
if (r == null) {
continue;
}
for (Room nb : r.getExits().values()) {
if (!placed.containsKey(nb.getId()) && coords.containsKey(nb.getId())) {
placed.put(nb.getId(), CellState.KNOWN);
}
}
}
// Normalise coordinates to non-negative.
int minX = Integer.MAX_VALUE;
int minY = Integer.MAX_VALUE;
for (String id : placed.keySet()) {
int[] c = coords.get(id);
minX = Math.min(minX, c[0]);
minY = Math.min(minY, c[1]);
}
Map<String, RoomCell> cells = new LinkedHashMap<>();
for (Map.Entry<String, CellState> e : placed.entrySet()) {
int[] c = coords.get(e.getKey());
String name = e.getValue() == CellState.KNOWN ? "?" : world.getRooms().get(e.getKey()).getName();
cells.put(e.getKey(), new RoomCell(e.getKey(), name, c[0] - minX, c[1] - minY, e.getValue()));
}
// Connections: from each visited room to any placed neighbour, de-duplicated.
List<Connection> connections = new ArrayList<>();
Set<String> seen = new HashSet<>();
for (String id : visited) {
Room r = world.getRooms().get(id);
RoomCell from = cells.get(id);
if (r == null || from == null) {
continue;
}
for (Room nb : r.getExits().values()) {
RoomCell to = cells.get(nb.getId());
if (to == null) {
continue;
}
String key = id.compareTo(nb.getId()) < 0 ? id + "|" + nb.getId() : nb.getId() + "|" + id;
if (seen.add(key)) {
connections.add(new Connection(from, to));
}
}
}
return new MapView(List.copyOf(cells.values()), connections);
}
private static Map<String, int[]> bfs(Room anchor) {
Map<String, int[]> coords = new HashMap<>();
Deque<Room> queue = new ArrayDeque<>();
coords.put(anchor.getId(), new int[]{0, 0});
queue.add(anchor);
while (!queue.isEmpty()) {
Room r = queue.poll();
int[] c = coords.get(r.getId());
for (Map.Entry<Direction, Room> e : r.getExits().entrySet()) {
Room nb = e.getValue();
int[] d = delta(e.getKey());
int[] nc = {c[0] + d[0], c[1] + d[1]};
int[] existing = coords.get(nb.getId());
if (existing == null) {
coords.put(nb.getId(), nc);
queue.add(nb);
} else if (existing[0] != nc[0] || existing[1] != nc[1]) {
log.warn("Map layout collision at room '{}' ({} vs {},{}); keeping first placement",
nb.getId(), java.util.Arrays.toString(existing), nc[0], nc[1]);
}
}
}
return coords;
}
private static int[] delta(Direction d) {
return switch (d) {
case NORTH -> new int[]{0, -1};
case SOUTH -> new int[]{0, 1};
case EAST -> new int[]{1, 0};
case WEST -> new int[]{-1, 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;
}
}

View File

@@ -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
}

View File

@@ -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

@@ -0,0 +1,6 @@
package thb.jeanluc.adventure.model;
/** A single boolean test evaluated against world state and the player. */
public record Condition(Type type, String arg) {
public enum Type { FLAG, NOT_FLAG, HAS_ITEM }
}

View File

@@ -0,0 +1,10 @@
package thb.jeanluc.adventure.model;
import java.util.List;
/** An alternate room description shown while its conditions hold. */
public record DescriptionState(List<Condition> when, String text) {
public DescriptionState {
when = when == null ? List.of() : List.copyOf(when);
}
}

View File

@@ -0,0 +1,10 @@
package thb.jeanluc.adventure.model;
import java.util.List;
/** A conditional line an NPC says on {@code talk}, first match wins. */
public record DialogueLine(List<Condition> when, String text) {
public DialogueLine {
when = when == null ? List.of() : List.copyOf(when);
}
}

View File

@@ -0,0 +1,6 @@
package thb.jeanluc.adventure.model;
/** A single state mutation or message. */
public record Effect(Type type, String arg) {
public enum Type { SET_FLAG, CLEAR_FLAG, GIVE_ITEM, REMOVE_ITEM, SAY, START_QUEST }
}

