44 KiB
Quest Foundation (World-State + Conditions/Effects) 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: Add a world-flag store and one typed condition/effect vocabulary, then wire it into five integration points (locked exits, state-dependent descriptions, conditional NPC dialogue, reactions with requires/effects, switch effects) so the world supports data-driven gated progression.
Architecture: GameState (flags) lives in GameContext. Condition/Effect are pure data records in model; Conditions.all(...) and Effects.applyAll(...) in game evaluate/apply them against the context. Each integration point carries requires/effects lists and calls these two helpers. All new YAML fields are optional → existing worlds and the 90 tests are unaffected.
Tech Stack: Java 25, Maven, JUnit 5 + AssertJ, Lombok, Jackson/SnakeYAML.
Spec: docs/superpowers/specs/2026-05-31-quest-foundation-design.md
Task 1: Core engine — GameState, Condition, Effect, Conditions, Effects
Files:
-
Create:
game/GameState.java,model/Condition.java,model/Effect.java,game/Conditions.java,game/Effects.java -
Modify:
game/GameContext.java -
Test:
game/GameStateTest.java,game/ConditionsTest.java,game/EffectsTest.java -
Step 1: Write failing tests
src/test/java/thb/jeanluc/adventure/game/GameStateTest.java:
package thb.jeanluc.adventure.game;
import org.junit.jupiter.api.Test;
import static org.assertj.core.api.Assertions.assertThat;
class GameStateTest {
@Test
void setIsSetClear() {
GameState s = new GameState();
assertThat(s.isSet("power_on")).isFalse();
s.set("power_on");
assertThat(s.isSet("power_on")).isTrue();
s.clear("power_on");
assertThat(s.isSet("power_on")).isFalse();
}
}
src/test/java/thb/jeanluc/adventure/game/ConditionsTest.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.Player;
import thb.jeanluc.adventure.model.Room;
import thb.jeanluc.adventure.model.item.PlainItem;
import java.util.List;
import static org.assertj.core.api.Assertions.assertThat;
class ConditionsTest {
private GameContext ctx() {
Player p = new Player(new Room("k", "K", "d"), 0);
return new GameContext(null, p, new TestIO());
}
@Test
void flagAndNotFlag() {
GameContext ctx = ctx();
ctx.getState().set("power_on");
assertThat(Conditions.holds(new Condition(Condition.Type.FLAG, "power_on"), ctx)).isTrue();
assertThat(Conditions.holds(new Condition(Condition.Type.NOT_FLAG, "power_on"), ctx)).isFalse();
assertThat(Conditions.holds(new Condition(Condition.Type.NOT_FLAG, "x"), ctx)).isTrue();
}
@Test
void hasItem() {
GameContext ctx = ctx();
ctx.getPlayer().addItem(PlainItem.builder().id("lamp").name("Lamp").description("d").build());
assertThat(Conditions.holds(new Condition(Condition.Type.HAS_ITEM, "lamp"), ctx)).isTrue();
assertThat(Conditions.holds(new Condition(Condition.Type.HAS_ITEM, "key"), ctx)).isFalse();
}
@Test
void allRequiresEveryConditionAndEmptyIsTrue() {
GameContext ctx = ctx();
ctx.getState().set("a");
assertThat(Conditions.all(List.of(), ctx)).isTrue();
assertThat(Conditions.all(List.of(new Condition(Condition.Type.FLAG, "a")), ctx)).isTrue();
assertThat(Conditions.all(List.of(
new Condition(Condition.Type.FLAG, "a"),
new Condition(Condition.Type.FLAG, "b")), ctx)).isFalse();
}
}
src/test/java/thb/jeanluc/adventure/game/EffectsTest.java:
package thb.jeanluc.adventure.game;
import org.junit.jupiter.api.Test;
import thb.jeanluc.adventure.io.TestIO;
import thb.jeanluc.adventure.model.Effect;
import thb.jeanluc.adventure.model.Player;
import thb.jeanluc.adventure.model.Room;
import thb.jeanluc.adventure.model.World;
import thb.jeanluc.adventure.model.item.Item;
import thb.jeanluc.adventure.model.item.PlainItem;
import java.util.List;
import java.util.Map;
import static org.assertj.core.api.Assertions.assertThat;
class EffectsTest {
private GameContext ctx(Map<String, Item> items) {
Player p = new Player(new Room("k", "K", "d"), 0);
World w = new World(Map.of(), items, Map.of(), "t", "w");
return new GameContext(w, p, new TestIO());
}
@Test
void setAndClearFlag() {
GameContext ctx = ctx(Map.of());
Effects.applyAll(List.of(new Effect(Effect.Type.SET_FLAG, "power_on")), ctx);
assertThat(ctx.getState().isSet("power_on")).isTrue();
Effects.apply(new Effect(Effect.Type.CLEAR_FLAG, "power_on"), ctx);
assertThat(ctx.getState().isSet("power_on")).isFalse();
}
@Test
