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:
@@ -1076,7 +1076,7 @@ that `game` itself has no third-party imports:
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go.mod module git.eeqj.de/sneak/rgoue
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cmd/rogue/main.go package main — flag parsing, constructs RogueGame, calls Run
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game/ package game — the port, one .go file per .c file
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game.go RogueGame struct, NewGame, Run (main.c)
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game.go RogueGame struct, New, Run (main.c)
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rng.go seeded LCG (main.c: rnd/roll + RN macro)
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types.go Coord, Stats, flags, constants (rogue.h)
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object.go Object type (rogue.h THING _o arm)
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@@ -1120,7 +1120,7 @@ coherent, but everything is reachable from `g`.
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```go
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// RogueGame is one complete game of Rogue: all state that was global in the
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// C implementation, plus the terminal it plays on. Construct with NewGame,
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// C implementation, plus the terminal it plays on. Construct with New,
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// then call Run.
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type RogueGame struct {
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// --- identity / RNG ---
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@@ -1193,15 +1193,15 @@ The command.c/io.c/things.c file-statics become lowercase fields of `RogueGame`,
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### Entrypoints
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```go
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func NewGame(opts Config) *RogueGame // Config: seed, name, ROGUEOPTS string, score path, wizard
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func New(params Params) *RogueGame // Params: seed, name, ROGUEOPTS string, score path, wizard
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func (g *RogueGame) Run() error // main.c main()+playit(): init tables, first level, daemons, loop
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func (g *RogueGame) command() // one turn (command.c)
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func Restore(path string, opts Config) (*RogueGame, error) // save.c restore()
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func Restore(path string, params Params) (*RogueGame, error) // save.c restore()
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```
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`cmd/rogue/main.go` is a thin shell: flags (`-s` scores, `-d` death demo,
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save-file arg, `SEED`/`ROGUEOPTS` env), `NewGame(...)` or `Restore(...)`,
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`Run()`, exit code.
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save-file arg, `SEED`/`ROGUEOPTS` env), `New(...)` or `Restore(...)`, `Run()`,
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exit code.
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## 4. Core types
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@@ -1366,7 +1366,7 @@ type Room struct {
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tables that are never written after init** (the only permitted package-level
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data — they are ROM, not state): `monsterTable [26]MonsterKind` (name, carry %,
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flags, stats), `initDam` weapon table, base `objInfo` tables (copied into
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`RogueGame.Items` at NewGame so per-game mutation — probability resumming,
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`RogueGame.Items` at New so per-game mutation — probability resumming,
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`oi_know`, `oi_guess` — stays instance-local), `eLevels`, `rainbow`, `stones`,
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`woods`, `metals`, `sylls`, trap names, help text, `lvlMons`/`wandMons` spawn
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strings, `hNames`/`mNames` combat messages.
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@@ -1634,6 +1634,6 @@ defers.
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- **Determinism test:** scripted input sequence against a fixed seed must
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produce identical final state across runs (guards hidden nondeterminism — map
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iteration, time dependence).
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- **Save round-trip:** NewGame → play N scripted turns → save → restore →
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compare full state.
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- **Save round-trip:** New → play N scripted turns → save → restore → compare
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full state.
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- `go vet` + `gofmt` clean at every commit.
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@@ -29,10 +29,10 @@ func run() int {
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flag.Parse()
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cfg := loadConfig()
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params := loadParams()
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if *scores {
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game.NewGame(cfg).ShowScores()
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game.New(params).ShowScores()
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return 0
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}
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@@ -45,13 +45,13 @@ func run() int {
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}
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defer t.Fini()
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cfg.Term = t
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params.Term = t
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var g *game.RogueGame
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if args := flag.Args(); len(args) == 1 && !*deathDemo {
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// restore a saved game
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g, err = game.Restore(args[0], cfg)
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g, err = game.Restore(args[0], params)
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if err != nil {
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t.Fini()
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fmt.Fprintln(os.Stderr, err)
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@@ -59,7 +59,7 @@ func run() int {
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return 1
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}
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} else {
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g = game.NewGame(cfg)
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g = game.New(params)
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}
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if *deathDemo {
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@@ -81,10 +81,10 @@ func run() int {
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return 0
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}
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// loadConfig gathers the game configuration from the environment: home
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// loadParams gathers the game parameters from the environment: home
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// directory, ROGUEOPTS, user name, wizard mode, and the dungeon seed
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// (main.c's startup).
