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43
TODO.md
43
TODO.md
@@ -29,16 +29,35 @@ Refactor ground rules:
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# Next Step
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Playtest hardening pass: play several full games with the tcell binary and
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extend run_test.go to drive a deeper multi-level playthrough (descend past level
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5, use potions, scrolls, zapping, save/restore). Note: game-over now exits the
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process (step 8), so scripted drives must stay bounded and avoid
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death/quit/save-command; exercise the exit paths (death display, 'S' save)
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another way if needed. Fix any panics, message mismatches, or divergences from
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the C behavior that this uncovers, with regression tests.
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Broaden unit test coverage where playtesting finds thin spots (rings, sticks,
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wizard commands).
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# Completed Steps
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- 2026-07-24 Seed compatibility — item tables (seed-compat): instrumented the C
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reference on modern-rogue with a DUMP mode (testdata/c_seedcompat.patch) that
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forces the RNG seed and prints the per-seed item appearance tables (potion
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colors, scroll names, ring stones, wand/staff materials) before initscr, and
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captured its output for four seeds as testdata/item_tables.golden.
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TestSeedCompatItemTables regenerates the same tables from the Go port and they
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match byte for byte — proving the LCG and its consumption order through the
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whole init sequence agree with C. The remaining "same dungeon (map)" half
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would need the harder headless-curses C dump (new_level draws to curses);
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deferred — the item-table match already validates RNG-order faithfulness
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through init, and the Go generation goldens guard determinism thereafter.
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- 2026-07-23 Playtest hardening (playtest-hardening): added two death-safe
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crash-sweep drives through the real turn loop, within the step-8 os.Exit
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constraint (a fortify() helper pins HP/food/exp and clears the freeze/stuck
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counters each turn so no death exits the test binary; fixed seeds keep them
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deterministic). TestDeepPlaythrough uses quaff/read/zap through command
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dispatch, then descends to depth 8 with a save/restore at depth 4;
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TestTurnLoopCrashSweep mashes movement/search/rest for 200 turns on four
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seeds. Neither surfaced a panic. The interactive "play several games at a real
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tcell terminal" portion needs a human at an 80x24 terminal and is left to the
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maintainer; the binary's non-interactive paths (`-s` scores) were
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smoke-tested.
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- 2026-07-23 Docs refresh (docs-refresh): rewrote ARCHITECTURE.md Part 2 (the
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pre-implementation design sketch) to match the final code — current type/field
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names (ObjectKind, DiceSpec, split o_arm, step-1 flag names, TrapCount, Level
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@@ -157,17 +176,13 @@ the C behavior that this uncovers, with regression tests.
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# Future Steps
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1. Verify the seed-compatibility claim against the C reference on c-master: same
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seed, same dungeon, same item tables, for several seeds.
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2. Broaden unit test coverage where playtesting finds thin spots (rings, sticks,
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wizard commands).
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3. Tag a release once a full game (Amulet retrieval and score entry) completes
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1. Tag a release once a full game (Amulet retrieval and score entry) completes
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without defects.
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4. Full-terminal-size support (deferred by explicit decision 2026-07-06):
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2. Full-terminal-size support (deferred by explicit decision 2026-07-06):
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per-game dungeon dimensions instead of the 80x24 constants; open design
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questions are resize policy, gameplay tuning at larger sizes, and a --classic
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80x24 mode.
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5. Note: this repo is exempt from the standard policy scaffold. A minimal dev
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3. Note: this repo is exempt from the standard policy scaffold. A minimal dev
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Makefile (fmt/fmt-check/lint/test/check targets) exists per sneak's
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2026-07-07 request, but do not add a Dockerfile, CI config, or
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REPO_POLICIES.md.
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135
game/run_test.go
135
game/run_test.go
@@ -1,10 +1,25 @@
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package game
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import (
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"path/filepath"
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"strings"
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"testing"
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)
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// fortify makes the hero effectively immortal for a crash-sweep drive:
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// game-over now calls myExit and os.Exit(0) (step 8), which would kill the
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// test binary, so every death vector is neutralized. Re-applied each turn
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// because combat, digestion, freezing, and level drain chip away at these.