void giveAndRemoveItem() {
Item key = PlainItem.builder().id("key").name("Key").description("d").build();
GameContext ctx = ctx(Map.of("key", key));
Effects.apply(new Effect(Effect.Type.GIVE_ITEM, "key"), ctx);
assertThat(ctx.getPlayer().hasItem("key")).isTrue();
Effects.apply(new Effect(Effect.Type.REMOVE_ITEM, "key"), ctx);
assertThat(ctx.getPlayer().hasItem("key")).isFalse();
}
@Test
void giveUnknownItemIsTolerated() {
GameContext ctx = ctx(Map.of());
Effects.apply(new Effect(Effect.Type.GIVE_ITEM, "ghost"), ctx);
assertThat(ctx.getPlayer().hasItem("ghost")).isFalse();
}
@Test
void sayWritesToIo() {
GameContext ctx = ctx(Map.of());
Effects.apply(new Effect(Effect.Type.SAY, "boo"), ctx);
assertThat(((TestIO) ctx.getIo()).allOutput()).contains("boo");
}
}
- Step 2: Run to verify failure
Run: mvn -q test -Dtest=GameStateTest,ConditionsTest,EffectsTest
Expected: FAIL — types don't exist.
- Step 3: Create the engine
game/GameState.java:
package thb.jeanluc.adventure.game;
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);
}
}
model/Condition.java:
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 }
}
model/Effect.java:
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 }
}
game/Conditions.java:
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;
}
}
game/Effects.java:
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());
}
}
/** 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);
}
}
}
- Step 4: Add
GameStatetoGameContext
In game/GameContext.java, add after the io field (the initializer keeps it out of the @RequiredArgsConstructor):
/** Mutable world flags. Created fresh per context; not a constructor arg. */
private final GameState state = new GameState();
- Step 5: Run to verify pass
Run: mvn -q test -Dtest=GameStateTest,ConditionsTest,EffectsTest
Expected: PASS.
Run: mvn -q test
Expected: PASS (full suite, GameContext change is additive).
- Step 6: Commit
git add src/main/java/thb/jeanluc/adventure/game/GameState.java \
src/main/java/thb/jeanluc/adventure/game/Conditions.java \
src/main/java/thb/jeanluc/adventure/game/Effects.java \
src/main/java/thb/jeanluc/adventure/game/GameContext.java \
src/main/java/thb/jeanluc/adventure/model/Condition.java \
src/main/java/thb/jeanluc/adventure/model/Effect.java \
src/test/java/thb/jeanluc/adventure/game/GameStateTest.java \
src/test/java/thb/jeanluc/adventure/game/ConditionsTest.java \
src/test/java/thb/jeanluc/adventure/game/EffectsTest.java
git commit -m "feat(game): world-state engine (GameState, Condition/Effect, evaluator/applier)"
Task 2: Condition/Effect DTOs
Files:
-
Create:
loader/dto/ConditionDto.java,loader/dto/EffectDto.java -
Test:
loader/dto/ConditionEffectDtoTest.java -
Step 1: Write failing test
src/test/java/thb/jeanluc/adventure/loader/dto/ConditionEffectDtoTest.java:
package thb.jeanluc.adventure.loader.dto;
import org.junit.jupiter.api.Test;
import thb.jeanluc.adventure.loader.WorldLoadException;
import thb.jeanluc.adventure.model.Condition;
import thb.jeanluc.adventure.model.Effect;
import static org.assertj.core.api.Assertions.assertThat;
import static org.assertj.core.api.Assertions.assertThatThrownBy;
class ConditionEffectDtoTest {
@Test
void conditionToModel() {
assertThat(new ConditionDto("power_on", null, null).toModel())
.isEqualTo(new Condition(Condition.Type.FLAG, "power_on"));
assertThat(new ConditionDto(null, "x", null).toModel().type())
.isEqualTo(Condition.Type.NOT_FLAG);
assertThat(new ConditionDto(null, null, "lamp").toModel().type())
.isEqualTo(Condition.Type.HAS_ITEM);
}
@Test
void emptyConditionThrows() {
assertThatThrownBy(() -> new ConditionDto(null, null, null).toModel())
.isInstanceOf(WorldLoadException.class);
}
@Test
void effectToModel() {
assertThat(new EffectDto("p", null, null, null, null).toModel())
.isEqualTo(new Effect(Effect.Type.SET_FLAG, "p"));
assertThat(new EffectDto(null, null, "key", null, null).toModel().type())
.isEqualTo(Effect.Type.GIVE_ITEM);
assertThat(new EffectDto(null, null, null, null, "boo").toModel().type())
.isEqualTo(Effect.Type.SAY);
}
@Test
void emptyEffectThrows() {
assertThatThrownBy(() -> new EffectDto(null, null, null, null, null).toModel())
.isInstanceOf(WorldLoadException.class);
}
}
- Step 2: Run to verify failure
Run: mvn -q test -Dtest=ConditionEffectDtoTest
Expected: FAIL — DTOs don't exist.
