Merge refactor/item-combat-ui-renames (refactor step 5)

This commit is contained in:
2026-07-07 02:34:32 +02:00
17 changed files with 114 additions and 113 deletions

42
TODO.md
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@@ -29,14 +29,21 @@ Refactor ground rules:
# Next Step
Refactor step 5: method renames, items/combat/UI subsystems
(invName→inventoryName, rollEm→rollAttacks, doPot→applyPotionFuse,
getItem→promptPackItem returning (obj, ok), getDir→promptDirection);
int status codes (attack returning -1) become named results. Two or
three commits, one subsystem each.
Refactor step 6: extract types from the god object — MessageLine
owns the msg/addmsg/endmsg machinery; pack/inventory operations move
onto *Player; monster/object list management and map queries
consolidate onto *Level; RogueGame keeps turn orchestration and
cross-system effects only.
# Completed Steps
- 2026-07-07 Refactor step 5 (refactor/item-combat-ui-renames, three
commits, one subsystem each): items — getItem→promptPackItem now
returning (obj, ok), invName→inventoryName, doPot→applyPotionFuse;
combat — rollEm→rollAttacks, attack/moveMonster/chaseStep return
(removed bool) instead of C -1/0 int codes; UI —
getDir→promptDirection. C breadcrumbs kept; suite green.
- 2026-07-07 Refactor step 4 (refactor/movement-renames): movement/world
renames (doMove→moveHero, beTrapped→springTrap, rndmove→randomStep,
doRooms/doPassages/doMaze→digRooms/digPassages/digMaze,
@@ -110,36 +117,31 @@ three commits, one subsystem each.
# Future Steps
1. Refactor step 6: extract types from the god object — MessageLine
owns the msg/addmsg/endmsg machinery; pack/inventory operations move
onto *Player; monster/object list management and map queries
consolidate onto *Level; RogueGame keeps turn orchestration and
cross-system effects only.
2. Refactor step 7: effects dispatch — the giant quaff/readScroll/doZap
1. Refactor step 7: effects dispatch — the giant quaff/readScroll/doZap
switches become per-kind handler tables of small named methods,
keeping effect order and RNG call sequence identical. This step also
clears the outstanding cyclop/gocognit/nestif lint findings.
3. Refactor step 8: constructor and style pass per the house
2. Refactor step 8: constructor and style pass per the house
styleguide — game.New(game.Params{...}) replacing NewGame(Config);
replace the gameEnd panic unwind with error-based turn results where
feasible; 77-column wrap sweep.
4. Docs refresh: update ARCHITECTURE.md Part 2 and README.md for the
3. Docs refresh: update ARCHITECTURE.md Part 2 and README.md for the
post-refactor names; add the C name → Go name rename table.
5. Playtest hardening pass: play several full games with the tcell
4. Playtest hardening pass: play several full games with the tcell
binary and extend run_test.go to script a deeper multi-level
playthrough (descend past level 5, use potions, scrolls, zapping,
save/restore). Fix any panics, message mismatches, or divergences
from the C behavior that this uncovers, with regression tests.
6. Verify the seed-compatibility claim against the C reference on
5. Verify the seed-compatibility claim against the C reference on
c-master: same seed, same dungeon, same item tables, for several
seeds.
7. Broaden unit test coverage where playtesting finds thin spots
6. Broaden unit test coverage where playtesting finds thin spots
(rings, sticks, wizard commands).
8. Tag a release once a full game (Amulet retrieval and score entry)
7. Tag a release once a full game (Amulet retrieval and score entry)
completes without defects.
9. Full-terminal-size support (deferred by explicit decision
8. Full-terminal-size support (deferred by explicit decision
2026-07-06): per-game dungeon dimensions instead of the 80x24
constants; open design questions are resize policy, gameplay
tuning at larger sizes, and a --classic 80x24 mode.
10. Note: this repo is exempt from the standard policy scaffold. Do not
add Makefile, Dockerfile, or REPO_POLICIES.md.
9. Note: this repo is exempt from the standard policy scaffold. Do not
add Makefile, Dockerfile, or REPO_POLICIES.md.

