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