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1574
ARCHITECTURE.md
1574
ARCHITECTURE.md
File diff suppressed because it is too large
Load Diff
57
MEMORY.md
57
MEMORY.md
@@ -1,44 +1,41 @@
|
||||
# Project Memory
|
||||
|
||||
Working notes for agents on this repo. Read this alongside TODO.md
|
||||
(which holds the step queue and workflow) before starting work.
|
||||
Working notes for agents on this repo. Read this alongside TODO.md (which holds
|
||||
the step queue and workflow) before starting work.
|
||||
|
||||
## Error handling
|
||||
|
||||
Panicking on bad/unexpected errors is allowed and preferred over
|
||||
threading unlikely error returns through game code — e.g. write-side
|
||||
Close/encode failures where continuing would mean corrupt state. The
|
||||
game already unwinds C's exit() calls via a gameEnd panic recovered in
|
||||
Run. Return errors where a caller genuinely handles them (save-file
|
||||
prompts, restore validation). Reserve deliberate `_ =` discards for
|
||||
true best-effort paths (scorefile writes, signal-time autosave), always
|
||||
with a comment saying why.
|
||||
Panicking on bad/unexpected errors is allowed and preferred over threading
|
||||
unlikely error returns through game code — e.g. write-side Close/encode failures
|
||||
where continuing would mean corrupt state. The game already unwinds C's exit()
|
||||
calls via a gameEnd panic recovered in Run. Return errors where a caller
|
||||
genuinely handles them (save-file prompts, restore validation). Reserve
|
||||
deliberate `_ =` discards for true best-effort paths (scorefile writes,
|
||||
signal-time autosave), always with a comment saying why.
|
||||
|
||||
## Linting
|
||||
|
||||
The .golangci.yml is the house standard and may only be modified with
|
||||
sneak's explicit permission. To disable a linter, ask, explaining what
|
||||
the linter does; he approves specific exceptions, which are recorded
|
||||
in the config's "Repo-specific exceptions" block with the approval
|
||||
date. Approved so far: paralleltest (2026-07-06); testpackage,
|
||||
exhaustive, and mnd (2026-07-07). The complexity linters (cyclop,
|
||||
gocognit, nestif) are enabled and clean as of refactor step 7
|
||||
(2026-07-07): the whole golangci-lint run is 0 issues, so keep it that
|
||||
way — decompose new hot spots rather than reaching for a nolint.
|
||||
Line-level //nolint with a reason is used sparingly for C-faithfulness
|
||||
(e.g. the authentic "missle" message spellings) and provably-safe gosec
|
||||
conversions; each needs a justifying comment.
|
||||
The .golangci.yml is the house standard and may only be modified with sneak's
|
||||
explicit permission. To disable a linter, ask, explaining what the linter does;
|
||||
he approves specific exceptions, which are recorded in the config's
|
||||
"Repo-specific exceptions" block with the approval date. Approved so far:
|
||||
paralleltest (2026-07-06); testpackage, exhaustive, and mnd (2026-07-07). The
|
||||
complexity linters (cyclop, gocognit, nestif) are enabled and clean as of
|
||||
refactor step 7 (2026-07-07): the whole golangci-lint run is 0 issues, so keep
|
||||
it that way — decompose new hot spots rather than reaching for a nolint.
|
||||
Line-level //nolint with a reason is used sparingly for C-faithfulness (e.g. the
|
||||
authentic "missle" message spellings) and provably-safe gosec conversions; each
|
||||
needs a justifying comment.
|
||||
|
||||
## Faithfulness
|
||||
|
||||
Behavior must not change during the idiomatic-Go refactor unless a
|
||||
TODO step says so. The 80x24 seed-compatible gameplay, message text
|
||||
(including original typos), RNG call order, and C quirks (documented
|
||||
in tests like TestHoldScrollGreedyMonsterQuirk) are contract. Doc
|
||||
comments keep their "(file.c func_name)" breadcrumbs.
|
||||
Behavior must not change during the idiomatic-Go refactor unless a TODO step
|
||||
says so. The 80x24 seed-compatible gameplay, message text (including original
|
||||
typos), RNG call order, and C quirks (documented in tests like
|
||||
TestHoldScrollGreedyMonsterQuirk) are contract. Doc comments keep their "(file.c
|
||||
func_name)" breadcrumbs.
|
||||
|
||||
## Debugging
|
||||
|
||||
Write real, committed test files with t.Logf output and run plain
|
||||
`go test -v`; no throwaway scratch scripts. Successful debug probes
|
||||
become regression tests.
|
||||
Write real, committed test files with t.Logf output and run plain `go test -v`;
|
||||
no throwaway scratch scripts. Successful debug probes become regression tests.
|
||||
|
||||
35
Makefile
Normal file
35
Makefile
Normal file
@@ -0,0 +1,35 @@
|
||||
# Development convenience targets. This repo is exempt from the standard
|
||||
# policy scaffold (no Dockerfile, CI, or REPO_POLICIES.md); this Makefile
|
||||
# is only a thin wrapper around the Go toolchain, golangci-lint, and
|
||||
# prettier so `make fmt` / `make check` behave the same as in sneak's
|
||||
# other repos.
|
||||
|
||||
GO_PKGS := ./...
|
||||
MD_FILES := $(shell git ls-files '*.md')
|
||||
PRETTIER := prettier --tab-width 4 --prose-wrap always
|
||||
|
||||
.PHONY: check fmt fmt-check lint test
|
||||
|
||||
# Format, lint, and test — the full local pre-commit gate.
|
||||
check: fmt-check lint test
|
||||
|
||||
# Format Go and Markdown in place.
|
||||
fmt:
|
||||
gofmt -w .
