Rename constructor to game.New(game.Params) per styleguide

NewGame(Config) becomes New(Params), and Restore takes Params too, so
the package's primary type gets the canonical New() constructor with a
named-field Params struct (styleguide points 139, 159). cmd/rogue and
all tests updated; ARCHITECTURE.md constructor references corrected.
Pure rename, suite green.
This commit is contained in:
2026-07-23 05:39:31 +07:00
parent 8241cf4bee
commit cd0ba6c8ee
10 changed files with 57 additions and 57 deletions

View File

@@ -7,7 +7,7 @@ import "testing"
func mkGameInput(t *testing.T) *RogueGame {
t.Helper()
g := NewGame(Config{Seed: 5, Term: &testTerm{}})
g := New(Params{Seed: 5, Term: &testTerm{}})
g.NewLevel()
g.Oldpos = g.Player.Pos
g.Oldrp = g.roomIn(g.Player.Pos)
@@ -183,7 +183,7 @@ func TestZapSlowMonster(t *testing.T) {
}
func TestParseOpts(t *testing.T) {
g := NewGame(Config{Seed: 1})
g := New(Params{Seed: 1})
g.ParseOpts("terse,nojump,name=Conan,fruit=mango,inven=slow")
if !g.Options.Terse {

View File

@@ -7,7 +7,7 @@ import "testing"
func mkGame(t *testing.T, seed int32) *RogueGame {
t.Helper()
g := NewGame(Config{Seed: seed, Term: &testTerm{}})
g := New(Params{Seed: seed, Term: &testTerm{}})
g.NewLevel()
g.Oldpos = g.Player.Pos
g.Oldrp = g.roomIn(g.Player.Pos)

View File

@@ -31,9 +31,9 @@ type Options struct {
InvType int // inven: inventory style (InvOver/InvSlow/InvClear)
}
// Config carries everything needed to construct a game.
type Config struct {
Seed int32 // dungeon number; the caller derives it (time+pid or SEED env)
// Params carries everything needed to construct a game.
type Params struct {
Seed int32 // dungeon number; caller derives it (time+pid or SEED)
Name string // player name (overridden by ROGUEOPTS name=)
RogueOpts string // the ROGUEOPTS environment string
Home string // home directory (save file default location)
@@ -44,7 +44,7 @@ type Config struct {
// RogueGame is one complete game of Rogue: every piece of state that was a
// global (or file-scope static) in the C sources, plus the terminal it is
// played on. Construct with NewGame, then call Run.
// played on. Construct with New, then call Run.
//
// The struct grows with the port; fields appear in the phase that ports the
// code owning them.
@@ -143,22 +143,22 @@ type RogueGame struct {
data *gameData
}
// NewGame builds a game from cfg, seeds the RNG, and randomizes the item
// New builds a game from params, seeds the RNG, and randomizes the item
// appearance tables (the front half of main.c main(); the player roll-up
// and first level arrive with later porting phases).
func NewGame(cfg Config) *RogueGame {
func New(params Params) *RogueGame {
g := &RogueGame{
data: newGameData(),
Rng: &Rng{Seed: cfg.Seed},
Dnum: int(cfg.Seed),
Whoami: cfg.Name,
Rng: &Rng{Seed: params.Seed},
Dnum: int(params.Seed),
Whoami: params.Name,
Fruit: "slime-mold",
Home: cfg.Home,
Wizard: cfg.Wizard,
NoScore: cfg.Wizard,
Home: params.Home,
Wizard: params.Wizard,
NoScore: params.Wizard,
Playing: true,
Depth: 1,
ScorePath: cfg.ScorePath,
ScorePath: params.ScorePath,
LastScore: -1,
}
g.Options = Options{
@@ -168,17 +168,17 @@ func NewGame(cfg Config) *RogueGame {
}
g.InvDescribe = true
g.Msgs.SaveMsg = true
g.scr = NewScreen(cfg.Term)
g.scr = NewScreen(params.Term)
g.Msgs.attach(g.scr, g.look, g.readchar)
g.FileName = cfg.Home + "/rogue.save"
g.FileName = params.Home + "/rogue.save"
g.rogueOpts = cfg.RogueOpts
if cfg.Wizard {
g.rogueOpts = params.RogueOpts
if params.Wizard {
g.Player.Flags.Set(SenseMonsters)
}
if cfg.RogueOpts != "" {
g.ParseOpts(cfg.RogueOpts)
if params.RogueOpts != "" {
g.ParseOpts(params.RogueOpts)
}
g.Monsters = g.data.monsterTable

