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

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