|
||||
$(PRETTIER) --write $(MD_FILES)
|
||||
|
||||
# Fail if any Go or Markdown file is not formatted.
|
||||
fmt-check:
|
||||
@unformatted="$$(gofmt -l .)"; \
|
||||
if [ -n "$$unformatted" ]; then \
|
||||
echo "gofmt needed on:"; echo "$$unformatted"; exit 1; \
|
||||
fi
|
||||
$(PRETTIER) --check $(MD_FILES)
|
||||
|
||||
# Run the house linter (config in .golangci.yml).
|
||||
lint:
|
||||
golangci-lint run $(GO_PKGS)
|
||||
|
||||
# Run the test suite.
|
||||
test:
|
||||
go test $(GO_PKGS)
|
||||
45
README.md
45
README.md
@@ -2,19 +2,19 @@
|
||||
|
||||
[](LICENSE.TXT)
|
||||
|
||||
**Rogue** is the original dungeon-crawling adventure game that spawned an
|
||||
entire genre. This branch is a faithful Go port of Rogue 5.4.4: explore
|
||||
procedurally generated dungeons, fight monsters, collect treasure, and
|
||||
attempt to retrieve the Amulet of Yendor.
|
||||
**Rogue** is the original dungeon-crawling adventure game that spawned an entire
|
||||
genre. This branch is a faithful Go port of Rogue 5.4.4: explore procedurally
|
||||
generated dungeons, fight monsters, collect treasure, and attempt to retrieve
|
||||
the Amulet of Yendor.
|
||||
|
||||
**Original authors:** Michael Toy, Ken Arnold, and Glenn Wichman
|
||||
(1980–1983, 1985, 1999).
|
||||
**Original authors:** Michael Toy, Ken Arnold, and Glenn Wichman (1980–1983,
|
||||
1985, 1999).
|
||||
|
||||
The port is function-by-function faithful to the classic C sources — same
|
||||
dungeon generation (seed-compatible RNG), same combat math, same item
|
||||
tables, same messages. The C reference implementation lives on the
|
||||
`master` and `modern-rogue` branches; [ARCHITECTURE.md](ARCHITECTURE.md)
|
||||
documents both the original program structure and the design of this port.
|
||||
dungeon generation (seed-compatible RNG), same combat math, same item tables,
|
||||
same messages. The C reference implementation lives on the `master` and
|
||||
`modern-rogue` branches; [ARCHITECTURE.md](ARCHITECTURE.md) documents both the
|
||||
original program structure and the design of this port.
|
||||
|
||||
## Building and running
|
||||
|
||||
@@ -40,13 +40,12 @@ go build ./cmd/rogue
|
||||
|
||||
Press `?` in game for the full list.
|
||||
|
||||
- **arrows** or **h/j/k/l/y/u/b/n** — move (shift to run, ctrl to run
|
||||
until adjacent)
|
||||
- **arrows** or **h/j/k/l/y/u/b/n** — move (shift to run, ctrl to run until
|
||||
adjacent)
|
||||
- **`.`** rest, **`s`** search for hidden doors and traps
|
||||
- **`i`** inventory, **`,`** pick up, **`d`** drop
|
||||
- **`q`** quaff potion, **`r`** read scroll, **`e`** eat food
|
||||
- **`w`** wield weapon, **`W`** wear armor, **`P`**/**`R`** put on /
|
||||
remove ring
|
||||
- **`w`** wield weapon, **`W`** wear armor, **`P`**/**`R`** put on / remove ring
|
||||
- **`t`** throw, **`z`** zap a wand, **`f`**/**`F`** fight
|
||||
- **`>`**/**`<`** take the stairs
|
||||
- **`S`** save, **`Q`** quit
|
||||
@@ -61,8 +60,8 @@ export ROGUEOPTS="name=YourName,terse,jump,fruit=mango"
|
||||
ROGUE_WIZARD=1 SEED=12345 ./rogue
|
||||
```
|
||||
|
||||
The scoreboard is kept in `~/.rogue.scores`. Save files are Go gob
|
||||
snapshots and, as in the original, are deleted when restored.
|
||||
The scoreboard is kept in `~/.rogue.scores`. Save files are Go gob snapshots
|
||||
and, as in the original, are deleted when restored.
|
||||
|
||||
## Code layout
|
||||
|
||||
@@ -73,13 +72,17 @@ term/ tcell-backed terminal, replacing curses
|
||||
cmd/rogue/ the executable
|
||||
```
|
||||
|
||||
The engine package is fully headless-testable: `go test ./game/` runs
|
||||
scripted game sessions, dungeon-generation golden checks, and an RNG
|
||||
compatibility test against the original C generator.
|
||||
The engine package is fully headless-testable: `go test ./game/` runs scripted
|
||||
command sequences, dungeon-generation golden checks, and an RNG compatibility
|
||||
test against the original C generator.
|
||||
|
||||
For development, the `Makefile` wraps the toolchain: `make fmt` (gofmt +
|
||||
prettier), `make lint` (golangci-lint), `make test`, and `make check` (all
|
||||
three).
|
||||
|
||||
## License
|
||||
|
||||
BSD-style; see [LICENSE.TXT](LICENSE.TXT).
|
||||
|
||||
Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn
|
||||
Wichman. All rights reserved.
|
||||
Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman.
|
||||
All rights reserved.
