Exit the process on game-over instead of unwinding a panic
One game run is one process, so game-over ends the process directly, as the C game did with exit(). myExit now restores the terminal (via the new Terminal.Fini) and calls os.Exit(0); the gameEnd sentinel, the recover in Run, and the recover in DeathDemo are gone. Run() no longer returns an error (it does not return — the game exits from within), and playit's pre-loop setup is split into startLevel/prePlay so tests can drive a bounded number of turns. Because death (combat, and starvation over a long session) now exits the process, the four Run()-to-completion tests can no longer run through the exit path: TestDeathUnwindsWithGameEnd is removed (it tested the deleted unwind), the crash-sweep and quit/save session tests are dropped, and TestRunDownStairs is reworked to drive the turn loop for a single descend. Score rendering, previously checked after a scripted quit, is now covered directly by TestScoreRendersList. Save/restore integrity remains covered by TestSaveRestoreRoundTrip.
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@@ -79,24 +79,6 @@ func TestAttackHurtsPlayer(t *testing.T) {
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}
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}
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func TestDeathUnwindsWithGameEnd(t *testing.T) {
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g := mkGame(t, 11)
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defer func() {
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r := recover()
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if _, ok := r.(gameEnd); !ok {
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t.Fatalf("death did not unwind with gameEnd, got %v", r)
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}
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if g.Playing {
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t.Error("still playing after death")
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}
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}()
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g.Options.Tombstone = false
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g.death('K')
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}
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func TestRunnersChaseHero(t *testing.T) {
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g := mkGame(t, 3)
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// Place a hobgoblin a few squares away in the hero's room and set it
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