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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@@ -16,6 +16,9 @@ type Terminal interface {
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// ReadChar blocks for the next key, translated to Rogue's input bytes
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// (arrows become hjkl, control keys their C0 codes).
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ReadChar() byte
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// Fini restores the device to its pre-game state (curses endwin). The
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// game calls it on its way out, since one game run is one process.
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Fini()
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}
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// cell is one screen position.
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@@ -213,6 +216,13 @@ func (s *Screen) Refresh() {
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}
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}
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// Fini restores the terminal device, if there is one (curses endwin).
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func (s *Screen) Fini() {
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if s.term != nil {
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s.term.Fini()
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}
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}
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// RefreshWin pushes an arbitrary window to the device (curses wrefresh).
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func (s *Screen) RefreshWin(w *Window) {
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if s.term != nil {
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