Plan the idiomatic-Go refactor in TODO.md

Itemize the refactor from transliterated port to idiomatic Go: eight
stepped feature branches (descriptive constant renames, typed kind
enums, un-overloaded Object fields, per-subsystem method renames,
god-object extraction, effects dispatch tables, constructor/style
pass, docs refresh), slotted ahead of the existing playtest/lint/
release steps. Also add the styleguide-required .gitignore (a stray
built binary was sitting untracked in the root).
This commit is contained in:
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*.log
*.out
*.test
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pre-1.0
The port on main is complete and faithful (function-by-function from
Rogue 5.4.4 C; reference sources on c-master/modern-rogue). Current
phase: refactor from a transliterated port into idiomatic Go — one
feature branch per step below, descriptive naming, real types, house
style per ~/dev/prompts/prompts/CODE_STYLEGUIDE_GO.md.
Refactor ground rules:
- Behavior must not change unless a step says so. The full test suite
(scripted sessions, generation invariants, C-compatible RNG goldens)
gates every step; 80x24 seed-compatible gameplay stays intact.
- Renames keep the C lineage greppable: doc comments retain their
"(file.c func_name)" breadcrumbs, and the docs refresh step adds a
C-name → Go-name table to ARCHITECTURE.md.
# Next Step
Playtest hardening pass: play several full games with the tcell binary
and extend run_test.go to script a deeper multi-level playthrough
(descend past level 5, use potions, scrolls, zapping, save/restore).
Fix any panics, message mismatches, or divergences from the C behavior
that this uncovers, and commit the fixes with regression tests.
Refactor step 1 (branch refactor/descriptive-constants): rename
constants to descriptive, less C-like names. Creature/object/room/place
flag bits (IsHuh→Confused, IsHalu→Hallucinating, CanHuh→CanConfuse,
SeeMonst→SenseMonsters, ObjIsFound→WasFound, IsCanc→Cancelled, ...),
trap types (TMyst→TrapMystery), item subtype constants
(PLSD→PotionLSD, SIDRorS→ScrollIdentifyRingOrStick,
RAddHit→RingDexterity, WsHasteM→WandHasteMonster,
TwoSword→WeaponTwoHandedSword, ...), Max* count constants →
Num*Types, and the Level.NTraps field → TrapCount. Pure rename; no
behavior change; tests unchanged.
# Completed Steps
@@ -33,15 +53,58 @@ that this uncovers, and commit the fixes with regression tests.
# Future Steps
1. Adopt the house Go linting standards: copy .golangci.yml from the
1. Refactor step 2: typed kind enums — PotionKind, ScrollKind,
RingKind, WandKind, WeaponKind, ArmorKind, TrapKind as iota enums
with fmt.Stringer; Object.Which and the ObjInfo tables move to the
typed kinds; the object category glyph bytes ('!', '?', ...) become
an ObjectKind with a Glyph() method so item category and map
character stop sharing one byte namespace.
2. Refactor step 3: un-overload Object fields — split Object.Arm into
ArmorClass/Charges/GoldValue; parse damage dice ("1x4/1x2") once
into a DiceSpec type at table definition instead of per swing;
save-format update with round-trip test migration.
3. Adopt the house Go linting standards: copy .golangci.yml from the
prompts repo and bring game/, term/, and cmd/ lint-clean (the port
is greenfield code, so no exemptions apply).
2. Verify the seed-compatibility claim against the C reference on
master: same seed, same dungeon, same item tables, for several
seeds.
3. Broaden unit test coverage where playtesting finds thin spots
(rings, sticks, wizard commands).
4. Tag a release once a full game (Amulet retrieval and score entry)
completes without defects.
5. Note: this repo is exempt from the standard policy scaffold. Do not
add Makefile, Dockerfile, or REPO_POLICIES.md.
4. Refactor step 4: method renames, movement/world subsystem
(doMove→moveHero, beTrapped→springTrap, rndmove→randomStep,
doRooms/doPassages/doMaze→digRooms/digPassages/digMaze,
chgStr→changeStrength, ...); remove the goto/label flows in doMove,
dispatch, and saveGame in favor of loops and helpers.
5. Refactor step 5: method renames, items/combat/UI subsystems
(invName→inventoryName, rollEm→rollAttacks, doPot→applyPotionFuse,
getItem→promptPackItem returning (obj, ok), getDir→promptDirection);
int status codes (attack returning -1) become named results. Two or
three commits, one subsystem each.
6. Refactor step 6: extract types from the god object — MessageLine
owns the msg/addmsg/endmsg machinery; pack/inventory operations move
onto *Player; monster/object list management and map queries
consolidate onto *Level; RogueGame keeps turn orchestration and
cross-system effects only.
7. Refactor step 7: effects dispatch — the giant quaff/readScroll/doZap
switches become per-kind handler tables of small named methods,
keeping effect order and RNG call sequence identical.
8. Refactor step 8: constructor and style pass per the house
styleguide — game.New(game.Params{...}) replacing NewGame(Config);
replace the gameEnd panic unwind with error-based turn results where
feasible; 77-column wrap sweep.
9. Docs refresh: update ARCHITECTURE.md Part 2 and README.md for the
post-refactor names; add the C name → Go name rename table.
10. Playtest hardening pass: play several full games with the tcell
binary and extend run_test.go to script a deeper multi-level
playthrough (descend past level 5, use potions, scrolls, zapping,
save/restore). Fix any panics, message mismatches, or divergences
from the C behavior that this uncovers, with regression tests.
11. Verify the seed-compatibility claim against the C reference on
c-master: same seed, same dungeon, same item tables, for several
seeds.
12. Broaden unit test coverage where playtesting finds thin spots
(rings, sticks, wizard commands).
13. Tag a release once a full game (Amulet retrieval and score entry)
completes without defects.
14. Full-terminal-size support (deferred by explicit decision
2026-07-06): per-game dungeon dimensions instead of the 80x24
constants; open design questions are resize policy, gameplay
tuning at larger sizes, and a --classic 80x24 mode.
15. Note: this repo is exempt from the standard policy scaffold. Do not
add Makefile, Dockerfile, or REPO_POLICIES.md.