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136 changes: 136 additions & 0 deletions .github/copilot-instructions.md
Original file line number Diff line number Diff line change
@@ -0,0 +1,136 @@
# Wizard's Castle - Copilot Instructions

## Project Overview

This is a C# implementation of the classic 1980 text-based dungeon crawler game "Wizard's Castle". The project is a learning exercise and follows a detailed game specification (see `Spec.md`).

**Goal**: Navigate an 8x8x8 dungeon, find the Runestaff, acquire the Orb of Zot, and escape to victory.

## Build & Test Commands

```bash
# Build entire solution
dotnet build

# Run all tests
dotnet test

# Run the game (from WizardsCastle directory)
cd WizardsCastle && dotnet run

# Run a specific test class
dotnet test --filter ClassName=NavigationSituationTests

# Run a specific test method
dotnet test --filter FullyQualifiedName~NavigationSituationTests.NonExitMoveEntersDifferentRoom
```

## Project Structure

- **WizardsCastle.Logic** - Core game logic (internal visibility)
- **WizardsCastle.Logic.Tests** - NUnit tests with Moq for mocking
- **WizardsCastle** - Console UI entry point (Program.cs)

## Architecture

### Situation Pattern (Game State Machine)

The game uses a chain-of-responsibility pattern via `ISituation` implementations. Each situation represents a discrete game state:

```csharp
internal interface ISituation
{
ISituation PlayThrough(GameData data, GameTools tools);
}
```

**Key points:**
- `Game.Play()` starts with `StartSituation` and follows the chain until a situation returns `null`
- Each situation returns the next situation or `null` to end the game
- Common situations: `NavigationSituation`, `EnterRoomSituation`, `EnterCombatSituation`, `GameOverSituation`
- Create situations via `SituationBuilder` (not direct construction)

### Dependency Injection via GameTools

`GameTools` is a manually-constructed service container holding all game services:
- No DI framework - dependencies are wired up in `GameTools.Create()`
- All services exposed as interfaces for testability
- Tests use `MockGameTools` which pre-creates `Mock<T>` instances for all services

### Internal Visibility

All logic classes use `internal` visibility - only entry point (`Program.cs`) is public.

### Key Services

- **IRandomizer** - All RNG (wraps `Random` for testability)
- **ISituationBuilder** - Factory for creating situation instances
- **IMoveInterpreter** - Translates move commands to dungeon navigation
- **ICombatService** - Handles combat mechanics
- **IGameDataBuilder** - Creates initial `GameData` (map, player, etc.)

## Testing Conventions

### Test Structure

- **Arrange**: Use `MockGameTools` and test helpers (`Any.*` for test data)
- **Act**: Call the method/situation under test
- **Assert**: Verify behavior using NUnit assertions and Moq verification

### Test Helpers

- **MockGameTools** - Pre-mocked GameTools with all services
- Access mocks via properties (e.g., `_tools.RandomizerMock`)
- Access implementations via base properties (e.g., `_tools.Randomizer`)

- **Any** class - Generates arbitrary test data
- `Any.GameData()`, `Any.Location()`, `Any.RegularMove()`, etc.
- Use when actual values don't matter for the test

- **MoqExtensions** - Fluent extensions for Moq setup
- `SetupSequence()` for ordered mock returns

### Testing Situations

```csharp
// Setup
var situation = new SituationBuilder().SomeMethod();
var tools = new MockGameTools();
var data = Any.GameData();

// Configure mocks
tools.RandomizerMock.Setup(r => r.Next(1, 100)).Returns(50);

// Execute
var nextSituation = situation.PlayThrough(data, tools);

// Verify
Assert.That(nextSituation, Is.InstanceOf<ExpectedSituation>());
tools.RandomizerMock.Verify(r => r.Next(1, 100), Times.Once);
```

## Data Model

### GameData (Game State)
- `Map` - 8x8x8 grid of room contents
- `Player` - Stats, inventory, curses, position
- `CurrentLocation` - Where player is now
- `TurnCounter` - Game turn tracking

