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

@@ -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