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func loadConfig() game.Config {
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func loadParams() game.Params {
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home, _ := os.UserHomeDir()
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name := ""
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@@ -96,7 +96,7 @@ func loadConfig() game.Config {
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wizard := os.Getenv("ROGUE_WIZARD") != ""
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return game.Config{
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return game.Params{
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Seed: chooseSeed(wizard),
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Name: name,
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RogueOpts: os.Getenv("ROGUEOPTS"),
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@@ -7,7 +7,7 @@ import "testing"
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func mkGameInput(t *testing.T) *RogueGame {
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t.Helper()
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g := NewGame(Config{Seed: 5, Term: &testTerm{}})
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g := New(Params{Seed: 5, Term: &testTerm{}})
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g.NewLevel()
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g.Oldpos = g.Player.Pos
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g.Oldrp = g.roomIn(g.Player.Pos)
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@@ -183,7 +183,7 @@ func TestZapSlowMonster(t *testing.T) {
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}
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func TestParseOpts(t *testing.T) {
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g := NewGame(Config{Seed: 1})
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g := New(Params{Seed: 1})
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g.ParseOpts("terse,nojump,name=Conan,fruit=mango,inven=slow")
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if !g.Options.Terse {
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@@ -7,7 +7,7 @@ import "testing"
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func mkGame(t *testing.T, seed int32) *RogueGame {
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t.Helper()
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g := NewGame(Config{Seed: seed, Term: &testTerm{}})
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g := New(Params{Seed: seed, Term: &testTerm{}})
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g.NewLevel()
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g.Oldpos = g.Player.Pos
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g.Oldrp = g.roomIn(g.Player.Pos)
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38
game/game.go
38
game/game.go
@@ -31,9 +31,9 @@ type Options struct {
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InvType int // inven: inventory style (InvOver/InvSlow/InvClear)
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}
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// Config carries everything needed to construct a game.
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type Config struct {
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Seed int32 // dungeon number; the caller derives it (time+pid or SEED env)
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// Params carries everything needed to construct a game.
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type Params struct {
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Seed int32 // dungeon number; caller derives it (time+pid or SEED)
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Name string // player name (overridden by ROGUEOPTS name=)
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RogueOpts string // the ROGUEOPTS environment string
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Home string // home directory (save file default location)
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@@ -44,7 +44,7 @@ type Config struct {
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// RogueGame is one complete game of Rogue: every piece of state that was a
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// global (or file-scope static) in the C sources, plus the terminal it is
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// played on. Construct with NewGame, then call Run.
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// played on. Construct with New, then call Run.
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//
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// The struct grows with the port; fields appear in the phase that ports the
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// code owning them.
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@@ -143,22 +143,22 @@ type RogueGame struct {
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data *gameData
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}
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// NewGame builds a game from cfg, seeds the RNG, and randomizes the item
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// New builds a game from params, seeds the RNG, and randomizes the item
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// appearance tables (the front half of main.c main(); the player roll-up
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// and first level arrive with later porting phases).
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func NewGame(cfg Config) *RogueGame {
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func New(params Params) *RogueGame {
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g := &RogueGame{
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data: newGameData(),
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Rng: &Rng{Seed: cfg.Seed},
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Dnum: int(cfg.Seed),
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Whoami: cfg.Name,
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Rng: &Rng{Seed: params.Seed},
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Dnum: int(params.Seed),
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Whoami: params.Name,
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Fruit: "slime-mold",
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Home: cfg.Home,
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Wizard: cfg.Wizard,
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NoScore: cfg.Wizard,
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Home: params.Home,
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Wizard: params.Wizard,
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NoScore: params.Wizard,
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Playing: true,
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Depth: 1,
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ScorePath: cfg.ScorePath,
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ScorePath: params.ScorePath,
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LastScore: -1,
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}
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g.Options = Options{
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@@ -168,17 +168,17 @@ func NewGame(cfg Config) *RogueGame {
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}
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g.InvDescribe = true
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g.Msgs.SaveMsg = true
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g.scr = NewScreen(cfg.Term)
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g.scr = NewScreen(params.Term)
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g.Msgs.attach(g.scr, g.look, g.readchar)
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g.FileName = cfg.Home + "/rogue.save"
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g.FileName = params.Home + "/rogue.save"
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g.rogueOpts = cfg.RogueOpts
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if cfg.Wizard {
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g.rogueOpts = params.RogueOpts
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if params.Wizard {
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g.Player.Flags.Set(SenseMonsters)
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}
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if cfg.RogueOpts != "" {
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g.ParseOpts(cfg.RogueOpts)
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if params.RogueOpts != "" {
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g.ParseOpts(params.RogueOpts)
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}
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g.Monsters = g.data.monsterTable
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@@ -8,7 +8,7 @@ import (
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func genLevel(t *testing.T, seed int32) *RogueGame {
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t.Helper()
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g := NewGame(Config{Seed: seed})
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g := New(Params{Seed: seed})
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g.NewLevel()
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return g
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@@ -159,7 +159,7 @@ func TestNewLevelDeterministic(t *testing.T) {
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// mazes, dark rooms, traps, treasure rooms — as a crash/invariant sweep.