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func fortify(g *RogueGame) {
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p := &g.Player
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p.Stats.HP = 30000 // survive combat, arrow/dart traps, bolts
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p.Stats.MaxHP = 30000 // survive vampire max-hp drain
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p.Stats.Exp = 30000 // survive wraith level drain (death when exp hits 0)
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p.FoodLeft = 30000 // never starve
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g.NoCommand = 0 // never freeze to death (ice monster / sleep trap)
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g.NoMove = 0 // never stay stuck in a bear trap
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}
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// driveTurns runs the game's per-turn loop up to n times, doing the same
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// first-level and pre-play setup Run() does. Run() itself no longer
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// returns — game-over exits the process — so tests drive command()
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@@ -67,3 +82,123 @@ func TestScoreRendersList(t *testing.T) {
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t.Error("score list not on screen")
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}
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}
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// TestDeepPlaythrough drives a fortified hero through the real command loop:
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// quaff/read/zap on the first level, then descend through the staircase to
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// depth 8, saving and restoring mid-way. It is a crash sweep of the turn
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// engine, deep level generation, item effects, and mid-game save/restore.
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// The hero is fortified so no death exits the process (step 8), and the fixed
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// seed keeps it deterministic.
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func TestDeepPlaythrough(t *testing.T) {
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g := New(Params{Seed: 4242, Wizard: true, Term: &testTerm{}})
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g.startLevel()
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g.prePlay()
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fortify(g)
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// Stock and use one of each consumable through the command dispatch.
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pot := give(g, &Object{Kind: KindPotion, Which: int(PotionHealing)})
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scr := give(g, &Object{Kind: KindScroll, Which: int(ScrollMagicMapping)})
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wand := newObject()
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wand.Kind = KindWand
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wand.Which = int(WandLight)
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wand.Charges = 5
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zap := give(g, wand)
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setInput(t, g, 'q', pot) // quaff healing
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g.command()
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setInput(t, g, 'r', scr) // read magic mapping
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g.command()
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setInput(t, g, 'z', 'h', zap) // zap the light wand west
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g.command()
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fortify(g)
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// Each consumable identifies itself on use, confirming the q/r/z
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// commands actually ran through dispatch (not aborted on a bad prompt).
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if !g.Items.Potions[PotionHealing].Know {
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t.Error("quaff command did not identify the healing potion")
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}
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if !g.Items.Scrolls[ScrollMagicMapping].Know {
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t.Error("read command did not identify the magic-mapping scroll")
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}
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if !g.Items.Sticks[WandLight].Know {
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t.Error("zap command did not identify the light wand")
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}
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const wantDepth = 8
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for g.Depth < wantDepth {
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g.Player.Pos = g.Level.Stairs // stand on the stairs
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setInput(t, g, '>', '.') // '>' descends (free), '.' pays the turn
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g.command()
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fortify(g)
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if g.Depth == 4 {
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g = saveAndRestore(t, g)
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fortify(g)
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}
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}
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if g.Depth != wantDepth {
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t.Errorf("depth = %d after descending, want %d", g.Depth, wantDepth)
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}
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if g.Player.Stats.HP <= 0 {
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t.Error("hero died during the playthrough")
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}
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}
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// TestTurnLoopCrashSweep mashes movement, search, and rest through the real
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// turn loop for many turns on several seeds, exercising combat, monster AI,
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// and traps. The hero is fortified each turn so nothing exits the process,
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// and the fixed seeds keep it deterministic; the point is to surface panics.
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func TestTurnLoopCrashSweep(t *testing.T) {
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// A generous mix of movement, search, and rest. The spaces between
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// commands double as answers to any --More-- prompt (wait_for eats
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// everything up to a space); without them one prompt would swallow the
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// rest of the script. The script is long enough that the bounded drive
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// never exhausts it (which would spin on the auto-fed prompt input).