|
||||
|
||||
304
TODO.md
304
TODO.md
@@ -1,164 +1,188 @@
|
||||
# Workflow
|
||||
|
||||
* branch (from `main`)
|
||||
* do the work in Next Step
|
||||
* move Next Step to the top of Completed Steps
|
||||
* move the top item of Future Steps into Next Step
|
||||
* commit (`TODO.md` changes in the same commit as the work)
|
||||
* merge to `main` if the branch is not protected, otherwise open a PR
|
||||
* push
|
||||
- branch (from `main`)
|
||||
- do the work in Next Step
|
||||
- move Next Step to the top of Completed Steps
|
||||
- move the top item of Future Steps into Next Step
|
||||
- commit (`TODO.md` changes in the same commit as the work)
|
||||
- merge to `main` if the branch is not protected, otherwise open a PR
|
||||
- push
|
||||
|
||||
# Status
|
||||
|
||||
pre-1.0
|
||||
|
||||
The port on main is complete and faithful (function-by-function from
|
||||
Rogue 5.4.4 C; reference sources on c-master/modern-rogue). Current
|
||||
phase: refactor from a transliterated port into idiomatic Go — one
|
||||
feature branch per step below, descriptive naming, real types, house
|
||||
style per ~/dev/prompts/prompts/CODE_STYLEGUIDE_GO.md.
|
||||
The port on main is complete and faithful (function-by-function from Rogue 5.4.4
|
||||
C; reference sources on c-master/modern-rogue). Current phase: refactor from a
|
||||
transliterated port into idiomatic Go — one feature branch per step below,
|
||||
descriptive naming, real types, house style per
|
||||
~/dev/prompts/prompts/CODE_STYLEGUIDE_GO.md.
|
||||
|
||||
Refactor ground rules:
|
||||
|
||||
- Behavior must not change unless a step says so. The full test suite
|
||||
(scripted sessions, generation invariants, C-compatible RNG goldens)
|
||||
gates every step; 80x24 seed-compatible gameplay stays intact.
|
||||
- Renames keep the C lineage greppable: doc comments retain their
|
||||
"(file.c func_name)" breadcrumbs, and the docs refresh step adds a
|
||||
C-name → Go-name table to ARCHITECTURE.md.
|
||||
- Behavior must not change unless a step says so. The full test suite (scripted
|
||||
sessions, generation invariants, C-compatible RNG goldens) gates every step;
|
||||
80x24 seed-compatible gameplay stays intact.
|
||||
- Renames keep the C lineage greppable: doc comments retain their "(file.c
|
||||
func_name)" breadcrumbs, and the docs refresh step adds a C-name → Go-name
|
||||
table to ARCHITECTURE.md.
|
||||
|
||||
# Next Step
|
||||
|
||||
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.
|
||||
Broaden unit test coverage where playtesting finds thin spots (rings, sticks,
|
||||
wizard commands).
|
||||
|
||||
# Completed Steps
|
||||
|
||||
- 2026-07-07 Refactor step 7 (refactor/effects-dispatch): effects
|
||||
dispatch tables plus a full decomposition sweep — the quaff /
|
||||
readScroll / doZap switches, the attack monster-power switch, the
|
||||
be_trapped switch, the daemon d_func switch, and the command-key
|
||||
switch all became handler tables on gameData (quaffHandlers,
|
||||
readHandlers, zapHandlers, hitHandlers, trapHandlers, daemonHandlers,
|
||||
commandHandlers), one small named method per case. Every remaining
|
||||
cyclop/gocognit/nestif hot spot was split into named helpers across
|
||||
fight, misc (look), command, chase, move, passages, options, pack,
|
||||
things, save, daemons, rooms, score, monsters, rings, rip, io,
|
||||
object, weapons, wizard, and term/tcell, plus three test functions.
|
||||
Effect order and RNG call sequence preserved throughout; the whole
|
||||
golangci-lint run is now 0 issues.
|
||||
- 2026-07-24 Seed compatibility — item tables (seed-compat): instrumented the C
|
||||
reference on modern-rogue with a DUMP mode (testdata/c_seedcompat.patch) that
|
||||
forces the RNG seed and prints the per-seed item appearance tables (potion
|
||||
colors, scroll names, ring stones, wand/staff materials) before initscr, and
|
||||
captured its output for four seeds as testdata/item_tables.golden.
|
||||
TestSeedCompatItemTables regenerates the same tables from the Go port and they
|
||||
match byte for byte — proving the LCG and its consumption order through the
|
||||
whole init sequence agree with C. The remaining "same dungeon (map)" half
|
||||
would need the harder headless-curses C dump (new_level draws to curses);
|
||||
deferred — the item-table match already validates RNG-order faithfulness
|
||||
through init, and the Go generation goldens guard determinism thereafter.
|
||||
|
||||
- 2026-07-07 Refactor step 6 (refactor/god-object-extraction):
|
||||
MessageLine (was MsgLine) owns the msg/addmsg/endmsg machinery,
|
||||
wired to its screen/look/input needs via attach(); RogueGame keeps
|
||||
one-line msg/addmsgf/endmsg shorthands so call sites are unchanged.
|
||||
Player owns pack bookkeeping (nextPackChar, removeFromPack — the
|
||||
state half of leave_pack; leavePack keeps only LastPick tracking).
|
||||
Level owns object/monster list management and lookup (ObjectAt
|
||||
replaces findObj; AddObject/RemoveObject/AddMonster/RemoveMonster
|
||||
replace direct attachObj/detachObj/attachMon/detachMon on level
|
||||
lists). Inventory/pickup UI flows stay on RogueGame deliberately:
|
||||
they are display and turn orchestration, not state surgery.
|
||||
- 2026-07-23 Playtest hardening (playtest-hardening): added two death-safe
|
||||
crash-sweep drives through the real turn loop, within the step-8 os.Exit
|
||||
constraint (a fortify() helper pins HP/food/exp and clears the freeze/stuck
|
||||
counters each turn so no death exits the test binary; fixed seeds keep them
|
||||
deterministic). TestDeepPlaythrough uses quaff/read/zap through command
|
||||
dispatch, then descends to depth 8 with a save/restore at depth 4;
|
||||
TestTurnLoopCrashSweep mashes movement/search/rest for 200 turns on four
|
||||
seeds. Neither surfaced a panic. The interactive "play several games at a real
|
||||
tcell terminal" portion needs a human at an 80x24 terminal and is left to the
|
||||
maintainer; the binary's non-interactive paths (`-s` scores) were
|
||||
smoke-tested.