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@@ -6,8 +6,8 @@ package game
func (g *RogueGame) wear() {
p := &g.Player
obj := g.getItem("wear", KindArmor)
if obj == nil {
obj, ok := g.promptPackItem("wear", KindArmor)
if !ok {
return
}
@@ -32,7 +32,7 @@ func (g *RogueGame) wear() {
g.wasteTime()
obj.Flags.Set(Known)
sp := g.invName(obj, true)
sp := g.inventoryName(obj, true)
p.CurArmor = obj
if !g.Options.Terse {
@@ -70,7 +70,7 @@ func (g *RogueGame) takeOff() {
g.addmsgf("you used to be")
}
g.msg(" wearing %c) %s", obj.PackCh, g.invName(obj, true))
g.msg(" wearing %c) %s", obj.PackCh, g.inventoryName(obj, true))
}
// wasteTime does nothing but let other things happen (armor.c waste_time).

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@@ -13,12 +13,12 @@ func (g *RogueGame) runners(int) {
origPos := tp.Pos
wastarget := tp.On(Targeted)
if g.moveMonster(tp) == -1 {
if removed := g.moveMonster(tp); removed {
continue
}
if tp.On(Flying) && distCp(g.Player.Pos, tp.Pos) >= 3 {
if g.moveMonster(tp) == -1 {
if removed := g.moveMonster(tp); removed {
continue
}
}
@@ -38,23 +38,24 @@ func (g *RogueGame) runners(int) {
}
// moveMonster executes a single turn of running for a monster (chase.c
// move_monst). Returns -1 if the monster died or left the level.
func (g *RogueGame) moveMonster(tp *Monster) int {
// move_monst). removed reports that the monster died or left the level
// (the C -1 return).
func (g *RogueGame) moveMonster(tp *Monster) (removed bool) {
if !tp.On(Slowed) || tp.Turn {
if g.chaseStep(tp) == -1 {
return -1
if g.chaseStep(tp) {
return true
}
}
if tp.On(Hasted) {
if g.chaseStep(tp) == -1 {
return -1
if g.chaseStep(tp) {
return true
}
}
tp.Turn = !tp.Turn
return 0
return false
}
// relocate makes the monster's new location be the specified one, updating
@@ -86,9 +87,10 @@ func (g *RogueGame) relocate(th *Monster, newLoc Coord) {
}
}
// chaseStep makes one thing chase another (chase.c do_chase). Returns -1
// if the chaser died in the attempt.
func (g *RogueGame) chaseStep(th *Monster) int {
// chaseStep makes one thing chase another (chase.c do_chase). removed
// reports that the chaser died or left the level in the attempt (the C
// -1 return).
func (g *RogueGame) chaseStep(th *Monster) (removed bool) {
p := &g.Player
stoprun := false // true means we are there
mindist := 32767
@@ -153,7 +155,7 @@ func (g *RogueGame) chaseStep(th *Monster) int {
g.Kamikaze = false
}
return 0
return false
}
}
@@ -188,7 +190,7 @@ func (g *RogueGame) chaseStep(th *Monster) int {
}
} else {
if th.Type == 'F' {
return 0
return false
}
}
@@ -198,7 +200,7 @@ func (g *RogueGame) chaseStep(th *Monster) int {
th.Flags.Clear(Awake)
}
return 0
return false
}
// chase finds the spot for the chaser to move closer to the chasee

