Commit graph

14 commits

Author SHA1 Message Date
001f682320 Show unlocked workstations permanently in Atelier panel with idle indicator
Workstations now appear as soon as they are unlocked, not only when a job
is active. Idle stations display a waiting-for-ingredients status (/~).
Add craft.idle localization key and update empty message to "no workshops
unlocked".
2026-03-15 15:27:02 +01:00
e3aa4cbfe7 Fix snapshot path to repo root and add workstation info to utility report
Snapshot now writes to tests/snapshots/ at repo root instead of the test
bin output directory, so it can be committed and diffed across changes.

Crafting entries now show the workstation (e.g. "@ DrawingTable") for both
ingredients and outputs. Removed timestamp from report header to keep
snapshots stable across runs.
2026-03-15 15:09:56 +01:00
7a854ccc15 Remove 6 unused resource types and add item utility snapshot test
Strip Health, Mana, Food, Stamina, Oxygen, Energy — only Gold and Blood
remain as they serve as adventure gates (Contemporary ≥30, DarkFantasy ≥20).
Remove 22 orphaned items, 5 recipes, and the AlchemyTable workstation.
Replace energy_cell in rocket_boots recipe with cosmic_shard.
Change box_endgame condition from AllResourcesVisible to BoxesOpenedAbove:500.

Add ItemUtilitySnapshot test that maps every item to its usage contexts
(loot sources, crafting, interactions, adventures) and generates a report.
DEBUG overwrites the snapshot; RELEASE asserts no changes.

Update specifications.md and CLAUDE.md to reflect resource cleanup.
Remove obsolete bugs.md and refactoring_plan.md.
2026-03-15 15:05:45 +01:00
92ce67684d Fix test for early-game box counter and add refactoring plan
Update ShowGameState test to expect box counter output (added in
proposals_2.md). Add refactoring_plan.md documenting Black Box Sim
pattern violations and prioritized fixes.
2026-03-14 09:56:53 +01:00
d501639756 Polish localization, name truncation, adventure tokens, consume feedback, column headers
- Localize box names and rarity in PlaythroughCapture test events
- Fix name truncation to account for 2-char prefix (► /  ) in inventory table
- Add AdventureToken detail panel showing linked adventure name
- Show remaining quantity after consuming an item
- Localize inventory column headers (Nom, Rareté, Qté in FR)
2026-03-13 23:47:12 +01:00
71a35cd19d Improve inventory UX: localized names, smart sorting, icons, box details, lore progress
- Resolve box names via BoxDefinition.NameKey instead of showing raw IDs
- Reorder inventory categories: Box → Consumable → Lore → Cosmetic → Material → Meta
- Replace English category/rarity text with emoji icons and localized rarity labels
- Show box description in detail panel when selecting a box item
- Add lore collection progress counter (N/10) in lore fragment detail panel
- Add FR rarity translations (Commun, Peu commun, Rare, Épique, Légendaire, Mythique)
2026-03-13 23:36:50 +01:00
930128a766 Implement interactive inventory, event log, and UI improvements (proposals 1-11)
- Reorder meta unlocks for better early-game pacing (visual panels first)
- Portrait always visible, cosmetics shown only when panel unlocked
- Auto-equip first cosmetic of each slot
- Transform ChatPanel into event log with localized title
- Compact UI feature announcements (Panel instead of FigletText)
- FullLayout-only screen clearing, inline resource summary pre-unlock
- Lore fragment named keys for inventory display
- Interactive inventory with ↑↓ selection, detail panel, and Enter to act
- Consumable items usable via UseItemAction pipeline
- Lore fragments readable in dedicated display panel
- Add InventoryRenderCapture test and document render capture workflow
2026-03-13 23:30:04 +01:00
82aba2b3eb Fix layout, portrait cosmetics, add TUI renderer, snapshots, and playthrough analysis
- Fix compact tmux-like layout (120×30 ref) with side-by-side panels
- Fix cosmetic portrait: PlayerAppearance now mutable with ApplyCosmetic()
- Add per-style intrinsic colors for all cosmetic types on portrait
- Add compact inventory mode (6 rows) for layout views
- Add Terminal.Gui renderer (--tui flag)
- Add save snapshot generation and --snapshot N CLI loading
- Add PlaythroughCapture test for automated output analysis
- Add destiny adventure French translation (intro.fr.lor)
- Remove FontStyle enum (fonts are collectibles only)
- Add proposals.md with 11 rendering improvement suggestions
- Update bugs.md (3 FIXMEs resolved)
2026-03-13 21:37:09 +01:00
d69aa5b4a4 Fixes 2026-03-11 22:19:25 +01:00
aeae979d05 Fix adventure parsing, add French accents, fix cosmetic translation bug
- Fix Loreline parsing: escape quotes in dialogue, remove [if] bracket
  syntax, remove # in text conflicting with tags
- Add French accents to all 9 .fr.lor translation files (hundreds of fixes)
- Fix cosmetic equip display: use item nameKey lookup instead of
  constructing key from cosmeticValue (fixes StardustLegendary MISSING)
- Deduplicate cosmetics in appearance menu
- Localize all hardcoded strings (welcome, inventory, adventure, cosmetic)
- Add new tests: Loreline parsing (19), cosmetic slot keys, slot+value
  uniqueness (302 total, 0 failures)
2026-03-11 20:40:07 +01:00
2c96cba174 Accents and bug tracking 2026-03-11 18:33:10 +01:00
c9f8a9566a Add adventure secret branches, Destiny finale, crafting system, and project docs
Integrate stats, resources, and cosmetics into adventures via conditional
branches gated by game state checks. Each of the 9 adventures now has a
secret branch that rewards exploration and encourages replay with subtle
hints on locked choices. The endgame box now triggers a Destiny adventure
that acknowledges all completed adventures and secret branches, with four
ending tiers culminating in an ultimate ending when all 9 secrets are found.