|
||||
|
||||
- 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.
|
||||
- 2026-07-23 Docs refresh (docs-refresh): rewrote ARCHITECTURE.md Part 2 (the
|
||||
pre-implementation design sketch) to match the final code — current type/field
|
||||
names (ObjectKind, DiceSpec, split o_arm, step-1 flag names, TrapCount, Level
|
||||
list methods), the static tables now on the per-game gameData struct, the
|
||||
daemon/effect handler tables, the MessageLine extraction, the Terminal
|
||||
interface, the flat gob SaveState, and the New(Params) + os.Exit design. Added
|
||||
§7.1, a C-name → Go-name rename table, and a README note on the make targets.
|
||||
|
||||
- 2026-07-07 Refactor step 4 (refactor/movement-renames): movement/world
|
||||
renames (doMove→moveHero, beTrapped→springTrap, rndmove→randomStep,
|
||||
doRooms/doPassages/doMaze→digRooms/digPassages/digMaze,
|
||||
chgStr→changeStrength, doRun→startRun, moveStuff→finishMove,
|
||||
turnref→turnRefresh, moveMonst→moveMonster, doChase→chaseStep,
|
||||
setOldch→setOldChar, cansee→canSee, roomin→roomIn, runto→runTo,
|
||||
conn→connectRooms, putpass→putPassage, passnum→numberPassages,
|
||||
numpass→numberPassage, rndPos→randomPos, rndRoom→randomRoom,
|
||||
treasRoom→treasureRoom, accntMaze→accountMaze); all goto/label flows
|
||||
replaced with loops (moveHero retry loop + extracted passageTurn,
|
||||
dispatch re-dispatch loop, chaseStep passage loop, saveGame labeled
|
||||
prompt loop); C breadcrumbs kept in doc comments.
|
||||
- 2026-07-07 Lint adoption finished (refactor/no-package-globals): all
|
||||
37 package-level vars moved into `gameData` (built by `newGameData`,
|
||||
hung on RogueGame as `g.data`, set in NewGame and Restore); ObjectKind
|
||||
- 2026-07-23 Refactor step 8 (refactor/constructor-style): constructor and exit
|
||||
pass. NewGame(Config) → New(Params) and Restore takes Params, so the package's
|
||||
primary type gets the canonical New() constructor with a named-field Params
|
||||
struct (styleguide 139/159). The gameEnd panic unwind is gone: one game run is
|
||||
one process, so myExit restores the terminal (new Terminal.Fini) and calls
|
||||
os.Exit(0), and Run() no longer returns; the four Run()-to-completion tests
|
||||
were reworked/dropped since death (combat or starvation) now exits the process
|
||||
(TestScoreRendersList and TestRunDownStairs preserve what is still drivable;
|
||||
save/restore stays covered by TestSaveRestoreRoundTrip). The 77-column wrap
|
||||
sweep was dropped per sneak (2026-07-23): line lengths left as-is (lll caps at
|
||||
88 and passes).
|
||||
|
||||
- 2026-07-07 Refactor step 7 (refactor/effects-dispatch): effects dispatch
|
||||
tables plus a full decomposition sweep — the quaff / readScroll / doZap
|
||||
switches, the attack monster-power switch, the be_trapped switch, the daemon
|
||||
d_func switch, and the command-key switch all became handler tables on
|
||||
gameData (quaffHandlers, readHandlers, zapHandlers, hitHandlers, trapHandlers,
|
||||
daemonHandlers, commandHandlers), one small named method per case. Every
|
||||
remaining cyclop/gocognit/nestif hot spot was split into named helpers across
|
||||
fight, misc (look), command, chase, move, passages, options, pack, things,
|
||||
save, daemons, rooms, score, monsters, rings, rip, io, object, weapons,
|
||||
wizard, and term/tcell, plus three test functions. Effect order and RNG call
|
||||
sequence preserved throughout; the whole golangci-lint run is now 0 issues.
|
||||
|
||||
- 2026-07-07 Refactor step 6 (refactor/god-object-extraction): MessageLine (was
|
||||
MsgLine) owns the msg/addmsg/endmsg machinery, wired to its screen/look/input
|
||||
needs via attach(); RogueGame keeps one-line msg/addmsgf/endmsg shorthands so
|
||||
call sites are unchanged. Player owns pack bookkeeping (nextPackChar,
|
||||
removeFromPack — the state half of leave_pack; leavePack keeps only LastPick
|
||||
tracking). Level owns object/monster list management and lookup (ObjectAt
|
||||
replaces findObj; AddObject/RemoveObject/AddMonster/RemoveMonster replace
|
||||
direct attachObj/detachObj/attachMon/detachMon on level lists).
|
||||
Inventory/pickup UI flows stay on RogueGame deliberately: they are display and
|
||||
turn orchestration, not state surgery.
|
||||
|
||||
- 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, chgStr→changeStrength,
|
||||
doRun→startRun, moveStuff→finishMove, turnref→turnRefresh,
|
||||
moveMonst→moveMonster, doChase→chaseStep, setOldch→setOldChar, cansee→canSee,
|
||||
roomin→roomIn, runto→runTo, conn→connectRooms, putpass→putPassage,
|
||||
passnum→numberPassages, numpass→numberPassage, rndPos→randomPos,
|
||||
rndRoom→randomRoom, treasRoom→treasureRoom, accntMaze→accountMaze); all
|
||||
goto/label flows replaced with loops (moveHero retry loop + extracted
|
||||
passageTurn, dispatch re-dispatch loop, chaseStep passage loop, saveGame
|
||||
labeled prompt loop); C breadcrumbs kept in doc comments.