View File

@@ -0,0 +1,10 @@
package thb.jeanluc.adventure.model;
import java.util.List;
/** A game ending: shown (and ends the game) when its conditions hold. */
public record Ending(String id, String title, boolean victory, List<Condition> when, String text) {
public Ending {
when = when == null ? List.of() : List.copyOf(when);
}
}

View File

@@ -0,0 +1,10 @@
package thb.jeanluc.adventure.model;
import java.util.List;
/** A condition-gated exit with a message shown when it is blocked. */
public record ExitLock(List<Condition> requires, String blocked) {
public ExitLock {
requires = requires == null ? List.of() : List.copyOf(requires);
}
}

View File

@@ -3,7 +3,9 @@ package thb.jeanluc.adventure.model;
import lombok.Builder;
import lombok.Getter;
import java.util.ArrayList;
import java.util.HashMap;
import java.util.List;
import java.util.Map;
import java.util.Optional;
@@ -34,6 +36,19 @@ public class Npc {
*/
private final Map<String, NpcReaction> reactions;
/** Optional condition-gated dialogue lines, first match wins; else {@link #greeting}. */
@Builder.Default
private final List<DialogueLine> dialogue = new ArrayList<>();
/**
* Adds a conditional dialogue line.
*
* @param line the dialogue line
*/
public void addDialogue(DialogueLine line) {
dialogue.add(line);
}
/**
* Looks up a reaction triggered by an item.
*

View File

@@ -4,6 +4,8 @@ import lombok.Builder;
import lombok.Getter;
import thb.jeanluc.adventure.model.item.Item;
import java.util.List;
/**
* A single trigger/response pair on an NPC. When the player gives the
* NPC an item matching {@link #consumes}, the NPC writes {@link #response}
@@ -21,4 +23,10 @@ public class NpcReaction {
/** Text the NPC says after a successful exchange. */
private final String response;
/** Conditions that must hold for the exchange; null/empty = always. */
private final List<Condition> requires;
/** Effects applied after a successful exchange; null = none. */
private final List<Effect> effects;
}

View File

@@ -5,7 +5,9 @@ import lombok.Setter;
import thb.jeanluc.adventure.model.item.Item;
import java.util.LinkedHashMap;
import java.util.LinkedHashSet;
import java.util.Optional;
import java.util.Set;
/**
* The player avatar. Tracks the current room, an ordered inventory, and a
@@ -15,9 +17,11 @@ import java.util.Optional;
public class Player {
/** Room the player is currently standing in. */
@Setter
private Room currentRoom;
/** Ids of rooms the player has entered, in first-visit order (for the map). */
private final Set<String> visitedRoomIds = new LinkedHashSet<>();
/**
* Inventory keyed by item id. {@link LinkedHashMap} keeps insertion
* order for stable {@code inventory} listings while still providing
@@ -44,6 +48,17 @@ public class Player {
}
this.currentRoom = startRoom;
this.gold = startGold;
this.visitedRoomIds.add(startRoom.getId());
}
/**
* Moves the player into a room and records it as visited.
*
* @param room the room now occupied; must not be null
*/
public void setCurrentRoom(Room room) {
this.currentRoom = room;
this.visitedRoomIds.add(room.getId());
}
/**

View File

@@ -0,0 +1,12 @@
package thb.jeanluc.adventure.model;
import java.util.List;
/** A multi-stage quest. Stage completion is condition-driven; rewards are effects. */
public record Quest(String id, String title, boolean autoStart,
List<QuestStage> stages, List<Effect> onComplete) {
public Quest {
stages = stages == null ? List.of() : List.copyOf(stages);
onComplete = onComplete == null ? List.of() : List.copyOf(onComplete);
}
}

View File

@@ -0,0 +1,11 @@
package thb.jeanluc.adventure.model;
import java.util.List;
/** One stage of a {@link Quest}: an objective, a completion condition, optional rewards. */
public record QuestStage(String objective, List<Condition> completion, List<Effect> onComplete) {
public QuestStage {
completion = completion == null ? List.of() : List.copyOf(completion);
onComplete = onComplete == null ? List.of() : List.copyOf(onComplete);
}
}