- Step 3: Create the DTOs
loader/dto/ConditionDto.java:
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;
}
}
loader/dto/EffectDto.java:
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) {
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);
}
throw new WorldLoadException("Effect must set one of setFlag/clearFlag/giveItem/removeItem/say");
}
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;
}
}
- Step 4: Run to verify pass
Run: mvn -q test -Dtest=ConditionEffectDtoTest
Expected: PASS.
- Step 5: Commit
git add src/main/java/thb/jeanluc/adventure/loader/dto/ConditionDto.java \
src/main/java/thb/jeanluc/adventure/loader/dto/EffectDto.java \
src/test/java/thb/jeanluc/adventure/loader/dto/ConditionEffectDtoTest.java
git commit -m "feat(loader): ConditionDto/EffectDto with toModel mapping"
Task 3: Locked exits
Files:
-
Create:
model/ExitLock.java,loader/dto/ExitLockDto.java -
Modify:
model/Room.java,loader/dto/RoomDto.java,loader/ReferenceResolver.java,command/impl/GoCommand.java -
Test:
command/impl/LockedExitTest.java -
Step 1: Write failing test
src/test/java/thb/jeanluc/adventure/command/impl/LockedExitTest.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.Condition;
import thb.jeanluc.adventure.model.Direction;
import thb.jeanluc.adventure.model.ExitLock;
import thb.jeanluc.adventure.model.Player;
import thb.jeanluc.adventure.model.Room;
import java.util.List;
import static org.assertj.core.api.Assertions.assertThat;
class LockedExitTest {
@Test
void lockedExitBlocksUntilFlagSet() {
Room kitchen = new Room("kitchen", "Kitchen", "d");
Room cellar = new Room("cellar", "Cellar", "d");
kitchen.addExit(Direction.EAST, cellar);
kitchen.addExitLock(Direction.EAST, new ExitLock(
List.of(new Condition(Condition.Type.FLAG, "power_on")),
"The cellar door is sealed."));
Player player = new Player(kitchen, 0);
TestIO io = new TestIO();
GameContext ctx = new GameContext(null, player, io);
new GoCommand().execute(ctx, List.of("east"));
assertThat(player.getCurrentRoom()).isEqualTo(kitchen);
assertThat(io.allOutput()).contains("sealed");
ctx.getState().set("power_on");
new GoCommand().execute(ctx, List.of("east"));
assertThat(player.getCurrentRoom()).isEqualTo(cellar);
}
}
- Step 2: Run to verify failure
Run: mvn -q test -Dtest=LockedExitTest
Expected: FAIL — ExitLock / addExitLock missing.
- Step 3: Create
model/ExitLock.java
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);
}
}
- Step 4: Add exit locks to
Room.java
Add the import:
import java.util.List;
Add the field next to exits:
/** Optional condition-gates per exit direction. */
private final EnumMap<Direction, ExitLock> exitLocks = new EnumMap<>(Direction.class);
Add the mutator (near addExit):
/**
* 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);
}
- Step 5: Add
exitLockstoRoomDto.javaand createExitLockDto
loader/dto/ExitLockDto.java:
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) {
}
In RoomDto.java, add the field as the last record component:
List<String> npcs,
List<ExitLockDto> exitLocks
(append , List<ExitLockDto> exitLocks after npcs, and add the matching Javadoc @param exitLocks line).
