Part 2 was written as a design sketch before the port was implemented and
refactored, so much of it described the planned code rather than the final
code. Updated the RogueGame/Stats/Object/Flags/Level sketches to the current
names and types (typed ObjectKind, DiceSpec, split o_arm fields, step-1 flag
names, TrapCount, Level list methods); rewrote §4.7 to say the static tables
now live on the per-game gameData struct (no package globals); noted the
daemon and effect handler tables (step 7), the MessageLine extraction (step 6),
the Terminal interface, the flat gob SaveState, and the New(Params) +
os.Exit-on-game-over design (step 8). Added §7.1, a C-name → Go-name rename
table, and a README note about the make targets. Docs only.
One game run is one process, so game-over ends the process directly,
as the C game did with exit(). myExit now restores the terminal
(via the new Terminal.Fini) and calls os.Exit(0); the gameEnd sentinel,
the recover in Run, and the recover in DeathDemo are gone. Run() no
longer returns an error (it does not return — the game exits from
within), and playit's pre-loop setup is split into startLevel/prePlay
so tests can drive a bounded number of turns.
Because death (combat, and starvation over a long session) now exits
the process, the four Run()-to-completion tests can no longer run
through the exit path: TestDeathUnwindsWithGameEnd is removed (it
tested the deleted unwind), the crash-sweep and quit/save session
tests are dropped, and TestRunDownStairs is reworked to drive the
turn loop for a single descend. Score rendering, previously checked
after a scripted quit, is now covered directly by TestScoreRendersList.
Save/restore integrity remains covered by TestSaveRestoreRoundTrip.
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.
Adds a minimal Makefile wrapping the toolchain the way sneak's other
repos expose it:
- fmt gofmt -w plus prettier (4-space tabs, proseWrap: always)
- fmt-check fail if any Go or Markdown file is unformatted
- lint golangci-lint run ./...
- test go test ./...
- check fmt-check + lint + test (the local pre-commit gate)
Running make fmt normalizes the four existing Markdown docs to the
shared prettier style (80-column proseWrap: always, aligned tables) —
a one-time reflow with no content change. The repo remains exempt from
the rest of the policy scaffold (no Dockerfile, CI, or REPO_POLICIES).
TestSaveRestoreRoundTrip, TestNewGameRandomizesAppearances, and
TestNewLevelInvariants split their assertion blocks into t.Helper()
sub-checks. The lint run is now completely clean (0 issues).
score splits into scoreInsert/scoreLines/showScores; wakeMonster gains
meanWakes/medusaCatches/medusaGaze predicates and effect. Behavior and
RNG call order unchanged.
digRooms splits into digRoom/placeGoneRoom/placeMazeRoom/
placeNormalRoom/roomGold/roomMonster; dig gains digPick/digWallGap;
findFloorImpl gains floorChar; enterRoom and leaveRoom gain per-cell
helpers. rooms.go is complexity-clean. Behavior and RNG call order
unchanged.
runDaemon's switch becomes gameData.daemonHandlers (the C d_func
function pointers restored as method expressions); stomach splits into
stomachFaint/stomachDigest; visuals gains visualMonsters. daemons.go
is complexity-clean. Behavior and RNG call order unchanged.
saveGame splits into askDefaultSave/saveFileName/saveCheckOverwrite/
askOverwrite around a saveAnswer tri-state; snapshot gains destRefFor;
applySnapshot gains applyMonsters/applyDests. save.go is
complexity-clean. Behavior unchanged.
inventoryName splits into nameScroll/nameFood/nameWeapon/nameArmor/
describeWorn/fixNameCase; newThing gains newFoodThing/newWeaponThing/
newArmorThing/newRingThing; dropCheck gains dropRing; addLine splits
into addLineSlow/addLinePaged/addLineOverlay. things.go is
complexity-clean. Behavior and RNG call order unchanged.
addPack splits into pickupScareScroll and packInsert with
packScanKind/packScanWhich/packMatch/packMatchGroup for the C
linked-list walk; promptPackItem gains repeatLastItem and
promptItemPurpose; inventory's empty-handed messages flatten via
chooseTerse. pack.go is complexity-clean. Behavior unchanged.
digPassages gains pickNeighbor; connectRooms splits into
connOrient/connPlanDown/connPlanRight/connEnd/digCorridor around a
corridorPlan struct; addPass gains addPassSpot; the shared door/
secret-door predicate becomes hiddenExit. passages.go is
complexity-clean. Behavior and RNG call order unchanged.