|
||||
- 2026-07-07 Lint adoption finished (refactor/no-package-globals): all 37
|
||||
package-level vars moved into `gameData` (built by `newGameData`, hung on
|
||||
RogueGame as `g.data`, set in NewGame and Restore); ObjectKind
|
||||
Glyph()/objectKindForGlyph became switches; the table-reading subtype
|
||||
Stringers were removed; isMagic became a RogueGame method; goconst
|
||||
fixed with named word constants (potionName, goldName, staffName,
|
||||
ripWall, ...); testpackage and exhaustive disabled in .golangci.yml
|
||||
with sneak's approval (2026-07-07); misspell's corruption of the
|
||||
"ther" scroll syllable reverted. mnd disabled with sneak's approval
|
||||
(2026-07-07, follow-up commit). Remaining red: cyclop (36), nestif
|
||||
(30), gocognit (23) stay until step 7 fixes them per sneak's ruling.
|
||||
- 2026-07-06 Lint adoption bulk (refactor/lint-adoption, 5ba9fe8):
|
||||
.golangci.yml copied verbatim from the prompts repo (plus the
|
||||
sneak-approved paralleltest exception, 2026-07-06); ~1,500 findings
|
||||
fixed (autofix formatting sweep, errcheck/err113/noinlineerr error
|
||||
handling, forbidigo, funcorder, recvcheck pointer receivers,
|
||||
goprintffuncname renames msg helpers to *f, revive doc comments,
|
||||
gocritic switch rewrites, gosec real fixes plus justified nolints,
|
||||
unparam signature tightening, C-faithful "missle" spellings restored
|
||||
after misspell autofix changed game text).
|
||||
- 2026-07-06 Module base path updated to git.eeqj.de/sneak/rgoue
|
||||
(go.mod, term/ and cmd/ imports, ARCHITECTURE.md, version string).
|
||||
- 2026-07-06 Refactor step 3 (refactor/object-fields): Object.Arm split
|
||||
into ArmorClass/Charges/GoldValue/Bonus (rings); Stats.Arm →
|
||||
ArmorClass; damage strings parsed once into DiceSpec at table
|
||||
definition (ParseDice keeps C roll_em parse semantics, incl. "%%%x0"
|
||||
and "000x0" edge cases, regression-tested); save format 5.4.4-go3.
|
||||
- 2026-07-06 Refactor step 2 (refactor/typed-kinds, b940cfc):
|
||||
ObjectKind separates item category from map glyph (Object.Type byte
|
||||
→ Kind ObjectKind with Glyph()); PotionKind/ScrollKind/RingKind/
|
||||
WandKind/WeaponKind/ArmorKind/TrapKind typed iota enums with
|
||||
Stringer; typed accessors on Object; getItem/inventory/whatis
|
||||
filters take ObjectKind (KindCallable/KindRingOrStick replace
|
||||
CALLABLE/R_OR_S); save format bumped to 5.4.4-go2. Suite green.
|
||||
- 2026-07-06 Refactor step 1 (refactor/descriptive-constants): renamed
|
||||
all flag bits, trap types, item subtype constants, and Max* counts to
|
||||
descriptive names (IsHuh→Confused, SeeMonst→SenseMonsters,
|
||||
WsHasteM→WandHasteMonster, MaxSticks→NumWandTypes, ...);
|
||||
Level.NTraps→TrapCount; C names kept as comment breadcrumbs. Pure
|
||||
rename, suite green.
|
||||
Stringers were removed; isMagic became a RogueGame method; goconst fixed with
|
||||
named word constants (potionName, goldName, staffName, ripWall, ...);
|
||||
testpackage and exhaustive disabled in .golangci.yml with sneak's approval
|
||||
(2026-07-07); misspell's corruption of the "ther" scroll syllable reverted.
|
||||
mnd disabled with sneak's approval (2026-07-07, follow-up commit). Remaining
|
||||
red: cyclop (36), nestif (30), gocognit (23) stay until step 7 fixes them per
|
||||
sneak's ruling.
|
||||
- 2026-07-06 Lint adoption bulk (refactor/lint-adoption, 5ba9fe8): .golangci.yml
|
||||
copied verbatim from the prompts repo (plus the sneak-approved paralleltest
|
||||
exception, 2026-07-06); ~1,500 findings fixed (autofix formatting sweep,
|
||||
errcheck/err113/noinlineerr error handling, forbidigo, funcorder, recvcheck
|
||||
pointer receivers, goprintffuncname renames msg helpers to *f, revive doc
|
||||
comments, gocritic switch rewrites, gosec real fixes plus justified nolints,
|
||||
unparam signature tightening, C-faithful "missle" spellings restored after
|
||||
misspell autofix changed game text).
|
||||
- 2026-07-06 Module base path updated to git.eeqj.de/sneak/rgoue (go.mod, term/
|
||||
and cmd/ imports, ARCHITECTURE.md, version string).
|
||||
- 2026-07-06 Refactor step 3 (refactor/object-fields): Object.Arm split into
|
||||
ArmorClass/Charges/GoldValue/Bonus (rings); Stats.Arm → ArmorClass; damage
|
||||
strings parsed once into DiceSpec at table definition (ParseDice keeps C
|
||||
roll_em parse semantics, incl. "%%%x0" and "000x0" edge cases,
|
||||
regression-tested); save format 5.4.4-go3.
|
||||
- 2026-07-06 Refactor step 2 (refactor/typed-kinds, b940cfc): ObjectKind
|
||||
separates item category from map glyph (Object.Type byte → Kind ObjectKind
|
||||
with Glyph()); PotionKind/ScrollKind/RingKind/
|
||||
WandKind/WeaponKind/ArmorKind/TrapKind typed iota enums with Stringer; typed
|
||||
accessors on Object; getItem/inventory/whatis filters take ObjectKind
|
||||
(KindCallable/KindRingOrStick replace CALLABLE/R_OR_S); save format bumped to
|
||||
5.4.4-go2. Suite green.