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script := []byte(strings.Repeat("h j k l y u b n s . ", 400))
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for _, seed := range []int32{1, 99, 2026, 31337} {
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g := New(Params{Seed: seed, Term: &testTerm{input: script}})
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g.startLevel()
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g.prePlay()
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for range 200 {
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fortify(g)
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g.command()
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}
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if g.Player.Stats.HP <= 0 {
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t.Errorf("seed %d: hero died despite fortify", seed)
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}
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}
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}
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// saveAndRestore snapshots the game to a file, restores it, checks the key
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// state survived, and returns the restored game ready to keep playing.
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func saveAndRestore(t *testing.T, g *RogueGame) *RogueGame {
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t.Helper()
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path := filepath.Join(t.TempDir(), "deep.save")
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saveErr := g.saveFile(path)
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if saveErr != nil {
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t.Fatalf("saveFile: %v", saveErr)
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}
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h, err := Restore(path, Params{Wizard: true, 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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if h.Depth != g.Depth || h.Player.Purse != g.Player.Purse {
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t.Errorf("restored game diverged: depth %d/%d purse %d/%d",
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h.Depth, g.Depth, h.Player.Purse, g.Player.Purse)
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}
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return h
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}
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98
game/seedcompat_test.go
Normal file
98
game/seedcompat_test.go
Normal file
@@ -0,0 +1,98 @@
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package game
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import (
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"fmt"
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"os"
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"strings"
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"testing"
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)
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// dumpItemTables formats a game's per-seed item appearance tables in the
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// same layout the instrumented C reference prints: the potion colors,
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// scroll names, ring stones, and wand/staff materials, each generated by
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// consuming the RNG in a fixed order during New().
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func dumpItemTables(seed int32, g *RogueGame) string {
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var b strings.Builder
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fmt.Fprintf(&b, "SEED %d\n", seed)
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fmt.Fprintln(&b, "POTIONS")
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for _, c := range g.Items.PotColors {
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fmt.Fprintln(&b, c)
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}
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fmt.Fprintln(&b, "SCROLLS")
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for _, s := range g.Items.ScrNames {
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fmt.Fprintln(&b, s)
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}
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fmt.Fprintln(&b, "RINGS")
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for _, s := range g.Items.RingStones {
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fmt.Fprintln(&b, s)
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}
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fmt.Fprintln(&b, "STICKS")
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for i := range g.Items.WandType {
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fmt.Fprintf(&b, "%s %s\n", g.Items.WandType[i], g.Items.WandMade[i])
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}
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return b.String()
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}
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// TestSeedCompatItemTables proves the port's seed-compatibility claim: for
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// the same seed, the Go game generates the exact per-seed item appearance
|
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// tables as the C reference on modern-rogue. That requires the LCG and its
|
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// consumption order through the whole init sequence (init_probs →
|
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// init_player → init_names → init_colors → init_stones → init_materials) to
|
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// match C byte for byte. The golden is captured from an instrumented build
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// of the C game (testdata/README.md).
|
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func TestSeedCompatItemTables(t *testing.T) {
|
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golden, err := os.ReadFile("testdata/item_tables.golden")
|
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if err != nil {
|
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t.Fatalf("read golden: %v", err)
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}
|
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|
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// These must match the seeds the golden was generated from
|
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// (testdata/README.md).
|
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seeds := []int32{1, 42, 12345, 99999}
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var got strings.Builder
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|
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for _, seed := range seeds {
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g := New(Params{Seed: seed, Wizard: true})
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got.WriteString(dumpItemTables(seed, g))
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}
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|
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if got.String() != string(golden) {
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t.Errorf("Go item tables diverge from the C reference at %s",
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firstDiff(string(golden), got.String()))
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}
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}
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|
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// firstDiff returns a description of the first line where want and got
|
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// differ, for a readable failure.