View File

@@ -2,10 +2,13 @@ package thb.jeanluc.adventure.model;
import lombok.Getter;
import lombok.RequiredArgsConstructor;
import lombok.Setter;
import thb.jeanluc.adventure.model.item.Item;
import java.util.ArrayList;
import java.util.EnumMap;
import java.util.LinkedHashMap;
import java.util.List;
import java.util.Optional;
/**
@@ -42,6 +45,16 @@ public class Room {
/** NPCs currently in this room, keyed by npc id. Insertion-ordered for stable display. */
private final LinkedHashMap<String, Npc> npcs = new LinkedHashMap<>();
/** Optional condition-gates per exit direction. */
private final EnumMap<Direction, ExitLock> exitLocks = new EnumMap<>(Direction.class);
/** Optional condition-gated description variants, first match wins. */
private final List<DescriptionState> descriptionStates = new ArrayList<>();
/** Whether this room is dark (needs a light source to enter/see). */
@Setter
private boolean dark;
/**
* Connects this room to another in the given direction. Does not
* create the reverse connection — callers must set that up
@@ -54,6 +67,25 @@ public class Room {
exits.put(direction, neighbour);
}
/**
* Adds a condition-gate to the exit in the given direction.
*
* @param direction the gated direction
* @param lock the lock to apply
*/
public void addExitLock(Direction direction, ExitLock lock) {
exitLocks.put(direction, lock);
}
/**
* Adds a condition-gated description variant (first match wins).
*
* @param state the description variant
*/
public void addDescriptionState(DescriptionState state) {
descriptionStates.add(state);
}
/**
* Looks up the room reachable in the given direction.
*

View File

@@ -4,6 +4,7 @@ import lombok.Getter;
import lombok.RequiredArgsConstructor;
import thb.jeanluc.adventure.model.item.Item;
import java.util.List;
import java.util.Map;
/**
@@ -29,4 +30,22 @@ public class World {
/** Welcome message printed once when the game starts. */
private final String welcomeMessage;
/** Global lookup of quests by id. */
private final Map<String, Quest> quests;
/** Ordered list of endings (first matching one wins). */
private final List<Ending> endings;
/** Backward-compatible constructor for worlds without quests or endings. */
public World(Map<String, Room> rooms, Map<String, Item> items, Map<String, Npc> npcs,
String title, String welcomeMessage) {
this(rooms, items, npcs, title, welcomeMessage, Map.of(), List.of());
}
/** Backward-compatible constructor for worlds with quests but no endings. */
public World(Map<String, Room> rooms, Map<String, Item> items, Map<String, Npc> npcs,
String title, String welcomeMessage, Map<String, Quest> quests) {
this(rooms, items, npcs, title, welcomeMessage, quests, List.of());
}
}

View File

@@ -33,6 +33,9 @@ public abstract class Item {
/** Long description shown by the {@code examine} command. */
protected final String description;
/** Whether this item can serve as a light source (when on, for switchables). */
protected final boolean light;
/**
* Executes the item's primary action. Side effects (text output,
* mutation of player state) flow through the given context.

View File

@@ -2,7 +2,11 @@ package thb.jeanluc.adventure.model.item;
import lombok.Getter;
import lombok.experimental.SuperBuilder;
import thb.jeanluc.adventure.game.Effects;
import thb.jeanluc.adventure.game.GameContext;
import thb.jeanluc.adventure.model.Effect;
import java.util.List;
/**
* Item with two boolean states (on / off). Each {@code use} toggles the
@@ -24,6 +28,9 @@ public class SwitchableItem extends Item {
*/
private boolean state;
/** Effects applied when this item transitions to on; null = none. */
private final List<Effect> effects;
/**
* Toggles the state and writes the corresponding transition text.
*
@@ -33,6 +40,9 @@ public class SwitchableItem extends Item {
public void use(GameContext ctx) {
state = !state;
ctx.getIo().write(state ? onText : offText);
if (state) {
Effects.applyAll(effects, ctx);
}
}
/**
@@ -43,4 +53,14 @@ public class SwitchableItem extends Item {
public boolean isOn() {
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;
}
}

Some files were not shown because too many files have changed in this diff Show More