Decompose command.go; command keys become a handler table (step 7)

The ordinary command keys move into gameData.commandHandlers (method
expressions and small literals); dispatchKey keeps only re-dispatching
prefixes (runCommand/fightCommand/repeatCommand/moveOnCommand) and the
wizard fallthrough. command() splits into playTurn/turnUpkeep/
readCommand/executeCommand/countPrefix/ringTurnEffects; search gains
searchSpot/searchFloor; help gains helpOne/helpAll/helpLines; call
gains callTarget/callPrelude; wizardCommand splits in two plus
wizardKit; uLevel and current flatten to early returns. command.go is
complexity-clean. Behavior and RNG call order unchanged.
This commit is contained in:
2026-07-07 03:15:27 +02:00
parent 4a248eb392
commit aa57349c34
2 changed files with 714 additions and 539 deletions

File diff suppressed because it is too large Load Diff

View File

@@ -142,6 +142,11 @@ type gameData struct {
// 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
// commandHandlers dispatches the ordinary command keys: the simple
// cases of the big command.c switch. Keys that re-dispatch (runs,
// fight, repeat, move-on) and wizard keys stay in dispatchKey.
commandHandlers map[byte]func(g *RogueGame)
}
// ripWall is the repeated blank wall line of the tombstone art.
@@ -672,6 +677,140 @@ func newGameData() *gameData {
'V' - 'A': (*RogueGame).hitLifeDrainer,
'W' - 'A': (*RogueGame).hitLifeDrainer,
},
commandHandlers: map[byte]func(*RogueGame){
',': (*RogueGame).pickupCommand,
'!': (*RogueGame).shell,
'h': func(g *RogueGame) { g.moveHero(0, -1) },
'j': func(g *RogueGame) { g.moveHero(1, 0) },
'k': func(g *RogueGame) { g.moveHero(-1, 0) },
'l': func(g *RogueGame) { g.moveHero(0, 1) },
'y': func(g *RogueGame) { g.moveHero(-1, -1) },
'u': func(g *RogueGame) { g.moveHero(-1, 1) },
'b': func(g *RogueGame) { g.moveHero(1, -1) },
'n': func(g *RogueGame) { g.moveHero(1, 1) },
'H': func(g *RogueGame) { g.startRun('h') },
'J': func(g *RogueGame) { g.startRun('j') },
'K': func(g *RogueGame) { g.startRun('k') },
'L': func(g *RogueGame) { g.startRun('l') },
'Y': func(g *RogueGame) { g.startRun('y') },
'U': func(g *RogueGame) { g.startRun('u') },
'B': func(g *RogueGame) { g.startRun('b') },
'N': func(g *RogueGame) { g.startRun('n') },
't': func(g *RogueGame) {
if !g.promptDirection() {
g.After = false
} else {
g.missile(g.Delta.Y, g.Delta.X)
}
},
'q': (*RogueGame).quaff,
'Q': func(g *RogueGame) {
g.After = false
g.QComm = true
g.quit(0)
g.QComm = false
},
'i': func(g *RogueGame) {
g.After = false
g.inventory(g.Player.Pack, 0)
},
'I': func(g *RogueGame) {
g.After = false
g.pickyInven()
},
'd': (*RogueGame).dropIt,
'r': (*RogueGame).readScroll,
'e': (*RogueGame).eat,
'w': (*RogueGame).wield,
'W': (*RogueGame).wear,
'T': (*RogueGame).takeOff,
'P': (*RogueGame).ringOn,
'R': (*RogueGame).ringOff,
'o': func(g *RogueGame) {
g.option()
g.After = false
},
'c': func(g *RogueGame) {
g.call()
g.After = false
},
'>': func(g *RogueGame) {
g.After = false
g.dLevel()
},
'<': func(g *RogueGame) {
g.After = false
g.uLevel()
},
'?': func(g *RogueGame) {
g.After = false
g.help()
},
'/': func(g *RogueGame) {
g.After = false
g.identify()
},
's': (*RogueGame).search,
'z': func(g *RogueGame) {
if g.promptDirection() {
g.doZap()
} else {
g.After = false
}
},
'D': func(g *RogueGame) {
g.After = false
g.discovered()
},
CTRL('P'): func(g *RogueGame) {
g.After = false
g.msg("%s", g.Msgs.Huh)
},
CTRL('R'): func(g *RogueGame) {
g.After = false
g.refresh()
},
'v': func(g *RogueGame) {
g.After = false
g.msg("version %s. (mctesq was here)", Release)
},
'S': func(g *RogueGame) {
g.After = false
g.saveGame()
},
'.': func(*RogueGame) {
// rest command
},
' ': func(g *RogueGame) {
g.After = false // "legal" illegal command
},
'^': (*RogueGame).identifyTrapCommand,
Escape: func(g *RogueGame) {
g.DoorStop = false
g.Count = 0
g.After = false
g.Again = false
},
')': func(g *RogueGame) {
g.current(g.Player.CurWeapon, "wielding", "")
},
']': func(g *RogueGame) {
g.current(g.Player.CurArmor, "wearing", "")
},
'=': func(g *RogueGame) {
g.current(g.Player.CurRing[Left], "wearing",
g.chooseTerse("(L)", "on left hand"))
g.current(g.Player.CurRing[Right], "wearing",
g.chooseTerse("(R)", "on right hand"))
},
'@': func(g *RogueGame) {
g.StatMsg = true
g.status()
g.StatMsg = false
g.After = false
},
},
}
}