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func firstDiff(want, got string) string {
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wl := strings.Split(want, "\n")
|
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gl := strings.Split(got, "\n")
|
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|
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for i := 0; i < len(wl) || i < len(gl); i++ {
|
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w, g := "", ""
|
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if i < len(wl) {
|
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w = wl[i]
|
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}
|
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|
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if i < len(gl) {
|
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g = gl[i]
|
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}
|
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|
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if w != g {
|
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return fmt.Sprintf("line %d: C=%q Go=%q", i+1, w, g)
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}
|
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}
|
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|
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return "no line difference (trailing content?)"
|
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}
|
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27
game/testdata/README.md
vendored
Normal file
27
game/testdata/README.md
vendored
Normal file
@@ -0,0 +1,27 @@
|
||||
# Seed-compatibility golden
|
||||
|
||||
`item_tables.golden` is the per-seed item appearance tables (potion colors,
|
||||
scroll names, ring stones, wand/staff materials) captured from the **C
|
||||
reference** on the `modern-rogue` branch, for the seeds in the `seeds` list in
|
||||
`TestSeedCompatItemTables`. That test regenerates the same tables from the Go
|
||||
port and checks they match byte for byte — proving the LCG and its consumption
|
||||
order through the whole init sequence (`init_probs` → `init_player` →
|
||||
`init_names` → `init_colors` → `init_stones` → `init_materials`) agree with C.
|
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|
||||
## Regenerating the golden
|
||||
|
||||
`c_seedcompat.patch` adds a `DUMP` mode to the C `main.c`: with `DUMP` set it
|
||||
forces the RNG seed from `SEED`, runs the item-table init in the normal order,
|
||||
prints the tables, and exits before `initscr` (so no terminal is needed).
|
||||
|
||||
```sh
|
||||
# from a checkout of the C reference (modern-rogue branch):
|
||||
git archive modern-rogue | tar -x -C /tmp/rogue-c
|
||||
cd /tmp/rogue-c
|
||||
patch -p1 < .../game/testdata/c_seedcompat.patch
|
||||
./configure && make
|
||||
for s in 1 42 12345 99999; do DUMP=1 SEED=$s ./rogue; done \
|
||||
> .../game/testdata/item_tables.golden
|
||||
```
|
||||
|
||||
The seed list must match the `seeds` slice in `TestSeedCompatItemTables`.
|
||||
37
game/testdata/c_seedcompat.patch
vendored
Normal file
37
game/testdata/c_seedcompat.patch
vendored
Normal file
@@ -0,0 +1,37 @@
|
||||
