Decompose fight.go: hit-handler table, weapon/armor helpers (step 7)

The monster special-power switch in attack becomes
gameData.hitHandlers (indexed by monster letter); attack splits into
monsterHit/monsterMiss; fight gains revealXeroc and heroHits;
rollAttacks gains weaponAttack, wieldedRingBonus, and defenderArmor;
killed gains killedSpecial. fight.go is complexity-clean. Behavior and
RNG call order unchanged.
This commit is contained in:
2026-07-07 02:58:44 +02:00
parent ebe477ba28
commit a20f500655
2 changed files with 416 additions and 291 deletions

View File

@@ -137,6 +137,11 @@ type gameData struct {
// cases of the sticks.c do_zap switch. A false return aborts the
// zap without using a charge (drain life on a too-weak hero).
zapHandlers [NumWandTypes]func(g *RogueGame, obj *Object) bool
// hitHandlers dispatches a monster's special power when its hit
// lands, indexed by monster letter - 'A': the cases of the fight.c
// attack switch. A true return means the monster removed itself.
hitHandlers [26]func(g *RogueGame, mp *Monster, mname string) bool
}
// ripWall is the repeated blank wall line of the tombstone art.
@@ -656,6 +661,17 @@ func newGameData() *gameData {
WandTeleportTo: (*RogueGame).zapTeleport,
WandCancellation: (*RogueGame).zapCancellation,
},
hitHandlers: [26]func(*RogueGame, *Monster, string) bool{
0: (*RogueGame).hitAquator, // 'A' - 'A'
'F' - 'A': (*RogueGame).hitFlytrap,
'I' - 'A': (*RogueGame).hitIceMonster,
'L' - 'A': (*RogueGame).hitLeprechaun,
'N' - 'A': (*RogueGame).hitNymph,
'R' - 'A': (*RogueGame).hitRattlesnake,
'V' - 'A': (*RogueGame).hitLifeDrainer,
'W' - 'A': (*RogueGame).hitLifeDrainer,
},
}
}