The be_trapped switch becomes gameData.trapHandlers with one trap*
method per trap kind (mystery messages split in two); moveHero splits
into moveTarget/moveResolve/moveEnter/moveOnto/offMap; passageTurn
gains per-axis passageTurnVertical/Horizontal. move.go is
complexity-clean. Behavior and RNG call order unchanged.
chase splits into chaseBestSpot/chaseTry/scareScrollAt with a
chaseSearch state struct; chaseStep gains chaseRooms, chaseGoal,
dragonBreath/dragonShoots, and chaseTakeObject; runners gains
runnerTurn; findDest gains objectClaimed. chase.go is complexity-clean.
Behavior and RNG call order unchanged.
The ordinary command keys move into gameData.commandHandlers (method
expressions and small literals); dispatchKey keeps only re-dispatching
prefixes (runCommand/fightCommand/repeatCommand/moveOnCommand) and the
wizard fallthrough. command() splits into playTurn/turnUpkeep/
readCommand/executeCommand/countPrefix/ringTurnEffects; search gains
searchSpot/searchFloor; help gains helpOne/helpAll/helpLines; call
gains callTarget/callPrelude; wizardCommand splits in two plus
wizardKit; uLevel and current flatten to early returns. command.go is
complexity-clean. Behavior and RNG call order unchanged.
look's nine-square scan splits into lookAround/lookCell with a
lookScan state struct and guard helpers (lookSkips,
lookForeignPassage, lookDiagonalBlocked, lookCellChar, lookShow,
lookRunCheck, atRunEdge); promptDirection gains deltaFor and
confuseDirection. misc.go is complexity-clean. Behavior and RNG call
order unchanged.
The monster special-power switch in attack becomes
gameData.hitHandlers (indexed by monster letter); attack splits into
monsterHit/monsterMiss; fight gains revealXeroc and heroHits;
rollAttacks gains weaponAttack, wieldedRingBonus, and defenderArmor;
killed gains killedSpecial. fight.go is complexity-clean. Behavior and
RNG call order unchanged.
The fire_bolt loop splits into boltDirChar, boltBounces,
boltStrikesMonster, and boltStrikesHero; loop state (hitHero/changed/
used) stays in fireBolt. Effect order and RNG calls unchanged.
The do_zap switch becomes gameData.zapHandlers, indexed by WandKind;
the shared monster-ray preamble is zapRayMonster/zapVictim, teleport
away/to and the three bolt wands share handlers, and a false return
aborts the zap without spending a charge (drain life on a too-weak
hero, as in C). Effect order and RNG call sequence unchanged.
The read_scroll switch becomes gameData.readHandlers, indexed by
ScrollKind; the five identify scrolls share one handler. The magic
mapping cell logic is extracted into revealSpot. Effect order and RNG
call sequence unchanged.
The quaff switch becomes gameData.quaffHandlers, a method-expression
table indexed by PotionKind; each case body moved verbatim into a
quaff* method. Effect order and RNG call sequence unchanged.
Refactor step 6. MessageLine (was MsgLine) owns the msg/addmsg/endmsg
machinery, wired to its screen, pre---More-- redraw, and input via
attach(); RogueGame keeps one-line msg/addmsgf/endmsg shorthands so
the ~400 call sites are unchanged. Player gains nextPackChar and
removeFromPack (the state half of pack.c leave_pack); leavePack keeps
only the LastPick repeat-command tracking. Level gains ObjectAt
(misc.c find_obj) and AddObject/RemoveObject/AddMonster/RemoveMonster,
replacing direct attach/detach calls on the level lists. Inventory and
pickup UI flows stay on RogueGame: display and orchestration, not
state surgery. Behavior and RNG order unchanged; suite green.
Refactor step 5, combat: rollEm→rollAttacks; attack, moveMonster, and
chaseStep return (removed bool) instead of the C -1/0 int codes.
Behavior unchanged; suite green.
getItem→promptPackItem now returns (obj, ok) instead of a nil-signaling
pointer; invName→inventoryName; doPot→applyPotionFuse. C breadcrumbs
kept. Behavior unchanged; suite green.