|
||||
- 2026-07-06 Refactor step 1 (refactor/descriptive-constants): renamed all flag
|
||||
bits, trap types, item subtype constants, and Max* counts to descriptive names
|
||||
(IsHuh→Confused, SeeMonst→SenseMonsters, WsHasteM→WandHasteMonster,
|
||||
MaxSticks→NumWandTypes, ...); Level.NTraps→TrapCount; C names kept as comment
|
||||
breadcrumbs. Pure rename, suite green.
|
||||
- 2026-07-06 Made the rgoue branch Go-only: removed C sources and the
|
||||
autoconf/VS build system (they remain on master and modern-rogue),
|
||||
ported the last wizard command (item-probability listing), rewrote
|
||||
README.md for the Go port (c0b533e)
|
||||
- 2026-07-06 Ported the command loop, save/restore, the tcell terminal
|
||||
layer, and the playable binary at cmd/rogue (41fc104)
|
||||
- 2026-07-06 Ported item effects: potions, scrolls, options, call_it
|
||||
(cdf9bf7)
|
||||
- 2026-07-06 Ported combat, the chase driver, traps, zapping, death and
|
||||
scores (3c5add8)
|
||||
- 2026-07-06 Ported dungeon generation, base items, the pack, and
|
||||
monster creation (a69ef7d)
|
||||
- 2026-07-06 Ported the foundation: types, seed-compatible RNG, item
|
||||
tables, daemon scheduler (7fa2048)
|
||||
- 2026-07-06 Wrote ARCHITECTURE.md Parts 1 and 2: complete map of the C
|
||||
program and the Go port design (91eeee0, 45dba95)
|
||||
- Fork base: Davidslv/rogue C 5.4.4 with modernization fixes (C23
|
||||
prototypes, ncurses compat), preserved on master/modern-rogue
|
||||
autoconf/VS build system (they remain on master and modern-rogue), ported the
|
||||
last wizard command (item-probability listing), rewrote README.md for the Go
|
||||
port (c0b533e)
|
||||
- 2026-07-06 Ported the command loop, save/restore, the tcell terminal layer,
|
||||
and the playable binary at cmd/rogue (41fc104)
|
||||
- 2026-07-06 Ported item effects: potions, scrolls, options, call_it (cdf9bf7)
|
||||
- 2026-07-06 Ported combat, the chase driver, traps, zapping, death and scores
|
||||
(3c5add8)
|
||||
- 2026-07-06 Ported dungeon generation, base items, the pack, and monster
|
||||
creation (a69ef7d)
|
||||
- 2026-07-06 Ported the foundation: types, seed-compatible RNG, item tables,
|
||||
daemon scheduler (7fa2048)
|
||||
- 2026-07-06 Wrote ARCHITECTURE.md Parts 1 and 2: complete map of the C program
|
||||
and the Go port design (91eeee0, 45dba95)
|
||||
- Fork base: Davidslv/rogue C 5.4.4 with modernization fixes (C23 prototypes,
|
||||
ncurses compat), preserved on master/modern-rogue
|
||||
|
||||
# Future Steps
|
||||
|
||||
1. Docs refresh: update ARCHITECTURE.md Part 2 and README.md for the
|
||||
post-refactor names; add the C name → Go name rename table.
|
||||
2. 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.
|
||||
3. Verify the seed-compatibility claim against the C reference on
|
||||
c-master: same seed, same dungeon, same item tables, for several
|
||||
seeds.
|
||||
4. Broaden unit test coverage where playtesting finds thin spots
|
||||
(rings, sticks, wizard commands).
|
||||
5. Tag a release once a full game (Amulet retrieval and score entry)
|
||||
completes without defects.
|
||||
6. 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.
|
||||
7. Note: this repo is exempt from the standard policy scaffold. Do not
|
||||
add Makefile, Dockerfile, or REPO_POLICIES.md.
|
||||
1. Tag a release once a full game (Amulet retrieval and score entry) completes
|
||||
without defects.
|
||||
2. 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.
|
||||
3. Note: this repo is exempt from the standard policy scaffold. A minimal dev
|
||||
Makefile (fmt/fmt-check/lint/test/check targets) exists per sneak's
|
||||
2026-07-07 request, but do not add a Dockerfile, CI config, or
|
||||
REPO_POLICIES.md.
|
||||
|
||||
@@ -21,18 +21,20 @@ func main() {
|
||||
os.Exit(run())
|
||||
}
|
||||
|
||||
// run carries the real main so that deferred terminal restoration runs
|
||||
// before the process exits (os.Exit skips defers).
|
||||
// run does the real work and returns an exit code. It only returns on a
|
||||
// startup error; once the game starts, it ends by exiting the process
|
||||
// from within (game.myExit restores the terminal first). The deferred
|
||||
// Fini covers the early-return paths.
