Rename combat methods; -1 status codes become named bool results

Refactor step 5, combat: rollEm→rollAttacks; attack, moveMonster, and
chaseStep return (removed bool) instead of the C -1/0 int codes.
Behavior unchanged; suite green.
This commit is contained in:
2026-07-07 02:33:15 +02:00
parent 6d798c56ed
commit ae79fd5e84
3 changed files with 27 additions and 29 deletions

View File

@@ -13,12 +13,12 @@ func (g *RogueGame) runners(int) {
origPos := tp.Pos
wastarget := tp.On(Targeted)
if g.moveMonster(tp) == -1 {
if removed := g.moveMonster(tp); removed {
continue
}
if tp.On(Flying) && distCp(g.Player.Pos, tp.Pos) >= 3 {
if g.moveMonster(tp) == -1 {
if removed := g.moveMonster(tp); removed {
continue
}
}
@@ -38,23 +38,24 @@ func (g *RogueGame) runners(int) {
}
// moveMonster executes a single turn of running for a monster (chase.c
// move_monst). Returns -1 if the monster died or left the level.
func (g *RogueGame) moveMonster(tp *Monster) int {
// move_monst). removed reports that the monster died or left the level
// (the C -1 return).
func (g *RogueGame) moveMonster(tp *Monster) (removed bool) {
if !tp.On(Slowed) || tp.Turn {
if g.chaseStep(tp) == -1 {
return -1
if g.chaseStep(tp) {
return true
}
}
if tp.On(Hasted) {
if g.chaseStep(tp) == -1 {
return -1
if g.chaseStep(tp) {
return true
}
}
tp.Turn = !tp.Turn
return 0
return false
}
// relocate makes the monster's new location be the specified one, updating
@@ -86,9 +87,10 @@ func (g *RogueGame) relocate(th *Monster, newLoc Coord) {
}
}
// chaseStep makes one thing chase another (chase.c do_chase). Returns -1
// if the chaser died in the attempt.
func (g *RogueGame) chaseStep(th *Monster) int {
// chaseStep makes one thing chase another (chase.c do_chase). removed
// reports that the chaser died or left the level in the attempt (the C
// -1 return).
func (g *RogueGame) chaseStep(th *Monster) (removed bool) {
p := &g.Player
stoprun := false // true means we are there
mindist := 32767
@@ -153,7 +155,7 @@ func (g *RogueGame) chaseStep(th *Monster) int {
g.Kamikaze = false
}
return 0
return false
}
}
@@ -188,7 +190,7 @@ func (g *RogueGame) chaseStep(th *Monster) int {
}
} else {
if th.Type == 'F' {
return 0
return false
}
}
@@ -198,7 +200,7 @@ func (g *RogueGame) chaseStep(th *Monster) int {
th.Flags.Clear(Awake)
}
return 0
return false
}
// chase finds the spot for the chaser to move closer to the chasee