go: port dungeon generation, items base, pack, and monster creation
rooms.c, passages.c, new_level.c ported in full: room/maze layout, corridor spanning tree with extra connections, passage numbering flood fill, trap/stairs/object placement, treasure rooms. Careful RNG-call ordering throughout keeps generation seed-faithful to C. Supporting subsystems this depends on, also ported: - screen.go: curses replaced by in-memory Window cell buffers behind a Terminal interface (tcell arrives with the UI phase; tests run headless) - io.go: msg/addmsg/endmsg message-line protocol, status line, step_ok - pack.c in full (add_pack sorting/stacking walk, get_item, inventory) - things.c in full (inv_name, new_thing, discovery lists, pagination) - monsters.c in full; chase.c navigation half (roomin/cansee/see_monst/ find_dest/runto/set_oldch); rings.c, armor.c in full - weapons.c/sticks.c creation half (init_weapon, fix_stick, num) - misc.c look() display update, eat, level-up, direction input - daemons.c callbacks except stomach (needs death()) and the runners chase driver (combat phase) - init.c init_player with the starting kit Tests: level invariants across seeds, determinism, 30-depth sweep.
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35
game/sticks.go
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35
game/sticks.go
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package game
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import "fmt"
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// sticks.c — wand and staff setup and naming. Zapping (do_zap, drain,
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// fire_bolt) arrives with the combat phase.
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// fixStick sets up a new wand or staff (sticks.c fix_stick).
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func (g *RogueGame) fixStick(cur *Object) {
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if g.Items.WandType[cur.Which] == "staff" {
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cur.Damage = "2x3"
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} else {
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cur.Damage = "1x1"
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}
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cur.HurlDmg = "1x1"
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switch cur.Which {
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case WsLight:
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cur.SetCharges(g.rnd(10) + 10)
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default:
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cur.SetCharges(g.rnd(5) + 3)
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}
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}
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// chargeStr returns the charge-count suffix for an identified stick
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// (sticks.c charge_str).
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func chargeStr(g *RogueGame, obj *Object) string {
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if !obj.Flags.Has(IsKnow) {
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return ""
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}
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if g.Options.Terse {
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return fmt.Sprintf(" [%d]", obj.Charges())
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}
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return fmt.Sprintf(" [%d charges]", obj.Charges())
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}
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