Refresh ARCHITECTURE.md Part 2 for the post-refactor design
Part 2 was written as a design sketch before the port was implemented and refactored, so much of it described the planned code rather than the final code. Updated the RogueGame/Stats/Object/Flags/Level sketches to the current names and types (typed ObjectKind, DiceSpec, split o_arm fields, step-1 flag names, TrapCount, Level list methods); rewrote §4.7 to say the static tables now live on the per-game gameData struct (no package globals); noted the daemon and effect handler tables (step 7), the MessageLine extraction (step 6), the Terminal interface, the flat gob SaveState, and the New(Params) + os.Exit-on-game-over design (step 8). Added §7.1, a C-name → Go-name rename table, and a README note about the make targets. Docs only.
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@@ -73,8 +73,12 @@ cmd/rogue/ the executable
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```
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The engine package is fully headless-testable: `go test ./game/` runs scripted
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game sessions, dungeon-generation golden checks, and an RNG compatibility test
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against the original C generator.
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command sequences, dungeon-generation golden checks, and an RNG compatibility
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test against the original C generator.
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For development, the `Makefile` wraps the toolchain: `make fmt` (gofmt +
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prettier), `make lint` (golangci-lint), `make test`, and `make check` (all
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three).
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## License
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