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@@ -240,7 +240,7 @@ func (g *RogueGame) dispatch(ch byte) {
g.Kamikaze = true
}
if !g.getDir() {
if !g.promptDirection() {
g.After = false
break
@@ -269,7 +269,7 @@ func (g *RogueGame) dispatch(ch byte) {
continue // the C goto over: fight by running at it
}
case 't':
if !g.getDir() {
if !g.promptDirection() {
g.After = false
} else {
g.missile(g.Delta.Y, g.Delta.X)
@@ -334,7 +334,7 @@ func (g *RogueGame) dispatch(ch byte) {
case 's':
g.search()
case 'z':
if g.getDir() {
if g.promptDirection() {
g.doZap()
} else {
g.After = false
@@ -360,7 +360,7 @@ func (g *RogueGame) dispatch(ch byte) {
g.After = false // "legal" illegal command
case '^':
g.After = false
if g.getDir() {
if g.promptDirection() {
g.Delta.Y += p.Pos.Y
g.Delta.X += p.Pos.X
@@ -386,7 +386,7 @@ func (g *RogueGame) dispatch(ch byte) {
g.Again = false
case 'm':
g.MoveOn = true
if !g.getDir() {
if !g.promptDirection() {
g.After = false
} else {
ch = g.DirCh
@@ -453,7 +453,7 @@ func (g *RogueGame) wizardCommand(ch byte) {
case CTRL('X'):
g.turnSee(p.On(SenseMonsters))
case CTRL('~'):
if item := g.getItem("charge", KindWand); item != nil {
if item, ok := g.promptPackItem("charge", KindWand); ok {
item.Charges = 10000
}
case CTRL('I'):
@@ -738,9 +738,9 @@ func (g *RogueGame) levitCheck() bool {
// call allows a user to call a potion, scroll, or ring something
// (command.c call).
func (g *RogueGame) call() {
obj := g.getItem("call", KindCallable)
obj, ok := g.promptPackItem("call", KindCallable)
// Make certain that it is something that we want to name
if obj == nil {
if !ok {
return
}
@@ -820,7 +820,7 @@ func (g *RogueGame) current(cur *Object, how, where string) {
}
g.InvDescribe = false
g.addmsgf("%c) %s", cur.PackCh, g.invName(cur, true))
g.addmsgf("%c) %s", cur.PackCh, g.inventoryName(cur, true))
g.InvDescribe = true
if where != "" {

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@@ -67,7 +67,7 @@ func (g *RogueGame) fight(mp Coord, weap *Object, thrown bool) bool {
didHit := false
g.HasHit = g.Options.Terse && !g.ToDeath
if g.rollEm(&p.Creature, &tp.Creature, weap, thrown) {
if g.rollAttacks(&p.Creature, &tp.Creature, weap, thrown) {
didHit = false
if thrown {
@@ -104,9 +104,10 @@ func (g *RogueGame) fight(mp Coord, weap *Object, thrown bool) bool {
return didHit
}
// attack has the monster attack the player (fight.c attack). Returns -1 if
// the monster removed itself from the level during its own attack.
func (g *RogueGame) attack(mp *Monster) int {
// attack has the monster attack the player (fight.c attack). removed
// reports that the monster took itself off the level during its own
// attack (the C -1 return).
func (g *RogueGame) attack(mp *Monster) (removed bool) {
p := &g.Player
// Since this is an attack, stop running and any healing that was
// going on at the time.
@@ -128,9 +129,8 @@ func (g *RogueGame) attack(mp *Monster) int {
mname := g.setMname(mp)
oldhp := p.Stats.HP
removed := false
if g.rollEm(&mp.Creature, &p.Creature, nil, false) {
if g.rollAttacks(&mp.Creature, &p.Creature, nil, false) {
if mp.Type != 'I' {
if g.HasHit {
g.addmsgf(". ")
@@ -290,7 +290,7 @@ func (g *RogueGame) attack(mp *Monster) int {
removed = true
g.leavePack(steal, false, false)
g.msg("she stole %s!", g.invName(steal, true))
g.msg("she stole %s!", g.inventoryName(steal, true))
}
}
}
@@ -317,11 +317,7 @@ func (g *RogueGame) attack(mp *Monster) int {
g.Count = 0
g.status()
if removed {
return -1
}
return 0
return removed
}
// swing returns true if the swing hits (fight.c swing).
@@ -332,8 +328,8 @@ func (g *RogueGame) swing(atLvl, opArm, wplus int) bool {
return res+wplus >= need
}
// rollEm rolls several attacks (fight.c roll_em).
func (g *RogueGame) rollEm(thatt, thdef *Creature, weap *Object, hurl bool) bool {
// rollAttacks rolls several attacks (fight.c roll_em).
func (g *RogueGame) rollAttacks(thatt, thdef *Creature, weap *Object, hurl bool) bool {
p := &g.Player
att := &thatt.Stats
def := &thdef.Stats

