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.
This commit is contained in:
2026-07-23 06:44:39 +07:00
parent cd0ba6c8ee
commit 194ce1dd16
8 changed files with 127 additions and 205 deletions

View File

@@ -199,37 +199,45 @@ func New(params Params) *RogueGame {
}
// Run plays the game to its end: the back half of main.c main() plus
// playit(). It returns after death, victory, quitting, or saving.
func (g *RogueGame) Run() error {
// A gameEnd panic is the port's my_exit(): recovering it here makes
// Run return normally (zero values), restoring the terminal via the
// caller's defers.
defer func() {
if r := recover(); r != nil {
if _, ok := r.(gameEnd); ok {
return // normal game over / save exit
}
// playit(). It does not return — the game ends by exiting the process
// (see myExit); one game run is one process.
func (g *RogueGame) Run() {
g.startLevel()
g.playit()
}
panic(r)
}
}()
if !g.restored {
g.NewLevel() // draw current level
// Start up daemons and fuses
g.StartDaemon(DRunners, 0, After)
g.StartDaemon(DDoctor, 0, After)
g.Fuse(DSwander, 0, wanderTime(g), After)
g.StartDaemon(DStomach, 0, After)
// startLevel draws the first level and starts the standing daemons and
// fuses for a fresh game; a restored game brings its own (the back half
// of main.c main()).
func (g *RogueGame) startLevel() {
if g.restored {
return
}
g.playit()
return nil
g.NewLevel() // draw current level
// Start up daemons and fuses
g.StartDaemon(DRunners, 0, After)
g.StartDaemon(DDoctor, 0, After)
g.Fuse(DSwander, 0, wanderTime(g), After)
g.StartDaemon(DStomach, 0, After)
}
// playit is the main loop of the program (main.c playit).
func (g *RogueGame) playit() {
g.prePlay()
for g.Playing {
g.command() // command execution
}
g.endit()
}
// prePlay does the option and position setup at the top of playit,
// before the command loop (main.c playit). It is split out so tests can
// drive a bounded number of turns; the loop itself never returns,
// because game-over exits the process.
func (g *RogueGame) prePlay() {
// set up defaults for modern terminals: curses' md_hasclreol() is
// always true, so the C default inventory style applies
if !g.restored {
@@ -242,13 +250,7 @@ func (g *RogueGame) playit() {
}
g.Oldpos = g.Player.Pos
g.Oldrp = g.roomIn(g.Player.Pos)
for g.Playing {
g.command() // command execution
}
g.endit()
}
// endit exits the game (main.c endit).