- Step 6: Wire exit locks in
ReferenceResolver.resolveRooms
Add imports:
import thb.jeanluc.adventure.loader.dto.ConditionDto;
import thb.jeanluc.adventure.loader.dto.ExitLockDto;
import thb.jeanluc.adventure.model.ExitLock;
At the end of the per-room loop body in resolveRooms (after the npcs block), add:
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()));
}
}
- Step 7: Enforce the lock in
GoCommand
Add imports:
import thb.jeanluc.adventure.game.Conditions;
import thb.jeanluc.adventure.model.ExitLock;
After the next.isEmpty() check and before ctx.getPlayer().setCurrentRoom(next.get()), insert:
ExitLock lock = ctx.getPlayer().getCurrentRoom().getExitLocks().get(dir);
if (lock != null && !Conditions.all(lock.requires(), ctx)) {
ctx.getIo().write(lock.blocked());
return;
}
- Step 8: Run tests
Run: mvn -q test -Dtest=LockedExitTest
Expected: PASS.
Run: mvn -q test
Expected: PASS (full suite).
- Step 9: Commit
git add src/main/java/thb/jeanluc/adventure/model/ExitLock.java \
src/main/java/thb/jeanluc/adventure/loader/dto/ExitLockDto.java \
src/main/java/thb/jeanluc/adventure/loader/dto/RoomDto.java \
src/main/java/thb/jeanluc/adventure/model/Room.java \
src/main/java/thb/jeanluc/adventure/loader/ReferenceResolver.java \
src/main/java/thb/jeanluc/adventure/command/impl/GoCommand.java \
src/test/java/thb/jeanluc/adventure/command/impl/LockedExitTest.java
git commit -m "feat: condition-locked exits"
Task 4: State-dependent room descriptions
Files:
-
Create:
model/DescriptionState.java,loader/dto/DescriptionStateDto.java -
Modify:
model/Room.java,loader/dto/RoomDto.java,loader/ReferenceResolver.java,command/impl/LookCommand.java -
Test:
command/impl/DescriptionStateTest.java -
Step 1: Write failing test
src/test/java/thb/jeanluc/adventure/command/impl/DescriptionStateTest.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.Condition;
import thb.jeanluc.adventure.model.DescriptionState;
import thb.jeanluc.adventure.model.Player;
import thb.jeanluc.adventure.model.Room;
import java.util.List;
import static org.assertj.core.api.Assertions.assertThat;
class DescriptionStateTest {
@Test
void descriptionSwitchesWithFlag() {
Room cellar = new Room("cellar", "Cellar", "Pitch black down here.");
cellar.addDescriptionState(new DescriptionState(
List.of(new Condition(Condition.Type.FLAG, "power_on")),
"Lit now, a workbench stands against the wall."));
Player player = new Player(cellar, 0);
TestIO io = new TestIO();
GameContext ctx = new GameContext(null, player, io);
new LookCommand().execute(ctx, List.of());
assertThat(io.allOutput()).contains("Pitch black");
io.outputs().clear();
ctx.getState().set("power_on");
new LookCommand().execute(ctx, List.of());
assertThat(io.allOutput()).contains("workbench").doesNotContain("Pitch black");
}
}
- Step 2: Run to verify failure
Run: mvn -q test -Dtest=DescriptionStateTest
Expected: FAIL — DescriptionState / addDescriptionState missing.
- Step 3: Create
model/DescriptionState.java
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);
}
}
- Step 4: Add description states to
Room.java
Add imports:
import java.util.ArrayList;
Add the field:
/** Optional condition-gated description variants, first match wins. */
private final List<DescriptionState> descriptionStates = new ArrayList<>();
Add the mutator:
/**
* Adds a condition-gated description variant.
*
* @param state the description variant
*/
public void addDescriptionState(DescriptionState state) {
descriptionStates.add(state);
}
- Step 5: Add
descriptionStatestoRoomDtoand createDescriptionStateDto
loader/dto/DescriptionStateDto.java:
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) {
}
In RoomDto.java, append a new component after exitLocks:
List<ExitLockDto> exitLocks,
List<DescriptionStateDto> descriptionStates
(and the matching @param descriptionStates Javadoc line).