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@@ -32,7 +32,7 @@ func TestRollEmParsesMultiAttackDice(t *testing.T) {
// With attacker level 20 vs armor 10, swing always hits
// (rnd(20)+wplus >= (20-20)-10 is always true), so three attacks of
// 1x4 + str bonus 1 each must deal between 6 and 15 damage.
if !g.rollEm(att, def, nil, false) {
if !g.rollAttacks(att, def, nil, false) {
t.Fatal("attack with guaranteed swing missed")
}

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@@ -236,8 +236,8 @@ func (g *RogueGame) findObj(y, x int) *Object {
// eat lets her try to eat something (misc.c eat).
func (g *RogueGame) eat() {
obj := g.getItem("eat", KindFood)
if obj == nil {
obj, ok := g.promptPackItem("eat", KindFood)
if !ok {
return
}
@@ -406,9 +406,9 @@ func (g *RogueGame) isCurrent(obj *Object) bool {
return false
}
// getDir sets up the direction coordinate for use in various "prefix"
// commands (misc.c get_dir).
func (g *RogueGame) getDir() bool {
// promptDirection sets up the direction coordinate for use in various
// "prefix" commands (misc.c get_dir).
func (g *RogueGame) promptDirection() bool {
if g.Again && g.LastDir != 0 {
g.Delta = g.lastDelt
g.DirCh = g.LastDir

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@@ -137,7 +137,7 @@ func (g *RogueGame) addPack(obj *Object, silent bool) {
g.addmsgf("you now have ")
}
g.msg("%s (%c)", g.invName(obj, !g.Options.Terse), obj.PackCh)
g.msg("%s (%c)", g.inventoryName(obj, !g.Options.Terse), obj.PackCh)
}
}
@@ -236,7 +236,7 @@ func (g *RogueGame) inventory(list []*Object, kind ObjectKind) bool {
g.NObjs++
g.Msgs.MsgEsc = true
line := string(item.PackCh) + ") " + g.invName(item, false)
line := string(item.PackCh) + ") " + g.inventoryName(item, false)
if g.addLine("%s", line) == Escape {
g.Msgs.MsgEsc = false
g.msg("")
@@ -323,7 +323,7 @@ func (g *RogueGame) moveMsg(obj *Object) {
g.addmsgf("you ")
}
g.msg("moved onto %s", g.invName(obj, true))
g.msg("moved onto %s", g.inventoryName(obj, true))
}
// pickyInven allows the player to inventory a single item (pack.c
@@ -337,7 +337,7 @@ func (g *RogueGame) pickyInven() {
}
if len(p.Pack) == 1 {
g.msg("a) %s", g.invName(p.Pack[0], false))
g.msg("a) %s", g.inventoryName(p.Pack[0], false))
return
}
@@ -354,7 +354,7 @@ func (g *RogueGame) pickyInven() {
for _, obj := range p.Pack {
if mch == obj.PackCh {
g.msg("%c) %s", mch, g.invName(obj, false))
g.msg("%c) %s", mch, g.inventoryName(obj, false))
return
}
@@ -363,23 +363,24 @@ func (g *RogueGame) pickyInven() {
g.msg("'%s' not in pack", unctrl(mch))
}
// getItem picks something out of a pack for a purpose (pack.c get_item).
func (g *RogueGame) getItem(purpose string, kind ObjectKind) *Object {
// promptPackItem picks something out of a pack for a purpose (pack.c
// get_item); ok reports whether the player chose an item.
func (g *RogueGame) promptPackItem(purpose string, kind ObjectKind) (obj *Object, ok bool) {
p := &g.Player
if len(p.Pack) == 0 {
g.msg("you aren't carrying anything")
return nil
return nil, false
}
if g.Again {
if g.LastPick != nil {
return g.LastPick
return g.LastPick, true
}
g.msg("you ran out")
return nil
return nil, false
}
for {
@@ -402,7 +403,7 @@ func (g *RogueGame) getItem(purpose string, kind ObjectKind) *Object {
g.After = false
g.msg("")
return nil
return nil, false
}
g.NObjs = 1 // normal case: person types one char
@@ -411,7 +412,7 @@ func (g *RogueGame) getItem(purpose string, kind ObjectKind) *Object {
if !g.inventory(p.Pack, kind) {
g.After = false
return nil
return nil, false
}
continue
@@ -419,7 +420,7 @@ func (g *RogueGame) getItem(purpose string, kind ObjectKind) *Object {
for _, obj := range p.Pack {
if obj.PackCh == ch {
return obj
return obj, true
}
}

