Adopt house golangci-lint config; fix all approved-linter findings
.golangci.yml is the prompts-repo standard verbatim plus one approved
exception (paralleltest, sneak 2026-07-06). Roughly 1,500 findings
fixed:
- autofix sweep (wsl_v5/nlreturn/intrange/modernize formatting), with
the misspell autofix REVERTED where it rewrote authentic C game text
("missle vanishes" stays, with nolint and a comment)
- error handling: errcheck sites get real handling — saveFile now
closes explicitly and removes corrupt saves, scoreboard writes are
documented best-effort, err113 sentinel errors (ErrSaveOutOfDate,
ErrScreenTooSmall); panics allowed for unrecoverable states per
MEMORY.md policy
- gosec: real fixes (ParseInt for SEED, 0600 scorefile) and justified
per-line nolints for provably-bounded conversions (randomMonsterLetter
helper collapses eight rnd(26)+'A' sites)
- API tidying from linters: pointer receivers on flag types
(recvcheck), msg helpers renamed addmsgf/doaddf/Printwf/MvPrintwf
(goprintffuncname), myExit()/findFloor(monst)/mkGameInput(t) drop
always-constant params (unparam), gameEnd carries no status
- gocritic/staticcheck: if-else chains to switches, the pack.c
inventory filter untangled into matchesFilter, main.go split so
defers run before exit (exitAfterDefer, funlen)
- revive doc comments on all exported flag types/consts/methods
Remaining findings are confined to linters pending sneak's exception
decision (mnd, gochecknoglobals, cyclop, nestif, gocognit, exhaustive,
goconst, testpackage); TODO.md records the state. MEMORY.md added at
repo root as the project's agent working notes.
This commit is contained in:
@@ -7,24 +7,30 @@ import (
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func genLevel(t *testing.T, seed int32) *RogueGame {
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t.Helper()
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g := NewGame(Config{Seed: seed})
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g.NewLevel()
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return g
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}
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// renderMap draws the raw level map (not the screen) as text.
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func renderMap(g *RogueGame) string {
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var sb strings.Builder
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for y := 0; y < NumLines; y++ {
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for x := 0; x < NumCols; x++ {
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for y := range NumLines {
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for x := range NumCols {
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ch := g.Level.Char(y, x)
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if m := g.Level.MonsterAt(y, x); m != nil {
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ch = m.Type
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}
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sb.WriteByte(ch)
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}
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sb.WriteByte('\n')
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}
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return sb.String()
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}
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@@ -44,9 +50,11 @@ func TestNewLevelInvariants(t *testing.T) {
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t.Errorf("seed %d: hero on unwalkable cell %q", seed,
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g.Level.Char(hp.Y, hp.X))
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}
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if g.Level.MonsterAt(hp.Y, hp.X) != nil {
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t.Errorf("seed %d: hero standing on a monster", seed)
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}
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if g.Player.Room == nil {
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t.Errorf("seed %d: hero not in any room", seed)
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}
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@@ -56,6 +64,7 @@ func TestNewLevelInvariants(t *testing.T) {
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if !strings.Contains(m, "|") || !strings.Contains(m, "-") {
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t.Errorf("seed %d: no room walls drawn", seed)
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}
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if !strings.Contains(m, ".") && !strings.Contains(m, "#") {
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t.Errorf("seed %d: no floor or passages drawn", seed)
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}
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@@ -66,6 +75,7 @@ func TestNewLevelInvariants(t *testing.T) {
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t.Errorf("seed %d: monster %c not indexed at its position",
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seed, mon.Type)
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}
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if mon.Room == nil {
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t.Errorf("seed %d: monster %c has no room", seed, mon.Type)
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}
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@@ -87,10 +97,12 @@ func TestNewLevelInvariants(t *testing.T) {
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t.Errorf("seed %d: starting pack has %d items, want 5",
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seed, len(g.Player.Pack))
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}
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if g.Player.CurWeapon == nil ||
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g.Player.CurWeapon.WeaponKind() != WeaponMace {
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t.Errorf("seed %d: not wielding the starting mace", seed)
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}
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if g.Player.CurArmor == nil ||
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g.Player.CurArmor.ArmorKind() != ArmorRingMail {
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t.Errorf("seed %d: not wearing the starting ring mail", seed)
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@@ -100,10 +112,12 @@ func TestNewLevelInvariants(t *testing.T) {
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func TestNewLevelDeterministic(t *testing.T) {
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a := renderMap(genLevel(t, 12345))
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b := renderMap(genLevel(t, 12345))
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if a != b {
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t.Error("same seed produced different levels")
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}
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c := renderMap(genLevel(t, 54321))
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if a == c {
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t.Error("different seeds produced identical levels")
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@@ -118,6 +132,7 @@ func TestDeeperLevels(t *testing.T) {
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for depth := 1; depth <= 30; depth++ {
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g.Depth = depth
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g.NewLevel()
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st := g.Level.Stairs
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if g.Level.Char(st.Y, st.X) != Stairs {
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t.Fatalf("seed %d depth %d: missing staircase", seed, depth)
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