--- a/main.c 2026-07-24 03:02:38
|
||||
+++ b/main.c 2026-07-24 02:48:31
|
||||
@@ -63,6 +63,34 @@
|
||||
#endif
|
||||
dnum = lowtime + md_getpid();
|
||||
seed = dnum;
|
||||
+
|
||||
+ /* SEEDCOMPAT: dump the per-game item appearance tables for a fixed
|
||||
+ * seed and exit, without initscr. The init sequence and everything
|
||||
+ * it consumes from rnd() mirror the normal startup (main.c), so the
|
||||
+ * tables are exactly what a real game with SEED would show. */
|
||||
+ if (getenv("DUMP") != NULL)
|
||||
+ {
|
||||
+ int di;
|
||||
+ char *sv = getenv("SEED");
|
||||
+ if (sv != NULL)
|
||||
+ seed = atoi(sv);
|
||||
+ printf("SEED %d\n", seed);
|
||||
+ init_probs();
|
||||
+ init_player();
|
||||
+ init_names();
|
||||
+ init_colors();
|
||||
+ init_stones();
|
||||
+ init_materials();
|
||||
+ printf("POTIONS\n");
|
||||
+ for (di = 0; di < MAXPOTIONS; di++) printf("%s\n", p_colors[di]);
|
||||
+ printf("SCROLLS\n");
|
||||
+ for (di = 0; di < MAXSCROLLS; di++) printf("%s\n", s_names[di]);
|
||||
+ printf("RINGS\n");
|
||||
+ for (di = 0; di < MAXRINGS; di++) printf("%s\n", r_stones[di]);
|
||||
+ printf("STICKS\n");
|
||||
+ for (di = 0; di < MAXSTICKS; di++) printf("%s %s\n", ws_type[di], ws_made[di]);
|
||||
+ exit(0);
|
||||
+ }
|
||||
|
||||
open_score();
|
||||
|
||||
260
game/testdata/item_tables.golden
vendored
Normal file
260
game/testdata/item_tables.golden
vendored
Normal file
@@ -0,0 +1,260 @@
|
||||
SEED 1
|
||||
POTIONS
|
||||
tangerine
|
||||
white
|
||||
ecru
|
||||
gold
|
||||
amber
|
||||
violet
|
||||
vermilion
|
||||
pink
|
||||
aquamarine
|
||||
plaid
|
||||
clear
|
||||
orange
|
||||
cyan
|
||||
tan
|
||||
SCROLLS
|
||||
miwhon garsnanih
|
||||
xomimi roke eshwedshu
|
||||
potwexrol ipbjorod turs evsnelg
|
||||
bekornan oxyfatox
|
||||
iv wexpo wun
|
||||
ha sefnelgtue whon pay
|
||||
alari wedit
|
||||
zantmon umzonski umwhonjo yot
|
||||
bluoxun rokkho yottrol sta
|
||||
vomarg microgcomp iteulkshu mung
|
||||
jo urokeep yuskiun
|
||||
ox xozantaks klisstaevs ag
|
||||
ipnih bek
|
||||
shu ami erk
|
||||
nejti zim
|
||||
iprol mic ishoxyvom fagan
|
||||
reacreti oodrol
|
||||
bytsri solsa tabu fri
|
||||
RINGS
|
||||
agate
|
||||
zircon
|
||||
jade
|
||||
tiger eye
|
||||
onyx
|
||||
germanium
|
||||
lapis lazuli
|
||||
emerald
|
||||
taaffeite
|
||||
kryptonite
|
||||
garnet
|
||||
ruby
|
||||
turquoise
|
||||
pearl
|
||||
STICKS
|
||||
wand steel
|
||||
wand platinum
|
||||
staff redwood
|
||||
staff pine
|
||||
wand silicon
|
||||
staff spruce
|
||||
staff pecan
|
||||
wand bone
|
||||
staff maple
|
||||
wand zinc
|
||||
wand iron
|
||||
wand pewter
|
||||
wand electrum
|
||||
staff dogwood
|
||||
SEED 42
|
||||
POTIONS
|
||||
blue
|
||||
green
|
||||
grey
|
||||
amber
|
||||
violet
|
||||
gold
|
||||
pink
|
||||
tan
|
||||
purple
|
||||
yellow
|
||||
plaid
|
||||
magenta
|
||||
turquoise
|
||||
cyan
|
||||
SCROLLS
|
||||
bek itod oxytaod oxy
|
||||
tarhovzant cre sname oxroy
|
||||
plemik ganod hyd wergerkpot
|
||||
hyd sol um bekzok
|
||||
esh eep ganmung
|
||||
anera ishsa ingala mon
|
||||
alasniklech viv
|
||||
yunejorn garro con nej
|
||||
dotrolther gopum eltitrol trolmonsri
|
||||
nes alazum
|
||||
itegopmung ti
|
||||
ere haeta wergla
|
||||