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@@ -16,9 +16,9 @@ type pact struct {
// quaff drinks a potion from the pack (potions.c quaff).
func (g *RogueGame) quaff() {
p := &g.Player
obj := g.getItem("quaff", KindPotion)
obj, ok := g.promptPackItem("quaff", KindPotion)
// Make certain that it is something that we want to drink
if obj == nil {
if !ok {
return
}
@@ -43,7 +43,7 @@ func (g *RogueGame) quaff() {
switch obj.PotionKind() {
case PotionConfusion:
g.doPot(PotionConfusion, !trip)
g.applyPotionFuse(PotionConfusion, !trip)
case PotionPoison:
g.Items.Potions[PotionPoison].Know = true
if p.IsWearing(RingSustainStrength) {
@@ -118,11 +118,11 @@ func (g *RogueGame) quaff() {
g.SeenStairs = g.seenStairs()
}
g.doPot(PotionLSD, true)
g.applyPotionFuse(PotionLSD, true)
case PotionSeeInvisible:
show := p.On(CanSeeInvisible)
g.doPot(PotionSeeInvisible, false)
g.applyPotionFuse(PotionSeeInvisible, false)
if !show {
g.invisOn()
@@ -177,9 +177,9 @@ func (g *RogueGame) quaff() {
g.msg("hey, this tastes great. It make you feel warm all over")
case PotionBlindness:
g.doPot(PotionBlindness, true)
g.applyPotionFuse(PotionBlindness, true)
case PotionLevitation:
g.doPot(PotionLevitation, true)
g.applyPotionFuse(PotionLevitation, true)
}
g.status()
@@ -194,9 +194,9 @@ func (g *RogueGame) raiseLevel() {
g.checkLevel()
}
// doPot does a potion with standard setup: it uses a fuse and turns on a
// flag (potions.c do_pot).
func (g *RogueGame) doPot(kind PotionKind, knowit bool) {
// applyPotionFuse does a potion with standard setup: it uses a fuse and
// turns on a flag (potions.c do_pot).
func (g *RogueGame) applyPotionFuse(kind PotionKind, knowit bool) {
pp := &g.data.pActions[kind]
if !g.Items.Potions[kind].Know {
g.Items.Potions[kind].Know = knowit

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@@ -7,9 +7,9 @@ import "fmt"
// ringOn puts a ring on a hand (rings.c ring_on).
func (g *RogueGame) ringOn() {
p := &g.Player
obj := g.getItem("put on", KindRing)
obj, ok := g.promptPackItem("put on", KindRing)
// Make certain that it is something that we want to wear
if obj == nil {
if !ok {
return
}
@@ -65,7 +65,7 @@ func (g *RogueGame) ringOn() {
g.addmsgf("you are now wearing ")
}
g.msg("%s (%c)", g.invName(obj, true), obj.PackCh)
g.msg("%s (%c)", g.inventoryName(obj, true), obj.PackCh)
}
// ringOff takes off a ring (rings.c ring_off).
@@ -103,7 +103,7 @@ func (g *RogueGame) ringOff() {
}
if g.dropCheck(obj) {
g.msg("was wearing %s(%c)", g.invName(obj, true), obj.PackCh)
g.msg("was wearing %s(%c)", g.inventoryName(obj, true), obj.PackCh)
}
}

