feat: Phase 1 — fix missing commands, add look action, expand docs#4
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…ction - Fix ConsoleInputHandler missing "drop" and "inventory" command parsing - Add use_message to rusty sword in create_map() - Add Look action: Action enum value, ConsoleInputHandler parser, Game::look() displays current room description and available exits - Add 5 new tests covering all Phase 1 behaviour - Update CLAUDE.md: CMake presets, interface layer, NOLINT patterns - Add docs/development-plan.md with 6-phase roadmap Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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Summary
ConsoleInputHandlermissing commands:"drop"and"inventory"were parsed nowhere, making those actions unreachable from the consoleuse_messageto rusty sword: switches to designated-initializer syntax and gives the sword a meaningful response when usedlookaction: newAction::Lookenum value,"look"console command, andGame::look()that re-displays the current room description and available exits without movingIMap/IPlayer/IInputHandler), and required NOLINT patterns for GMock and optional accessdocs/development-plan.mdwith a 6-phase roadmap (world expansion, win condition, locked doors, NPCs, save/load)Test plan
ctest)getActionDrop,getActionInventory,getActionLook(ConsoleInputHandler),handleUserActionLook,lookDisplaysRoomDescriptionAndDirections(Game)just clang-tidyto verify no new warningsjust iwyuto verify no new include violationsjust formatto verify formatting🤖 Generated with Claude Code