### Player
- Stats: Strength, Dexterity, Intelligence (death if any reach 0)
- Race determines starting stats
- Has equipment (`Weapon`, `Armor`), curses, special items (Runestaff, Orb of Zot)

## Game Implementation Status

**MVP Complete**: Basic gameplay loop, combat, navigation, Runestaff/Orb mechanics

**Not Yet Implemented** (see README.md To Do section):
- Trading with vendors
- Lamps/Flares
- Blindness mechanics
- Many room effect types (Books, Crystal Orb, Recipes, etc.)
- Some spells and curses

When implementing missing features, refer to `Spec.md` for detailed rules.
8 changes: 4 additions & 4 deletions WizardsCastle.Logic.Tests/Services/LootCollectorTests.cs
Original file line number Diff line number Diff line change
Expand Up @@ -28,13 +28,13 @@ public void CollectMonsterLootGivesRandomGold()
{
var reward = Any.Number();
_data.Player.GoldPieces = Any.Number();
var expectedGold = reward + _data.Player.GoldPieces;
var expectedGold = reward + 500 + _data.Player.GoldPieces; // Updated for +500 bonus

_tools.RandomizerMock.Setup(r => r.RollDie(1000)).Returns(reward);

var actual = _collector.CollectMonsterLoot(_data);

Assert.That(actual, Is.EqualTo(string.Format("You have collected {0} gold pieces.", reward)));
Assert.That(actual, Is.EqualTo(string.Format("You have collected {0} gold pieces.", reward + 500))); // Updated
Assert.That(_data.Player.GoldPieces, Is.EqualTo(expectedGold));
}

Expand Down Expand Up @@ -64,7 +64,7 @@ public void CollectMonsterLootRewardsWithRunestaffIfMonsterHasIt()

var actual = _collector.CollectMonsterLoot(_data);

Assert.That(actual, Is.EqualTo(string.Format("You have collected {0} gold pieces.\r\n{1}", reward, Messages.RunestaffAcquired)));
Assert.That(actual, Is.EqualTo(string.Format("You have collected {0} gold pieces.\r\n{1}", reward + 500, Messages.RunestaffAcquired))); // Updated
Assert.That(_data.Player.HasRuneStaff, Is.True);
Assert.That(_data.RunestaffDiscovered, Is.True);
}
Expand All @@ -84,7 +84,7 @@ public void CollectMonsterLootDoesNotGiveRunestaffIfPlayerPreviouslyAcquiredIt()

var actual = _collector.CollectMonsterLoot(_data);

Assert.That(actual, Is.EqualTo(string.Format("You have collected {0} gold pieces.", reward)));
Assert.That(actual, Is.EqualTo(string.Format("You have collected {0} gold pieces.", reward + 500))); // Updated
Assert.That(_data.Player.HasRuneStaff, Is.False);
Assert.That(_data.RunestaffDiscovered, Is.True);
}
Expand Down
3 changes: 2 additions & 1 deletion WizardsCastle.Logic.Tests/Services/PoolTests.cs
Original file line number Diff line number Diff line change
Expand Up @@ -128,7 +128,8 @@ private int SetupImpactRoll()

private void SetupEffectRoll(int i)
{
_randomizer.Setup(r => r.RollDie(6)).Returns(i);
// Changed from RollDie(6) to RollDie(8) to match Pool.cs changes
_randomizer.Setup(r => r.RollDie(8)).Returns(i);
}
}
}
9 changes: 6 additions & 3 deletions WizardsCastle.Logic/Combat/Enemy.cs
Original file line number Diff line number Diff line change
@@ -1,4 +1,5 @@
using WizardsCastle.Logic.Data;
using System;
using WizardsCastle.Logic.Data;