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func TestDeeperLevels(t *testing.T) {
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for _, seed := range []int32{7, 42, 1000, 31337} {
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g := NewGame(Config{Seed: seed})
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g := New(Params{Seed: seed})
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for depth := 1; depth <= 30; depth++ {
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g.Depth = depth
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g.NewLevel()
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@@ -10,7 +10,7 @@ import (
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func TestRunScriptedSession(t *testing.T) {
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tt := &testTerm{input: []byte("hjkl.i Qy")}
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g := NewGame(Config{Seed: 99, Term: tt})
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g := New(Params{Seed: 99, Term: tt})
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err := g.Run()
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if err != nil {
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@@ -52,7 +52,7 @@ func TestRunManyTurns(t *testing.T) {
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script = append(script, " Q y Qy"...)
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tt := &testTerm{input: script}
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g := NewGame(Config{Seed: 31337, Term: tt})
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g := New(Params{Seed: 31337, Term: tt})
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err := g.Run()
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if err != nil {
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@@ -68,7 +68,7 @@ func TestRunManyTurns(t *testing.T) {
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// wizard style, then descends and keeps playing.
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func TestRunDownStairs(t *testing.T) {
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tt := &testTerm{input: []byte(">..Qy")}
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g := NewGame(Config{Seed: 7, Term: tt})
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g := New(Params{Seed: 7, Term: tt})
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g.NewLevel()
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g.Player.Pos = g.Level.Stairs // stand on the stairs
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g.restored = true // keep Run from regenerating the level
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@@ -99,7 +99,7 @@ func TestSaveCommandRoundTrip(t *testing.T) {
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// 'S' with no default file name goes straight to the name prompt.
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script := "S" + path + "\n"
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tt := &testTerm{input: []byte(script)}
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g := NewGame(Config{Seed: 55, Term: tt})
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g := New(Params{Seed: 55, Term: tt})
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g.FileName = "" // force the name prompt
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@@ -108,7 +108,7 @@ func TestSaveCommandRoundTrip(t *testing.T) {
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t.Fatalf("Run: %v", runErr)
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}
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h, err := Restore(path, Config{Term: &testTerm{}})
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h, err := Restore(path, Params{Term: &testTerm{}})
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if err != nil {
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t.Fatalf("Restore: %v", err)
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}
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@@ -681,7 +681,7 @@ var ErrSaveOutOfDate = errors.New("sorry, saved game is out of date")
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// Restore restores a saved game from a file (save.c restore). The file is
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// deleted, as in C, to defeat restarting from the same save.
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func Restore(path string, cfg Config) (*RogueGame, error) {
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func Restore(path string, params Params) (*RogueGame, error) {
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f, err := os.Open(path) //nolint:gosec // G304: the save path is user-chosen by design
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if err != nil {
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return nil, err
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@@ -704,12 +704,12 @@ func Restore(path string, cfg Config) (*RogueGame, error) {
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data: newGameData(),
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Rng: &Rng{},
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Playing: true,
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ScorePath: cfg.ScorePath,
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ScorePath: params.ScorePath,
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FileName: path,
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rogueOpts: cfg.RogueOpts,
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rogueOpts: params.RogueOpts,
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restored: true,
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}
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g.scr = NewScreen(cfg.Term)
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g.scr = NewScreen(params.Term)
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g.Msgs.attach(g.scr, g.look, g.readchar)
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g.applySnapshot(&st)
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@@ -29,7 +29,7 @@ func TestSaveRestoreRoundTrip(t *testing.T) {
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t.Fatalf("saveFile: %v", saveErr)
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}
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h, err := Restore(path, Config{Term: &testTerm{}})
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h, err := Restore(path, Params{Term: &testTerm{}})
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if err != nil {
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t.Fatalf("Restore: %v", err)
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}
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@@ -154,7 +154,7 @@ func TestRestoreRejectsWrongVersion(t *testing.T) {
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t.Fatal(closeErr)
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}
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_, restoreErr := Restore(path, Config{})
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_, restoreErr := Restore(path, Params{})
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if restoreErr == nil {
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t.Error("restore accepted an out-of-date save")
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}
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@@ -32,7 +32,7 @@ func TestProbabilitiesSumTo100(t *testing.T) {
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}
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func TestInitProbsCumulative(t *testing.T) {
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g := NewGame(Config{Seed: 1})
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g := New(Params{Seed: 1})
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last := g.Items.Potions[NumPotionTypes-1].Prob
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if last != 100 {
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@@ -47,14 +47,14 @@ func TestInitProbsCumulative(t *testing.T) {
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}
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func TestNewGameRandomizesAppearances(t *testing.T) {
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g := NewGame(Config{Seed: 12345})
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g := New(Params{Seed: 12345})
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checkPotionColors(t, g)
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checkScrollNames(t, g)
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checkWandMaterials(t, g)
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// Determinism: same seed, same appearances.
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h := NewGame(Config{Seed: 12345})
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h := New(Params{Seed: 12345})
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if h.Items != g.Items {
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t.Error("two games with the same seed produced different item lore")
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}
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Reference in New Issue
Block a user