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.
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@@ -13,12 +13,12 @@ func (g *RogueGame) runners(int) {
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origPos := tp.Pos
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wastarget := tp.On(Targeted)
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if g.moveMonster(tp) == -1 {
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if removed := g.moveMonster(tp); removed {
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continue
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}
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if tp.On(Flying) && distCp(g.Player.Pos, tp.Pos) >= 3 {
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if g.moveMonster(tp) == -1 {
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if removed := g.moveMonster(tp); removed {
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continue
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}
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}
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@@ -38,23 +38,24 @@ func (g *RogueGame) runners(int) {
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}
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// moveMonster executes a single turn of running for a monster (chase.c
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// move_monst). Returns -1 if the monster died or left the level.
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func (g *RogueGame) moveMonster(tp *Monster) int {
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// move_monst). removed reports that the monster died or left the level
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// (the C -1 return).
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func (g *RogueGame) moveMonster(tp *Monster) (removed bool) {
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if !tp.On(Slowed) || tp.Turn {
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if g.chaseStep(tp) == -1 {
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return -1
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if g.chaseStep(tp) {
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return true
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}
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}
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if tp.On(Hasted) {
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if g.chaseStep(tp) == -1 {
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return -1
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if g.chaseStep(tp) {
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return true
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}
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}
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tp.Turn = !tp.Turn
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return 0
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return false
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}
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// relocate makes the monster's new location be the specified one, updating
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@@ -86,9 +87,10 @@ func (g *RogueGame) relocate(th *Monster, newLoc Coord) {
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}
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}
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// chaseStep makes one thing chase another (chase.c do_chase). Returns -1
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// if the chaser died in the attempt.
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func (g *RogueGame) chaseStep(th *Monster) int {
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// chaseStep makes one thing chase another (chase.c do_chase). removed
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// reports that the chaser died or left the level in the attempt (the C
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// -1 return).
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func (g *RogueGame) chaseStep(th *Monster) (removed bool) {
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p := &g.Player
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stoprun := false // true means we are there
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mindist := 32767
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@@ -153,7 +155,7 @@ func (g *RogueGame) chaseStep(th *Monster) int {
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g.Kamikaze = false
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}
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return 0
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return false
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}
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}
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@@ -188,7 +190,7 @@ func (g *RogueGame) chaseStep(th *Monster) int {
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}
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} else {
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if th.Type == 'F' {
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return 0
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return false
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}
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}
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@@ -198,7 +200,7 @@ func (g *RogueGame) chaseStep(th *Monster) int {
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th.Flags.Clear(Awake)
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}
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return 0
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return false
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}
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// chase finds the spot for the chaser to move closer to the chasee
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@@ -67,7 +67,7 @@ func (g *RogueGame) fight(mp Coord, weap *Object, thrown bool) bool {
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didHit := false
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g.HasHit = g.Options.Terse && !g.ToDeath
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if g.rollEm(&p.Creature, &tp.Creature, weap, thrown) {
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if g.rollAttacks(&p.Creature, &tp.Creature, weap, thrown) {
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didHit = false
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if thrown {
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@@ -104,9 +104,10 @@ func (g *RogueGame) fight(mp Coord, weap *Object, thrown bool) bool {
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return didHit
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}
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// attack has the monster attack the player (fight.c attack). Returns -1 if
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// the monster removed itself from the level during its own attack.
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func (g *RogueGame) attack(mp *Monster) int {
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// attack has the monster attack the player (fight.c attack). removed
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// reports that the monster took itself off the level during its own
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// attack (the C -1 return).
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func (g *RogueGame) attack(mp *Monster) (removed bool) {
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p := &g.Player
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// Since this is an attack, stop running and any healing that was
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// going on at the time.
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@@ -128,9 +129,8 @@ func (g *RogueGame) attack(mp *Monster) int {
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mname := g.setMname(mp)
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oldhp := p.Stats.HP
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removed := false
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if g.rollEm(&mp.Creature, &p.Creature, nil, false) {
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if g.rollAttacks(&mp.Creature, &p.Creature, nil, false) {
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if mp.Type != 'I' {
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if g.HasHit {
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g.addmsgf(". ")
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@@ -317,11 +317,7 @@ func (g *RogueGame) attack(mp *Monster) int {
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g.Count = 0
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g.status()
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if removed {
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return -1
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}
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return 0
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return removed
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}
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// swing returns true if the swing hits (fight.c swing).
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@@ -332,8 +328,8 @@ func (g *RogueGame) swing(atLvl, opArm, wplus int) bool {
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return res+wplus >= need
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}
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// rollEm rolls several attacks (fight.c roll_em).
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func (g *RogueGame) rollEm(thatt, thdef *Creature, weap *Object, hurl bool) bool {
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// rollAttacks rolls several attacks (fight.c roll_em).
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func (g *RogueGame) rollAttacks(thatt, thdef *Creature, weap *Object, hurl bool) bool {
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p := &g.Player
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att := &thatt.Stats
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def := &thdef.Stats
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@@ -32,7 +32,7 @@ func TestRollEmParsesMultiAttackDice(t *testing.T) {
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// With attacker level 20 vs armor 10, swing always hits
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// (rnd(20)+wplus >= (20-20)-10 is always true), so three attacks of
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// 1x4 + str bonus 1 each must deal between 6 and 15 damage.
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if !g.rollEm(att, def, nil, false) {
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if !g.rollAttacks(att, def, nil, false) {
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t.Fatal("attack with guaranteed swing missed")
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}
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