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@@ -189,7 +189,7 @@ func (g *RogueGame) totalWinner() {
}
g.scr.Std.MvPrintwf(line, 0, "%c) %5d %s", obj.PackCh, worth,
g.invName(obj, false))
g.inventoryName(obj, false))
line++
p.Purse += worth
}

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@@ -7,8 +7,8 @@ package game
func (g *RogueGame) readScroll() {
p := &g.Player
obj := g.getItem("read", KindScroll)
if obj == nil {
obj, ok := g.promptPackItem("read", KindScroll)
if !ok {
return
}

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@@ -14,8 +14,8 @@ const (
func (g *RogueGame) doZap() {
p := &g.Player
obj := g.getItem("zap with", KindWand)
if obj == nil {
obj, ok := g.promptPackItem("zap with", KindWand)
if !ok {
return
}

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@@ -94,7 +94,7 @@ type gameData struct {
initWeaps [NumWeaponTypes]weaponSetup
// pActions is potions.c p_actions[]. The P_SEEINVIS message is dynamic
// (it names the fruit) and is computed in doPot.
// (it names the fruit) and is computed in applyPotionFuse.
pActions [NumPotionTypes]pact
// idType maps identify scrolls to the kind of item they identify

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@@ -9,7 +9,7 @@ import (
// invName returns the name of something as it would appear in an inventory
// (things.c inv_name).
func (g *RogueGame) invName(obj *Object, drop bool) string {
func (g *RogueGame) inventoryName(obj *Object, drop bool) string {
var pb strings.Builder
which := obj.Which
@@ -142,8 +142,8 @@ func (g *RogueGame) dropIt() {
return
}
obj := g.getItem("drop", KindNone)
if obj == nil {
obj, ok := g.promptPackItem("drop", KindNone)
if !ok {
return
}
@@ -162,7 +162,7 @@ func (g *RogueGame) dropIt() {
g.HasAmulet = false
}
g.msg("dropped %s", g.invName(obj, true))
g.msg("dropped %s", g.inventoryName(obj, true))
}
// dropCheck does special checks for dropping or unwielding|unwearing|
@@ -392,7 +392,7 @@ func (g *RogueGame) printDisc(typ byte) {
if info[order[i]].Know || info[order[i]].Guess != "" {
obj.Kind = objectKindForGlyph(typ)
obj.Which = order[i]
g.addLine("%s", g.invName(&obj, false))
g.addLine("%s", g.inventoryName(&obj, false))
numFound++
}

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@@ -9,8 +9,8 @@ const noWeapon WeaponKind = -1
// missile fires a missile in a given direction (weapons.c missile).
func (g *RogueGame) missile(ydelta, xdelta int) {
// Get which thing we are hurling
obj := g.getItem("throw", KindWeapon)
if obj == nil {
obj, ok := g.promptPackItem("throw", KindWeapon)
if !ok {
return
}
@@ -113,8 +113,8 @@ func (g *RogueGame) wield() {
p.CurWeapon = oweapon
obj := g.getItem("wield", KindWeapon)
if obj == nil {
obj, ok := g.promptPackItem("wield", KindWeapon)
if !ok {
g.After = false
return
@@ -133,7 +133,7 @@ func (g *RogueGame) wield() {
return
}
sp := g.invName(obj, true)
sp := g.inventoryName(obj, true)
p.CurWeapon = obj
if !g.Options.Terse {

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@@ -119,7 +119,7 @@ func (g *RogueGame) whatis(insist bool, kind ObjectKind) {
var obj *Object
for {
obj = g.getItem("identify", kind)
obj, _ = g.promptPackItem("identify", kind)
if !insist {
break
@@ -161,7 +161,7 @@ func (g *RogueGame) whatis(insist bool, kind ObjectKind) {
setKnow(obj, g.Items.Rings[:])
}
g.msg("%s", g.invName(obj, false))
g.msg("%s", g.inventoryName(obj, false))
}
// setKnow sets things up when we really know what a thing is (wizard.c