|
||||
func run() int {
|
||||
scores := flag.Bool("s", false, "print the scoreboard and exit")
|
||||
deathDemo := flag.Bool("d", false, "die a random death (demo)")
|
||||
|
||||
flag.Parse()
|
||||
|
||||
cfg := loadConfig()
|
||||
params := loadParams()
|
||||
|
||||
if *scores {
|
||||
game.NewGame(cfg).ShowScores()
|
||||
game.New(params).ShowScores()
|
||||
|
||||
return 0
|
||||
}
|
||||
@@ -45,46 +47,39 @@ func run() int {
|
||||
}
|
||||
defer t.Fini()
|
||||
|
||||
cfg.Term = t
|
||||
params.Term = t
|
||||
|
||||
var g *game.RogueGame
|
||||
|
||||
if args := flag.Args(); len(args) == 1 && !*deathDemo {
|
||||
// restore a saved game
|
||||
g, err = game.Restore(args[0], cfg)
|
||||
g, err = game.Restore(args[0], params)
|
||||
if err != nil {
|
||||
t.Fini()
|
||||
fmt.Fprintln(os.Stderr, err)
|
||||
fmt.Fprintln(os.Stderr, err) // deferred Fini restores the terminal
|
||||
|
||||
return 1
|
||||
}
|
||||
} else {
|
||||
g = game.NewGame(cfg)
|
||||
g = game.New(params)
|
||||
}
|
||||
|
||||
if *deathDemo {
|
||||
g.DeathDemo()
|
||||
g.DeathDemo() // does not return: death exits the process
|
||||
|
||||
return 0
|
||||
}
|
||||
|
||||
installAutosave(g, t)
|
||||
|
||||
runErr := g.Run()
|
||||
if runErr != nil {
|
||||
t.Fini()
|
||||
fmt.Fprintln(os.Stderr, runErr)
|
||||
|
||||
return 1
|
||||
}
|
||||
g.Run() // does not return: the game ends by exiting the process
|
||||
|
||||
return 0
|
||||
}
|
||||
|
||||
// loadConfig gathers the game configuration from the environment: home
|
||||
// loadParams gathers the game parameters from the environment: home
|
||||
// directory, ROGUEOPTS, user name, wizard mode, and the dungeon seed
|
||||
// (main.c's startup).
|
||||
func loadConfig() game.Config {
|
||||
func loadParams() game.Params {
|
||||
home, _ := os.UserHomeDir()
|
||||
|
||||
name := ""
|
||||
@@ -96,7 +91,7 @@ func loadConfig() game.Config {
|
||||
|
||||
wizard := os.Getenv("ROGUE_WIZARD") != ""
|
||||
|
||||
return game.Config{
|
||||
return game.Params{
|
||||
Seed: chooseSeed(wizard),
|
||||
Name: name,
|
||||
RogueOpts: os.Getenv("ROGUEOPTS"),
|
||||
|
||||
@@ -7,7 +7,7 @@ import "testing"
|
||||
func mkGameInput(t *testing.T) *RogueGame {
|
||||
t.Helper()
|
||||
|
||||
g := NewGame(Config{Seed: 5, Term: &testTerm{}})
|
||||
g := New(Params{Seed: 5, Term: &testTerm{}})
|
||||
g.NewLevel()
|
||||
g.Oldpos = g.Player.Pos
|
||||
g.Oldrp = g.roomIn(g.Player.Pos)
|
||||
@@ -183,7 +183,7 @@ func TestZapSlowMonster(t *testing.T) {
|
||||
}
|
||||
|
||||
func TestParseOpts(t *testing.T) {
|
||||
g := NewGame(Config{Seed: 1})
|
||||
g := New(Params{Seed: 1})
|
||||
g.ParseOpts("terse,nojump,name=Conan,fruit=mango,inven=slow")
|
||||
|
||||
if !g.Options.Terse {
|
||||
|
||||
@@ -7,7 +7,7 @@ import "testing"
|
||||
func mkGame(t *testing.T, seed int32) *RogueGame {
|
||||
t.Helper()
|
||||
|
||||
g := NewGame(Config{Seed: seed, Term: &testTerm{}})
|
||||
g := New(Params{Seed: seed, Term: &testTerm{}})
|
||||
g.NewLevel()
|
||||
g.Oldpos = g.Player.Pos
|
||||
g.Oldrp = g.roomIn(g.Player.Pos)
|
||||
@@ -79,24 +79,6 @@ func TestAttackHurtsPlayer(t *testing.T) {
|
||||
}
|
||||
}
|
||||
|
||||
func TestDeathUnwindsWithGameEnd(t *testing.T) {
|
||||
g := mkGame(t, 11)
|
||||
|
||||
defer func() {
|
||||
r := recover()
|
||||
if _, ok := r.(gameEnd); !ok {
|
||||
t.Fatalf("death did not unwind with gameEnd, got %v", r)
|
||||
}
|
||||
|
||||
if g.Playing {
|
||||
t.Error("still playing after death")
|
||||
}
|
||||
}()
|
||||
|
||||
g.Options.Tombstone = false
|
||||
g.death('K')
|
||||
}
|
||||
|
||||
func TestRunnersChaseHero(t *testing.T) {
|
||||
g := mkGame(t, 3)
|
||||
// Place a hobgoblin a few squares away in the hero's room and set it
|
||||
|
||||
100
game/game.go
100
game/game.go
@@ -31,9 +31,9 @@ type Options struct {
|
||||
InvType int // inven: inventory style (InvOver/InvSlow/InvClear)
|
||||
}
|
||||
|
||||
// Config carries everything needed to construct a game.
|
||||
type Config struct {
|
||||
Seed int32 // dungeon number; the caller derives it (time+pid or SEED env)
|
||||
// Params carries everything needed to construct a game.
|
||||
type Params struct {
|
||||
Seed int32 // dungeon number; caller derives it (time+pid or SEED)
|
||||
Name string // player name (overridden by ROGUEOPTS name=)
|
||||
RogueOpts string // the ROGUEOPTS environment string
|
||||
Home string // home directory (save file default location)
|
||||
@@ -44,7 +44,7 @@ type Config struct {
|
||||
|
||||
// RogueGame is one complete game of Rogue: every piece of state that was a
|
||||
// global (or file-scope static) in the C sources, plus the terminal it is
|
||||
// played on. Construct with NewGame, then call Run.
|
||||
// played on. Construct with New, then call Run.
|
||||
//
|
||||
// The struct grows with the port; fields appear in the phase that ports the
|
||||
// code owning them.
