Rename movement/world methods to idiomatic Go; remove all gotos
Refactor step 4. Renames (C breadcrumbs kept in doc comments): doMove→moveHero, beTrapped→springTrap, rndmove→randomStep, doRooms→digRooms, doPassages→digPassages, doMaze→digMaze, chgStr→changeStrength, doRun→startRun, moveStuff→finishMove, turnref→turnRefresh, moveMonst→moveMonster, doChase→chaseStep, setOldch→setOldChar, cansee→canSee, roomin→roomIn, runto→runTo, conn→connectRooms, putpass→putPassage, passnum→numberPassages, numpass→numberPassage, rndPos→randomPos, rndRoom→randomRoom, treasRoom→treasureRoom, accntMaze→accountMaze. All goto/label flows are gone: moveHero uses a retry loop with the PASSGO corner logic extracted into passageTurn; dispatch re-dispatches via a loop; chaseStep re-checks via a loop; saveGame uses a labeled prompt loop. Control flow and RNG call order are unchanged; suite green.
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@@ -49,7 +49,7 @@ func (g *RogueGame) quaff() {
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if p.IsWearing(RingSustainStrength) {
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g.msg("you feel momentarily sick")
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} else {
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g.chgStr(-(g.rnd(3) + 1))
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g.changeStrength(-(g.rnd(3) + 1))
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g.msg("you feel very sick now")
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g.comeDown(0)
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}
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@@ -64,7 +64,7 @@ func (g *RogueGame) quaff() {
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g.msg("you begin to feel better")
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case PotionGainStrength:
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g.Items.Potions[PotionGainStrength].Know = true
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g.chgStr(1)
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g.changeStrength(1)
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g.msg("you feel stronger, now. What bulging muscles!")
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case PotionDetectMonsters:
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p.Flags.Set(SenseMonsters)
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