Rename getDir to promptDirection; rotate TODO (step 5 done)
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40
TODO.md
40
TODO.md
@@ -29,14 +29,21 @@ Refactor ground rules:
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# Next Step
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Refactor step 5: method renames, items/combat/UI subsystems
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(invName→inventoryName, rollEm→rollAttacks, doPot→applyPotionFuse,
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getItem→promptPackItem returning (obj, ok), getDir→promptDirection);
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int status codes (attack returning -1) become named results. Two or
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three commits, one subsystem each.
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Refactor step 6: extract types from the god object — MessageLine
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owns the msg/addmsg/endmsg machinery; pack/inventory operations move
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onto *Player; monster/object list management and map queries
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consolidate onto *Level; RogueGame keeps turn orchestration and
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cross-system effects only.
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# Completed Steps
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- 2026-07-07 Refactor step 5 (refactor/item-combat-ui-renames, three
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commits, one subsystem each): items — getItem→promptPackItem now
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returning (obj, ok), invName→inventoryName, doPot→applyPotionFuse;
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combat — rollEm→rollAttacks, attack/moveMonster/chaseStep return
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(removed bool) instead of C -1/0 int codes; UI —
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getDir→promptDirection. C breadcrumbs kept; suite green.
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- 2026-07-07 Refactor step 4 (refactor/movement-renames): movement/world
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renames (doMove→moveHero, beTrapped→springTrap, rndmove→randomStep,
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doRooms/doPassages/doMaze→digRooms/digPassages/digMaze,
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@@ -110,36 +117,31 @@ three commits, one subsystem each.
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# Future Steps
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1. Refactor step 6: extract types from the god object — MessageLine
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owns the msg/addmsg/endmsg machinery; pack/inventory operations move
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onto *Player; monster/object list management and map queries
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consolidate onto *Level; RogueGame keeps turn orchestration and
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cross-system effects only.
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2. Refactor step 7: effects dispatch — the giant quaff/readScroll/doZap
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1. Refactor step 7: effects dispatch — the giant quaff/readScroll/doZap
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switches become per-kind handler tables of small named methods,
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keeping effect order and RNG call sequence identical. This step also
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clears the outstanding cyclop/gocognit/nestif lint findings.
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3. Refactor step 8: constructor and style pass per the house
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2. Refactor step 8: constructor and style pass per the house
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styleguide — game.New(game.Params{...}) replacing NewGame(Config);
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replace the gameEnd panic unwind with error-based turn results where
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feasible; 77-column wrap sweep.
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4. Docs refresh: update ARCHITECTURE.md Part 2 and README.md for the
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3. Docs refresh: update ARCHITECTURE.md Part 2 and README.md for the
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post-refactor names; add the C name → Go name rename table.
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5. Playtest hardening pass: play several full games with the tcell
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4. Playtest hardening pass: play several full games with the tcell
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binary and extend run_test.go to script a deeper multi-level
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playthrough (descend past level 5, use potions, scrolls, zapping,
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save/restore). Fix any panics, message mismatches, or divergences
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from the C behavior that this uncovers, with regression tests.
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6. Verify the seed-compatibility claim against the C reference on
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5. Verify the seed-compatibility claim against the C reference on
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c-master: same seed, same dungeon, same item tables, for several
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seeds.
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7. Broaden unit test coverage where playtesting finds thin spots
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6. Broaden unit test coverage where playtesting finds thin spots
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(rings, sticks, wizard commands).
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8. Tag a release once a full game (Amulet retrieval and score entry)
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7. Tag a release once a full game (Amulet retrieval and score entry)
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completes without defects.
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9. Full-terminal-size support (deferred by explicit decision
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8. Full-terminal-size support (deferred by explicit decision
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2026-07-06): per-game dungeon dimensions instead of the 80x24
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constants; open design questions are resize policy, gameplay
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tuning at larger sizes, and a --classic 80x24 mode.
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10. Note: this repo is exempt from the standard policy scaffold. Do not
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9. Note: this repo is exempt from the standard policy scaffold. Do not
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add Makefile, Dockerfile, or REPO_POLICIES.md.
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@@ -240,7 +240,7 @@ func (g *RogueGame) dispatch(ch byte) {
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g.Kamikaze = true
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}
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if !g.getDir() {
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if !g.promptDirection() {
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g.After = false
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break
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@@ -269,7 +269,7 @@ func (g *RogueGame) dispatch(ch byte) {
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continue // the C goto over: fight by running at it
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}
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case 't':
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if !g.getDir() {
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if !g.promptDirection() {
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g.After = false
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} else {
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g.missile(g.Delta.Y, g.Delta.X)
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@@ -334,7 +334,7 @@ func (g *RogueGame) dispatch(ch byte) {
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case 's':
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g.search()
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case 'z':
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if g.getDir() {
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if g.promptDirection() {
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g.doZap()
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} else {
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g.After = false
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@@ -360,7 +360,7 @@ func (g *RogueGame) dispatch(ch byte) {
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g.After = false // "legal" illegal command
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case '^':
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g.After = false
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if g.getDir() {
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if g.promptDirection() {
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g.Delta.Y += p.Pos.Y
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g.Delta.X += p.Pos.X
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@@ -386,7 +386,7 @@ func (g *RogueGame) dispatch(ch byte) {
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g.Again = false
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case 'm':
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g.MoveOn = true
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if !g.getDir() {
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if !g.promptDirection() {
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g.After = false
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} else {
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ch = g.DirCh
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@@ -406,9 +406,9 @@ func (g *RogueGame) isCurrent(obj *Object) bool {
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return false
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}
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// getDir sets up the direction coordinate for use in various "prefix"
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// commands (misc.c get_dir).
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func (g *RogueGame) getDir() bool {
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// promptDirection sets up the direction coordinate for use in various
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// "prefix" commands (misc.c get_dir).
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func (g *RogueGame) promptDirection() bool {
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if g.Again && g.LastDir != 0 {
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g.Delta = g.lastDelt
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g.DirCh = g.LastDir
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