- Step 6: Wire in
ReferenceResolver.resolveRooms
Add imports:
import thb.jeanluc.adventure.loader.dto.DescriptionStateDto;
import thb.jeanluc.adventure.model.DescriptionState;
After the exitLocks block in the room loop, add:
if (dto.descriptionStates() != null) {
for (DescriptionStateDto ds : dto.descriptionStates()) {
room.addDescriptionState(new DescriptionState(
ConditionDto.toModelList(ds.when()), ds.text()));
}
}
- Step 7: Resolve the active description in
LookCommand
Add imports:
import thb.jeanluc.adventure.game.Conditions;
import thb.jeanluc.adventure.model.DescriptionState;
Replace the RoomView construction so the description is resolved first. Change:
ctx.getIo().showRoom(new RoomView(room.getName(), room.getDescription(), items, npcs, exits));
to:
String description = room.getDescription();
for (DescriptionState ds : room.getDescriptionStates()) {
if (Conditions.all(ds.when(), ctx)) {
description = ds.text();
break;
}
}
ctx.getIo().showRoom(new RoomView(room.getName(), description, items, npcs, exits));
- Step 8: Run tests
Run: mvn -q test -Dtest=DescriptionStateTest
Expected: PASS.
Run: mvn -q test
Expected: PASS.
- Step 9: Commit
git add src/main/java/thb/jeanluc/adventure/model/DescriptionState.java \
src/main/java/thb/jeanluc/adventure/loader/dto/DescriptionStateDto.java \
src/main/java/thb/jeanluc/adventure/loader/dto/RoomDto.java \
src/main/java/thb/jeanluc/adventure/model/Room.java \
src/main/java/thb/jeanluc/adventure/loader/ReferenceResolver.java \
src/main/java/thb/jeanluc/adventure/command/impl/LookCommand.java \
src/test/java/thb/jeanluc/adventure/command/impl/DescriptionStateTest.java
git commit -m "feat: state-dependent room descriptions"
Task 5: Conditional NPC dialogue
Files:
-
Create:
model/DialogueLine.java,loader/dto/DialogueLineDto.java -
Modify:
model/Npc.java,loader/dto/NpcDto.java,loader/ReferenceResolver.java,command/impl/TalkCommand.java -
Test:
command/impl/DialogueTest.java -
Step 1: Write failing test
src/test/java/thb/jeanluc/adventure/command/impl/DialogueTest.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.Condition;
import thb.jeanluc.adventure.model.DialogueLine;
import thb.jeanluc.adventure.model.Npc;
import thb.jeanluc.adventure.model.Player;
import thb.jeanluc.adventure.model.Room;
import java.util.List;
import static org.assertj.core.api.Assertions.assertThat;
class DialogueTest {
@Test
void dialogueSwitchesWithFlagElseGreeting() {
Room room = new Room("k", "K", "d");
Npc man = Npc.shell("man", "Old Man", "stooped", "Hello there.");
man.addDialogue(new DialogueLine(
List.of(new Condition(Condition.Type.FLAG, "power_on")),
"The lights are back, bless you!"));
room.addNpc(man);
Player player = new Player(room, 0);
TestIO io = new TestIO();
GameContext ctx = new GameContext(null, player, io);
new TalkCommand().execute(ctx, List.of("man"));
assertThat(io.allOutput()).contains("Hello there");
io.outputs().clear();
ctx.getState().set("power_on");
new TalkCommand().execute(ctx, List.of("man"));
assertThat(io.allOutput()).contains("lights are back").doesNotContain("Hello there");
}
}
- Step 2: Run to verify failure
Run: mvn -q test -Dtest=DialogueTest
Expected: FAIL — DialogueLine / addDialogue missing.
- Step 3: Create
model/DialogueLine.java
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);
}
}
- Step 4: Add dialogue to
Npc.java
Add imports:
import lombok.Builder;
import java.util.ArrayList;
import java.util.List;
Add the field (with @Builder.Default so every builder path initialises it):
/** Optional condition-gated dialogue lines, first match wins; else {@link #greeting}. */
@Builder.Default
private final List<DialogueLine> dialogue = new ArrayList<>();
Add the mutator:
/**
* Adds a conditional dialogue line.
*
* @param line the dialogue line
*/
public void addDialogue(DialogueLine line) {
dialogue.add(line);
}
- Step 5: Add
dialoguetoNpcDtoand createDialogueLineDto
loader/dto/DialogueLineDto.java:
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) {
}
In NpcDto.java, append a component after reactions:
List<ReactionDto> reactions,
List<DialogueLineDto> dialogue
(and the @param dialogue Javadoc line).