Also adds the crafting engine, CLAUDE.md and specifications.md for faster
onboarding.
2026-03-11 17:50:37 +01:00
4c4d528187 Fix bugs, add endgame/completion features, adventure dedup, and comprehensive renderer tests
Bug fixes:
- Fix double "NEW FEATURE UNLOCKED" message and broken enum-to-key mapping for all UIFeatures
- Fix Spectre markup crash when opening inventory with colors unlocked (unescaped rarity brackets)
- Fix latent Spectre markup crash in ResourcePanel (unescaped bar brackets)
- Fix WeightedRandom.PickMultiple picking with replacement causing duplicate drops
- Fix double AddItem bug (BoxEngine + RenderEvents both adding to state)
- Add StatType and FontStyle fields to ItemDefinition (were in JSON but missing from C# record)

New features:
- Endgame box (Mythic) that appears when all 8 resources are discovered, contains Crown of Completion
- Completion percentage tracker as mid-game meta unlock (tier 3), shown in both renderers
- Adventure pool depletion: adventure sub-boxes with already-unlocked themes are removed from loot pool
- Global error handling with log file output (openthebox-error.log)
- Tiered meta progression: 5 sequential meta boxes replacing single box_meta

New tests (180 new, 228 total):
- 5 panel rendering test classes covering all enum values (Portrait, Resource, Stats, Inventory, Chat)
- RenderContext and RendererFactory logic tests
- SpectreRenderer output tests across 4 context configurations
- BasicRenderer output and input method tests
- Simulation state mutation and full-run completion tests
2026-03-11 09:34:30 +01:00
9c4fd0d73a Fix runtime deserialization bugs, add test suite and publish support
- Fix LootTable.GuaranteedRolls type (int -> List<string>) to match JSON schema
- Fix BoxEngine guaranteed rolls to iterate item IDs directly
- Fix BoxEngine resource condition evaluation for "any" targetId
- Make ItemDefinition.DescriptionKey optional
- Fix font meta item nameKeys to use proper localization keys
- Add 43 xUnit content validation tests (deserialization, cross-refs, localization)
- Add self-contained single-file publish via publish.ps1
- Update README with distribute and test sections
2026-03-10 19:25:02 +01:00