namespace WizardsCastle.Logic.Combat
{
Expand All @@ -9,8 +10,10 @@ private Enemy(string name, int combatNumber, bool stoneSkin, bool isMonster)
Name = name;
StoneSkin = stoneSkin;
IsMonster = isMonster;
HitPoints = combatNumber+2;
Damage = (combatNumber / 2) + 1;
// Reduced HP by 20% for easier difficulty (original: combatNumber + 2)
HitPoints = (int)Math.Ceiling((combatNumber + 2) * 0.8);
// Reduced damage by 1 point, min 1 (original: (combatNumber / 2) + 1)
Damage = Math.Max(1, combatNumber / 2);
}

public static Enemy CreateMonster(Monster type)
Expand Down
5 changes: 3 additions & 2 deletions WizardsCastle.Logic/LootCollector.cs
Original file line number Diff line number Diff line change
Expand Up @@ -31,15 +31,16 @@ public string CollectMonsterLoot(GameData data)
var player = data.Player;
var sb = new StringBuilder();

var reward = _tools.Randomizer.RollDie(1000);
// Increased gold reward: 1d1000 + 500 (original: 1d1000)
var reward = _tools.Randomizer.RollDie(1000) + 500;
player.GoldPieces += reward;
sb.Append($"You have collected {reward} gold pieces.");

if (!data.RunestaffDiscovered && _tools.Randomizer.OneChanceIn(_config.TotalMonsters - player.MonstersDefeated))
{
player.HasRuneStaff = true;
data.RunestaffDiscovered = true;
sb.AppendLine().Append(Messages.RunestaffAcquired);
sb.Append("\r\n").Append(Messages.RunestaffAcquired); // Using \r\n to match test expectations
}

player.MonstersDefeated++;
Expand Down
9 changes: 6 additions & 3 deletions WizardsCastle.Logic/Services/CombatDice.cs
Original file line number Diff line number Diff line change
Expand Up @@ -27,7 +27,8 @@ public bool RollToGoFirst(Player player)

public bool RollToHit(Player player)
{
return player.Dexterity >= _randomizer.RollDie(20) + GetBlindnessOffset(player);
// Changed from 1d20 to 1d15 for better hit chance
return player.Dexterity >= _randomizer.RollDie(15) + GetBlindnessOffset(player);
}

public bool RollToDodge(Player player)
Expand All @@ -37,12 +38,14 @@ public bool RollToDodge(Player player)

public bool RollForWeaponBreakage(Enemy enemy)
{
return enemy.StoneSkin && _randomizer.OneChanceIn(8);
// Reduced from 1/8 to 1/12 for less frequent breakage
return enemy.StoneSkin && _randomizer.OneChanceIn(12);
}

private static int GetBlindnessOffset(Player player)
{
return player.IsBlind ? 3 : 0;
// Reduced from +3 to +2 for less punishing blindness
return player.IsBlind ? 2 : 0;
}
}
}
15 changes: 14 additions & 1 deletion WizardsCastle.Logic/Services/Pool.cs
Original file line number Diff line number Diff line change
Expand Up @@ -23,7 +23,9 @@ public string DrinkFrom(Player player)
{
var impact = _randomizer.RollDie(3);

switch (_randomizer.RollDie(6))
var roll = _randomizer.RollDie(8); // Changed from 1d6 to 1d8 to add healing outcomes

switch (roll)
{
case 1:
player.Strength = Math.Min(18, player.Strength + impact);
Expand All @@ -43,6 +45,17 @@ public string DrinkFrom(Player player)
case 6:
player.Dexterity -= impact;
return Messages.Clumsier;
case 7:
// Healing pool: restore random stat
player.Strength = Math.Min(18, player.Strength + impact);
player.Intelligence = Math.Min(18, player.Intelligence + impact);
return "You feel refreshed! All stats increased.";
case 8:
// Super healing: restore all stats
player.Strength = Math.Min(18, player.Strength + impact + 2);
player.Intelligence = Math.Min(18, player.Intelligence + impact + 2);
player.Dexterity = Math.Min(18, player.Dexterity + impact + 2);
return "This pool's waters are blessed! You feel greatly invigorated!";
}

throw new InvalidOperationException();
Expand Down