nejerecre poipi iprea
|
||||
ha falechrhov
|
||||
monskiwex sabitla frido
|
||||
rhovmar sno
|
||||
mar bekurzant satbuzum
|
||||
somon sri
|
||||
RINGS
|
||||
carnelian
|
||||
onyx
|
||||
jade
|
||||
granite
|
||||
stibotantalite
|
||||
kryptonite
|
||||
lapis lazuli
|
||||
germanium
|
||||
garnet
|
||||
tiger eye
|
||||
opal
|
||||
topaz
|
||||
agate
|
||||
peridot
|
||||
STICKS
|
||||
staff birch
|
||||
staff ebony
|
||||
staff redwood
|
||||
wand gold
|
||||
wand copper
|
||||
wand aluminum
|
||||
wand titanium
|
||||
wand mercury
|
||||
staff cypress
|
||||
staff bamboo
|
||||
staff dogwood
|
||||
wand silicon
|
||||
staff zebrawood
|
||||
wand beryllium
|
||||
SEED 12345
|
||||
POTIONS
|
||||
purple
|
||||
black
|
||||
grey
|
||||
brown
|
||||
plaid
|
||||
violet
|
||||
vermilion
|
||||
ecru
|
||||
orange
|
||||
turquoise
|
||||
tan
|
||||
magenta
|
||||
silver
|
||||
gold
|
||||
SCROLLS
|
||||
readalf shuplu ivnin
|
||||
plelaiv solel skibyt monha
|
||||
xo wun
|
||||
wedyfri o ewhonxo favompay
|
||||
eep zantreanelg
|
||||
plu buxo
|
||||
un zontabdan
|
||||
bie snik
|
||||
ulkitzant bluri
|
||||
apporg ash posnevly dennepwex
|
||||
u urval rol
|
||||
arzepotsno snovly pay snoropay
|
||||
pottox erewed faoxro
|
||||
ther sun ulkipo mik
|
||||
argzebfri elgrekli tuenepzon sehturssef
|
||||
isheep blumur
|
||||
wedash yuzimsun
|
||||
plupofri ski rejo fa
|
||||
RINGS
|
||||
onyx
|
||||
tiger eye
|
||||
alexandrite
|
||||
turquoise
|
||||
pearl
|
||||
emerald
|
||||
germanium
|
||||
sapphire
|
||||
zircon
|
||||
ruby
|
||||
granite
|
||||
stibotantalite
|
||||
opal
|
||||
diamond
|
||||
STICKS
|
||||
wand silicon
|
||||
staff ironwood
|
||||
staff holly
|
||||
wand gold
|
||||
staff mahogany
|
||||
wand iron
|
||||
wand brass
|
||||
wand pewter
|
||||
staff hemlock
|
||||
staff cherry
|
||||
staff elm
|
||||
wand mercury
|
||||
staff banyan
|
||||
staff dogwood
|
||||
SEED 99999
|
||||
POTIONS
|
||||
aquamarine
|
||||
plaid
|
||||
gold
|
||||
black
|
||||
vermilion
|
||||
red
|
||||
cyan
|
||||
tan
|
||||
orange
|
||||
violet
|
||||
brown
|
||||
clear
|
||||
silver
|
||||
green
|
||||
SCROLLS
|
||||
zant jocompan vomervly
|
||||
mur shusat prok
|
||||
prokmurklis oxysriklis
|
||||
ingcre prokbu whonengarg kli
|
||||
kli bot
|
||||
rokcoswerg ipsolsan klisvlypay
|
||||
glen yot whontox
|
||||
lechme markho fazim
|
||||
dalfsunbie micjosef cre comp
|
||||
vlyfumi bjorzantbot werg
|
||||
po argfidcos klipones
|
||||
ashtemarg ycrezim dalfiv whon
|
||||
turs unmisa zimpo therdo
|
||||
miccompuni uni neswex sef
|
||||
odwexing elwergmur mung
|
||||
itcon rhov nejmic lech
|
||||
garturs engseh ganish
|
||||
oodta whonorgsno monabmik vomyeng
|
||||
RINGS
|
||||
obsidian
|
||||
moonstone
|
||||
jade
|
||||
carnelian
|
||||
tiger eye
|
||||
taaffeite
|
||||
turquoise
|
||||
stibotantalite
|
||||
agate
|
||||
ruby
|
||||
onyx
|
||||
topaz
|
||||
germanium
|
||||
granite
|
||||
STICKS
|
||||
wand titanium
|
||||
wand brass
|
||||
wand silicon
|
||||
staff zebrawood
|
||||
wand mercury
|
||||
staff dogwood
|
||||
wand pewter
|
||||
staff cinnibar
|
||||
staff kukui wood
|
||||
staff banyan
|
||||
wand magnesium
|
||||
wand gold
|
||||
staff maple
|
||||
wand nickel
|
||||
Reference in New Issue
Block a user