- Step 6: Wire dialogue in
ReferenceResolver.resolveNpcs
Add imports:
import thb.jeanluc.adventure.loader.dto.ConditionDto;
import thb.jeanluc.adventure.loader.dto.DialogueLineDto;
import thb.jeanluc.adventure.model.DialogueLine;
Replace the early if (dto.reactions() == null) { continue; } so dialogue is still processed. Change the start of the per-DTO loop body from:
if (dto.reactions() == null) {
continue;
}
Npc npc = npcs.get(dto.id());
for (ReactionDto r : dto.reactions()) {
to:
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;
}
for (ReactionDto r : dto.reactions()) {
- Step 7: Resolve the active line in
TalkCommand
Add imports:
import thb.jeanluc.adventure.game.Conditions;
import thb.jeanluc.adventure.model.DialogueLine;
Replace:
ctx.getIo().write(npc.get().getName() + " says: " + npc.get().getGreeting());
with:
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);
- Step 8: Run tests
Run: mvn -q test -Dtest=DialogueTest
Expected: PASS.
Run: mvn -q test
Expected: PASS.
- Step 9: Commit
git add src/main/java/thb/jeanluc/adventure/model/DialogueLine.java \
src/main/java/thb/jeanluc/adventure/loader/dto/DialogueLineDto.java \
src/main/java/thb/jeanluc/adventure/loader/dto/NpcDto.java \
src/main/java/thb/jeanluc/adventure/model/Npc.java \
src/main/java/thb/jeanluc/adventure/loader/ReferenceResolver.java \
src/main/java/thb/jeanluc/adventure/command/impl/TalkCommand.java \
src/test/java/thb/jeanluc/adventure/command/impl/DialogueTest.java
git commit -m "feat: conditional NPC dialogue"
Task 6: Reactions with requires + effects
Files:
-
Modify:
model/NpcReaction.java,loader/dto/ReactionDto.java,loader/ReferenceResolver.java,command/impl/GiveCommand.java -
Test:
command/impl/ReactionEffectsTest.java -
Step 1: Write failing test
src/test/java/thb/jeanluc/adventure/command/impl/ReactionEffectsTest.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.Condition;
import thb.jeanluc.adventure.model.Effect;
import thb.jeanluc.adventure.model.Npc;
import thb.jeanluc.adventure.model.NpcReaction;
import thb.jeanluc.adventure.model.Player;
import thb.jeanluc.adventure.model.Room;
import thb.jeanluc.adventure.model.item.PlainItem;
import java.util.List;
import static org.assertj.core.api.Assertions.assertThat;
class ReactionEffectsTest {
@Test
void reactionRequiresFlagAndAppliesEffects() {
Room room = new Room("k", "K", "d");
Npc man = Npc.shell("man", "Old Man", "stooped", "hi");
man.putReaction("fuse", NpcReaction.builder()
.requires(List.of(new Condition(Condition.Type.FLAG, "cellar_drained")))
.effects(List.of(new Effect(Effect.Type.SET_FLAG, "fuse_installed")))
.response("Done.")
.build());
room.addNpc(man);
Player player = new Player(room, 0);
player.addItem(PlainItem.builder().id("fuse").name("Fuse").description("d").build());
TestIO io = new TestIO();
GameContext ctx = new GameContext(null, player, io);
new GiveCommand().execute(ctx, List.of("fuse", "man"));
assertThat(ctx.getState().isSet("fuse_installed")).isFalse(); // requires not met
ctx.getState().set("cellar_drained");
new GiveCommand().execute(ctx, List.of("fuse", "man"));
assertThat(ctx.getState().isSet("fuse_installed")).isTrue();
assertThat(io.allOutput()).contains("Done.");
}
}
- Step 2: Run to verify failure
Run: mvn -q test -Dtest=ReactionEffectsTest
Expected: FAIL — requires/effects not on NpcReaction.
- Step 3: Extend
NpcReaction.java
Add imports:
import thb.jeanluc.adventure.model.Condition;
import thb.jeanluc.adventure.model.Effect;
import java.util.List;
(They are already in package model, so drop the package-qualified imports — just import java.util.List;.) Add two fields next to the existing ones:
/** 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;
- Step 4: Add
requires/effectstoReactionDto.java
Append two components:
String consumes,
List<ConditionDto> requires,
List<EffectDto> effects
Add imports java.util.List and the @param lines.