View File

@@ -8,7 +8,7 @@ import (
func genLevel(t *testing.T, seed int32) *RogueGame {
t.Helper()
g := NewGame(Config{Seed: seed})
g := New(Params{Seed: seed})
g.NewLevel()
return g
@@ -159,7 +159,7 @@ func TestNewLevelDeterministic(t *testing.T) {
// mazes, dark rooms, traps, treasure rooms — as a crash/invariant sweep.
func TestDeeperLevels(t *testing.T) {
for _, seed := range []int32{7, 42, 1000, 31337} {
g := NewGame(Config{Seed: seed})
g := New(Params{Seed: seed})
for depth := 1; depth <= 30; depth++ {
g.Depth = depth
g.NewLevel()

View File

@@ -10,7 +10,7 @@ import (
func TestRunScriptedSession(t *testing.T) {
tt := &testTerm{input: []byte("hjkl.i Qy")}
g := NewGame(Config{Seed: 99, Term: tt})
g := New(Params{Seed: 99, Term: tt})
err := g.Run()
if err != nil {
@@ -52,7 +52,7 @@ func TestRunManyTurns(t *testing.T) {
script = append(script, " Q y Qy"...)
tt := &testTerm{input: script}
g := NewGame(Config{Seed: 31337, Term: tt})
g := New(Params{Seed: 31337, Term: tt})
err := g.Run()
if err != nil {
@@ -68,7 +68,7 @@ func TestRunManyTurns(t *testing.T) {
// wizard style, then descends and keeps playing.
func TestRunDownStairs(t *testing.T) {
tt := &testTerm{input: []byte(">..Qy")}
g := NewGame(Config{Seed: 7, Term: tt})
g := New(Params{Seed: 7, Term: tt})
g.NewLevel()
g.Player.Pos = g.Level.Stairs // stand on the stairs
g.restored = true // keep Run from regenerating the level
@@ -99,7 +99,7 @@ func TestSaveCommandRoundTrip(t *testing.T) {
// 'S' with no default file name goes straight to the name prompt.
script := "S" + path + "\n"
tt := &testTerm{input: []byte(script)}
g := NewGame(Config{Seed: 55, Term: tt})
g := New(Params{Seed: 55, Term: tt})
g.FileName = "" // force the name prompt
@@ -108,7 +108,7 @@ func TestSaveCommandRoundTrip(t *testing.T) {
t.Fatalf("Run: %v", runErr)
}
h, err := Restore(path, Config{Term: &testTerm{}})
h, err := Restore(path, Params{Term: &testTerm{}})
if err != nil {
t.Fatalf("Restore: %v", err)
}

View File

@@ -681,7 +681,7 @@ var ErrSaveOutOfDate = errors.New("sorry, saved game is out of date")
// Restore restores a saved game from a file (save.c restore). The file is
// deleted, as in C, to defeat restarting from the same save.
func Restore(path string, cfg Config) (*RogueGame, error) {
func Restore(path string, params Params) (*RogueGame, error) {
f, err := os.Open(path) //nolint:gosec // G304: the save path is user-chosen by design
if err != nil {
return nil, err
@@ -704,12 +704,12 @@ func Restore(path string, cfg Config) (*RogueGame, error) {
data: newGameData(),
Rng: &Rng{},
Playing: true,
ScorePath: cfg.ScorePath,
ScorePath: params.ScorePath,
FileName: path,
rogueOpts: cfg.RogueOpts,
rogueOpts: params.RogueOpts,
restored: true,
}
g.scr = NewScreen(cfg.Term)
g.scr = NewScreen(params.Term)
g.Msgs.attach(g.scr, g.look, g.readchar)
g.applySnapshot(&st)

View File

@@ -29,7 +29,7 @@ func TestSaveRestoreRoundTrip(t *testing.T) {
t.Fatalf("saveFile: %v", saveErr)
}
h, err := Restore(path, Config{Term: &testTerm{}})
h, err := Restore(path, Params{Term: &testTerm{}})
if err != nil {
t.Fatalf("Restore: %v", err)
}
@@ -154,7 +154,7 @@ func TestRestoreRejectsWrongVersion(t *testing.T) {
t.Fatal(closeErr)
}
_, restoreErr := Restore(path, Config{})
_, restoreErr := Restore(path, Params{})
if restoreErr == nil {
t.Error("restore accepted an out-of-date save")
}

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@@ -32,7 +32,7 @@ func TestProbabilitiesSumTo100(t *testing.T) {
}
func TestInitProbsCumulative(t *testing.T) {
g := NewGame(Config{Seed: 1})
g := New(Params{Seed: 1})
last := g.Items.Potions[NumPotionTypes-1].Prob
if last != 100 {
@@ -47,14 +47,14 @@ func TestInitProbsCumulative(t *testing.T) {
}
func TestNewGameRandomizesAppearances(t *testing.T) {
g := NewGame(Config{Seed: 12345})
g := New(Params{Seed: 12345})
checkPotionColors(t, g)
checkScrollNames(t, g)
checkWandMaterials(t, g)
// Determinism: same seed, same appearances.
h := NewGame(Config{Seed: 12345})
h := New(Params{Seed: 12345})
if h.Items != g.Items {
t.Error("two games with the same seed produced different item lore")
}