Rotate TODO.md for completed refactor step 2
The rotation should have ridden the step-2 commit per the Workflow section, but the file was edited concurrently and the update was lost; recording it now. Step 3 (un-overload Object fields) is Next Step.
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48
TODO.md
48
TODO.md
@@ -29,15 +29,21 @@ Refactor ground rules:
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# Next Step
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Refactor step 2 (branch refactor/typed-kinds): typed kind enums —
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PotionKind, ScrollKind, RingKind, WandKind, WeaponKind, ArmorKind,
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TrapKind as iota enums with fmt.Stringer; Object.Which and the ObjInfo
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tables move to the typed kinds; the object category glyph bytes ('!',
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'?', ...) become an ObjectKind with a Glyph() method so item category
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and map character stop sharing one byte namespace.
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Refactor step 3 (branch refactor/object-fields): un-overload Object
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fields — split Object.Arm into ArmorClass/Charges/GoldValue; parse
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damage dice ("1x4/1x2") once into a DiceSpec type at table definition
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instead of per swing; save-format update with round-trip test
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migration.
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# Completed Steps
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- 2026-07-06 Refactor step 2 (refactor/typed-kinds, b940cfc):
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ObjectKind separates item category from map glyph (Object.Type byte
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→ Kind ObjectKind with Glyph()); PotionKind/ScrollKind/RingKind/
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WandKind/WeaponKind/ArmorKind/TrapKind typed iota enums with
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Stringer; typed accessors on Object; getItem/inventory/whatis
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filters take ObjectKind (KindCallable/KindRingOrStick replace
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CALLABLE/R_OR_S); save format bumped to 5.4.4-go2. Suite green.
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- 2026-07-06 Refactor step 1 (refactor/descriptive-constants): renamed
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all flag bits, trap types, item subtype constants, and Max* counts to
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descriptive names (IsHuh→Confused, SeeMonst→SenseMonsters,
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@@ -65,52 +71,48 @@ and map character stop sharing one byte namespace.
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# Future Steps
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1. Refactor step 3: un-overload Object fields — split Object.Arm into
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ArmorClass/Charges/GoldValue; parse damage dice ("1x4/1x2") once
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into a DiceSpec type at table definition instead of per swing;
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save-format update with round-trip test migration.
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2. Adopt the house Go linting standards: copy .golangci.yml from the
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1. Adopt the house Go linting standards: copy .golangci.yml from the
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prompts repo and bring game/, term/, and cmd/ lint-clean (the port
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is greenfield code, so no exemptions apply).
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3. Refactor step 4: method renames, movement/world subsystem
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2. Refactor step 4: method renames, movement/world subsystem
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(doMove→moveHero, beTrapped→springTrap, rndmove→randomStep,
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doRooms/doPassages/doMaze→digRooms/digPassages/digMaze,
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chgStr→changeStrength, ...); remove the goto/label flows in doMove,
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dispatch, and saveGame in favor of loops and helpers.
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4. Refactor step 5: method renames, items/combat/UI subsystems
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3. Refactor step 5: method renames, items/combat/UI subsystems
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(invName→inventoryName, rollEm→rollAttacks, doPot→applyPotionFuse,
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getItem→promptPackItem returning (obj, ok), getDir→promptDirection);
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int status codes (attack returning -1) become named results. Two or
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three commits, one subsystem each.
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5. Refactor step 6: extract types from the god object — MessageLine
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4. Refactor step 6: extract types from the god object — MessageLine
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owns the msg/addmsg/endmsg machinery; pack/inventory operations move
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onto *Player; monster/object list management and map queries
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consolidate onto *Level; RogueGame keeps turn orchestration and
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cross-system effects only.
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6. Refactor step 7: effects dispatch — the giant quaff/readScroll/doZap
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5. Refactor step 7: effects dispatch — the giant quaff/readScroll/doZap
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switches become per-kind handler tables of small named methods,
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keeping effect order and RNG call sequence identical.
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7. Refactor step 8: constructor and style pass per the house
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6. Refactor step 8: constructor and style pass per the house
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styleguide — game.New(game.Params{...}) replacing NewGame(Config);
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replace the gameEnd panic unwind with error-based turn results where
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feasible; 77-column wrap sweep.
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8. Docs refresh: update ARCHITECTURE.md Part 2 and README.md for the
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7. Docs refresh: update ARCHITECTURE.md Part 2 and README.md for the
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post-refactor names; add the C name → Go name rename table.
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9. Playtest hardening pass: play several full games with the tcell
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8. Playtest hardening pass: play several full games with the tcell
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binary and extend run_test.go to script a deeper multi-level
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playthrough (descend past level 5, use potions, scrolls, zapping,
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save/restore). Fix any panics, message mismatches, or divergences
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from the C behavior that this uncovers, with regression tests.
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10. Verify the seed-compatibility claim against the C reference on
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9. Verify the seed-compatibility claim against the C reference on
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c-master: same seed, same dungeon, same item tables, for several
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seeds.
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11. Broaden unit test coverage where playtesting finds thin spots
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10. Broaden unit test coverage where playtesting finds thin spots
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(rings, sticks, wizard commands).
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12. Tag a release once a full game (Amulet retrieval and score entry)
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11. Tag a release once a full game (Amulet retrieval and score entry)
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completes without defects.
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13. Full-terminal-size support (deferred by explicit decision
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12. Full-terminal-size support (deferred by explicit decision
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2026-07-06): per-game dungeon dimensions instead of the 80x24
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constants; open design questions are resize policy, gameplay
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tuning at larger sizes, and a --classic 80x24 mode.
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14. Note: this repo is exempt from the standard policy scaffold. Do not
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13. Note: this repo is exempt from the standard policy scaffold. Do not
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add Makefile, Dockerfile, or REPO_POLICIES.md.
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