- Step 5: Wire in
ReferenceResolver.resolveNpcs
Add imports:
import thb.jeanluc.adventure.loader.dto.EffectDto;
Extend the NpcReaction.builder() call to set the new fields:
NpcReaction reaction = NpcReaction.builder()
.consumes(consumes)
.gives(gives)
.response(r.response())
.requires(ConditionDto.toModelList(r.requires()))
.effects(EffectDto.toModelList(r.effects()))
.build();
- Step 6: Enforce requires + apply effects in
GiveCommand
Add imports:
import thb.jeanluc.adventure.game.Conditions;
import thb.jeanluc.adventure.game.Effects;
Replace the block from NpcReaction reaction = reactionOpt.get(); to the final write with:
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());
- Step 7: Run tests
Run: mvn -q test -Dtest=ReactionEffectsTest
Expected: PASS.
Run: mvn -q test
Expected: PASS (existing TalkGiveCommandTest still green — builders without requires/effects pass null, guarded).
- Step 8: Commit
git add src/main/java/thb/jeanluc/adventure/model/NpcReaction.java \
src/main/java/thb/jeanluc/adventure/loader/dto/ReactionDto.java \
src/main/java/thb/jeanluc/adventure/loader/ReferenceResolver.java \
src/main/java/thb/jeanluc/adventure/command/impl/GiveCommand.java \
src/test/java/thb/jeanluc/adventure/command/impl/ReactionEffectsTest.java
git commit -m "feat: NPC reactions gated by conditions, applying effects"
Task 7: Switch effects
Files:
-
Modify:
model/item/SwitchableItem.java,loader/dto/ItemDto.java,loader/ItemFactory.java -
Test:
model/item/SwitchEffectsTest.java -
Step 1: Write failing test
src/test/java/thb/jeanluc/adventure/model/item/SwitchEffectsTest.java:
package thb.jeanluc.adventure.model.item;
import org.junit.jupiter.api.Test;
import thb.jeanluc.adventure.game.GameContext;
import thb.jeanluc.adventure.io.TestIO;
import thb.jeanluc.adventure.model.Effect;
import thb.jeanluc.adventure.model.Player;
import thb.jeanluc.adventure.model.Room;
import java.util.List;
import static org.assertj.core.api.Assertions.assertThat;
class SwitchEffectsTest {
@Test
void switchingOnAppliesEffects() {
SwitchableItem breaker = SwitchableItem.builder()
.id("breaker").name("Breaker").description("d")
.state(false).onText("hums to life").offText("off")
.effects(List.of(new Effect(Effect.Type.SET_FLAG, "power_on")))
.build();
Player player = new Player(new Room("k", "K", "d"), 0);
GameContext ctx = new GameContext(null, player, new TestIO());
breaker.use(ctx);
assertThat(ctx.getState().isSet("power_on")).isTrue();
}
}
- Step 2: Run to verify failure
Run: mvn -q test -Dtest=SwitchEffectsTest
Expected: FAIL — effects not on SwitchableItem.
- Step 3: Add effects to
SwitchableItem.java
Add imports:
import thb.jeanluc.adventure.game.Effects;
import thb.jeanluc.adventure.model.Effect;
import java.util.List;
Add the field:
/** Effects applied when this item transitions to on; null = none. */
private final List<Effect> effects;
Replace use with:
@Override
public void use(GameContext ctx) {
state = !state;
ctx.getIo().write(state ? onText : offText);
if (state) {
Effects.applyAll(effects, ctx);
}
}
- Step 4: Add
effectstoItemDto.java
Append a component:
String offText,
List<EffectDto> effects
Add import java.util.List; and the @param effects line.
- Step 5: Wire in
ItemFactory.java
In the "switchable" case of the switch, add .effects(...) before .build():
case "switchable" -> SwitchableItem.builder()
.id(dto.id())
.name(dto.name())
.description(dto.description())
.state(Boolean.TRUE.equals(dto.initialState()))
.onText(dto.onText())
.offText(dto.offText())
.effects(thb.jeanluc.adventure.loader.dto.EffectDto.toModelList(dto.effects()))
.build();
- Step 6: Run tests
Run: mvn -q test -Dtest=SwitchEffectsTest
Expected: PASS.
