Update module base path to git.eeqj.de/sneak/rgoue
go.mod, term/ and cmd/ imports, the ARCHITECTURE.md module references, and the in-game version string. User request; the repo already lives at this remote.
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34
TODO.md
34
TODO.md
@@ -29,11 +29,14 @@ Refactor ground rules:
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# Next Step
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Update the module base path to git.eeqj.de/sneak/rgoue (user request
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2026-07-06): go.mod, all imports in term/ and cmd/, and doc references.
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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 is
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greenfield code, so no exemptions apply).
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# Completed Steps
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- 2026-07-06 Module base path updated to git.eeqj.de/sneak/rgoue
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(go.mod, term/ and cmd/ imports, ARCHITECTURE.md, version string).
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- 2026-07-06 Refactor step 3 (refactor/object-fields): Object.Arm split
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into ArmorClass/Charges/GoldValue/Bonus (rings); Stats.Arm →
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ArmorClass; damage strings parsed once into DiceSpec at table
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@@ -73,48 +76,45 @@ Update the module base path to git.eeqj.de/sneak/rgoue (user request
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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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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. Refactor step 4: method renames, movement/world subsystem
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1. 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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3. Refactor step 5: method renames, items/combat/UI subsystems
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2. 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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4. Refactor step 6: extract types from the god object — MessageLine
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3. 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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5. Refactor step 7: effects dispatch — the giant quaff/readScroll/doZap
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4. 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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6. Refactor step 8: constructor and style pass per the house
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5. 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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7. Docs refresh: update ARCHITECTURE.md Part 2 and README.md for the
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6. 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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8. Playtest hardening pass: play several full games with the tcell
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7. 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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9. Verify the seed-compatibility claim against the C reference on
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8. 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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10. Broaden unit test coverage where playtesting finds thin spots
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9. Broaden unit test coverage where playtesting finds thin spots
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(rings, sticks, wizard commands).
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11. Tag a release once a full game (Amulet retrieval and score entry)
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10. Tag a release once a full game (Amulet retrieval and score entry)
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completes without defects.
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12. Full-terminal-size support (deferred by explicit decision
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11. 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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13. Note: this repo is exempt from the standard policy scaffold. Do not
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12. 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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