Run: mvn -q test
Expected: PASS.
- Step 7: Commit
git add src/main/java/thb/jeanluc/adventure/model/item/SwitchableItem.java \
src/main/java/thb/jeanluc/adventure/loader/dto/ItemDto.java \
src/main/java/thb/jeanluc/adventure/loader/ItemFactory.java \
src/test/java/thb/jeanluc/adventure/model/item/SwitchEffectsTest.java
git commit -m "feat: switchable items apply effects when turned on"
Task 8: End-to-end demo content + docs + final verification
Files:
-
Modify:
src/main/resources/world/items.yaml,rooms.yaml,npcs.yaml -
Modify:
docs/enhancement-ideas.md -
Step 1: Add a generator switch to
items.yaml
Append:
- id: generator
type: switchable
name: Generator
description: A rusty generator with a heavy lever.
state: false
onText: |
You heave the lever. Somewhere deep in the manor, the lights flicker on.
offText: |
You pull the lever back; the manor falls dark again.
effects:
- { setFlag: power_on }
- Step 2: Gate the cellar and light it in
rooms.yaml
In the kitchen room, add an exit lock under its existing fields:
exitLocks:
- direction: east
requires: [{ flag: power_on }]
blocked: |
The cellar door is held shut by a magnetic lock — dead without power.
Put the generator in the dungeon room (add to its items list): change items: [] to items: [generator].
Give the cellar a lit variant — add under the cellar room:
descriptionStates:
- when: [{ flag: power_on }]
text: |
With the power back, a single bulb reveals shelves of dusty jars.
- Step 3: Add a reactive line to
npcs.yaml
Under old_man, add:
dialogue:
- when: [{ flag: power_on }]
text: |
"You got the power running! The whole house feels less... watchful now."
- Step 4: Run the full suite
Run: mvn -q test
Expected: PASS (90 + new tests; fixtures unchanged).
- Step 5: End-to-end console smoke
Run:
printf 'go east\ngo south\nuse generator\ngo north\ngo east\nlook\ntalk old_man\nquit\n' | mvn -q -DskipTests exec:java@run
Expected: go east from the kitchen is blocked ("magnetic lock"); after go south to the dungeon and use generator (power_on), returning north and go east succeeds; look in the cellar shows the lit "dusty jars" description; the old man's reactive line is unlocked. No exceptions.
(Note: the kitchen→cellar exit is east; the first go east should be blocked, proving the lock.)
- Step 6: Mark the foundation done in the backlog
In docs/enhancement-ideas.md, under ### 5. Quest-System (NPC-Ausbau), add a status line:
> ✅ Fundament umgesetzt (Branch `feature/quest-foundation`): World-Flags +
> Condition/Effect-Engine, verschlossene Exits, zustandsabhängige Beschreibungen,
> bedingte Dialoge, Reaktionen mit requires/effects, Schalter-Effekte. Quest-
> Objekte/Log (#3.2) und Enden (#3.3) offen.
- Step 7: Commit
git add src/main/resources/world/items.yaml \
src/main/resources/world/rooms.yaml \
src/main/resources/world/npcs.yaml \
docs/enhancement-ideas.md
git commit -m "feat(content): demo the state engine (generator unlocks/lights the cellar)"
Self-Review notes
- Spec coverage: engine (T1), DTOs (T2), locked exits (T3), state descriptions (T4), conditional dialogue (T5), reaction requires/effects (T6), switch effects (T7), demo+docs (T8). Light/dark, item-combination, quest objects, endings explicitly deferred.
- Backward compatibility: every new DTO field is appended and optional;
NpcReactionkeepsconsumes/gives/response; nullrequires/effects/dialogueare guarded (Conditions.all(null)=true,Effects.applyAll(null)=no-op,@Builder.Defaultempty dialogue). Existing fixtures and the 90 tests are untouched. - Type consistency:
Conditions.all(List<Condition>, ctx),Effects.applyAll(List<Effect>, ctx),ConditionDto.toModelList/EffectDto.toModelList,Room.addExitLock/addDescriptionState,Npc.addDialogue,NpcReaction.getRequires/getEffects,SwitchableItembuilder.effects(...)used consistently. - Layering:
modelrecords (Condition,Effect,ExitLock,DescriptionState,DialogueLine) carry nogamedependency; evaluator/applier (game) depend onmodel. No cycles.