|
||||
@@ -143,22 +143,22 @@ type RogueGame struct {
|
||||
data *gameData
|
||||
}
|
||||
|
||||
// NewGame builds a game from cfg, seeds the RNG, and randomizes the item
|
||||
// New builds a game from params, seeds the RNG, and randomizes the item
|
||||
// appearance tables (the front half of main.c main(); the player roll-up
|
||||
// and first level arrive with later porting phases).
|
||||
func NewGame(cfg Config) *RogueGame {
|
||||
func New(params Params) *RogueGame {
|
||||
g := &RogueGame{
|
||||
data: newGameData(),
|
||||
Rng: &Rng{Seed: cfg.Seed},
|
||||
Dnum: int(cfg.Seed),
|
||||
Whoami: cfg.Name,
|
||||
Rng: &Rng{Seed: params.Seed},
|
||||
Dnum: int(params.Seed),
|
||||
Whoami: params.Name,
|
||||
Fruit: "slime-mold",
|
||||
Home: cfg.Home,
|
||||
Wizard: cfg.Wizard,
|
||||
NoScore: cfg.Wizard,
|
||||
Home: params.Home,
|
||||
Wizard: params.Wizard,
|
||||
NoScore: params.Wizard,
|
||||
Playing: true,
|
||||
Depth: 1,
|
||||
ScorePath: cfg.ScorePath,
|
||||
ScorePath: params.ScorePath,
|
||||
LastScore: -1,
|
||||
}
|
||||
g.Options = Options{
|
||||
@@ -168,17 +168,17 @@ func NewGame(cfg Config) *RogueGame {
|
||||
}
|
||||
g.InvDescribe = true
|
||||
g.Msgs.SaveMsg = true
|
||||
g.scr = NewScreen(cfg.Term)
|
||||
g.scr = NewScreen(params.Term)
|
||||
g.Msgs.attach(g.scr, g.look, g.readchar)
|
||||
g.FileName = cfg.Home + "/rogue.save"
|
||||
g.FileName = params.Home + "/rogue.save"
|
||||
|
||||
g.rogueOpts = cfg.RogueOpts
|
||||
if cfg.Wizard {
|
||||
g.rogueOpts = params.RogueOpts
|
||||
if params.Wizard {
|
||||
g.Player.Flags.Set(SenseMonsters)
|
||||
}
|
||||
|
||||
if cfg.RogueOpts != "" {
|
||||
g.ParseOpts(cfg.RogueOpts)
|
||||
if params.RogueOpts != "" {
|
||||
g.ParseOpts(params.RogueOpts)
|
||||
}
|
||||
|
||||
g.Monsters = g.data.monsterTable
|
||||
@@ -199,37 +199,45 @@ func NewGame(cfg Config) *RogueGame {
|
||||
}
|
||||
|
||||
// Run plays the game to its end: the back half of main.c main() plus
|
||||
// playit(). It returns after death, victory, quitting, or saving.
|
||||
func (g *RogueGame) Run() error {
|
||||
// A gameEnd panic is the port's my_exit(): recovering it here makes
|
||||
// Run return normally (zero values), restoring the terminal via the
|
||||
// caller's defers.
|
||||
defer func() {
|
||||
if r := recover(); r != nil {
|
||||
if _, ok := r.(gameEnd); ok {
|
||||
return // normal game over / save exit
|
||||
}
|
||||
// playit(). It does not return — the game ends by exiting the process
|
||||
// (see myExit); one game run is one process.
|
||||
func (g *RogueGame) Run() {
|
||||
g.startLevel()
|
||||
g.playit()
|
||||
}
|
||||
|
||||
panic(r)
|
||||
}
|
||||
}()
|
||||
|
||||
if !g.restored {
|
||||
g.NewLevel() // draw current level
|
||||
// Start up daemons and fuses
|
||||
g.StartDaemon(DRunners, 0, After)
|
||||
g.StartDaemon(DDoctor, 0, After)
|
||||
g.Fuse(DSwander, 0, wanderTime(g), After)
|
||||
g.StartDaemon(DStomach, 0, After)
|
||||
// startLevel draws the first level and starts the standing daemons and
|
||||
// fuses for a fresh game; a restored game brings its own (the back half
|
||||
// of main.c main()).
|
||||
func (g *RogueGame) startLevel() {
|
||||
if g.restored {
|
||||
return
|
||||
}
|
||||
|
||||
g.playit()
|
||||
|
||||
return nil
|
||||
g.NewLevel() // draw current level
|
||||
// Start up daemons and fuses
|
||||
g.StartDaemon(DRunners, 0, After)
|
||||
g.StartDaemon(DDoctor, 0, After)
|
||||
g.Fuse(DSwander, 0, wanderTime(g), After)
|
||||
g.StartDaemon(DStomach, 0, After)
|
||||
}
|
||||
|
||||
// playit is the main loop of the program (main.c playit).
|
||||
func (g *RogueGame) playit() {
|
||||
g.prePlay()
|
||||
|
||||
for g.Playing {
|
||||
g.command() // command execution
|
||||
}
|
||||
|
||||
g.endit()
|
||||
}
|
||||
|
||||
// prePlay does the option and position setup at the top of playit,
|
||||
// before the command loop (main.c playit). It is split out so tests can
|
||||
// drive a bounded number of turns; the loop itself never returns,
|
||||
// because game-over exits the process.
|
||||
func (g *RogueGame) prePlay() {
|
||||
// set up defaults for modern terminals: curses' md_hasclreol() is
|
||||
// always true, so the C default inventory style applies
|
||||
if !g.restored {
|
||||
@@ -242,13 +250,7 @@ func (g *RogueGame) playit() {
|
||||
}
|
||||
|
||||
g.Oldpos = g.Player.Pos
|
||||
|
||||
g.Oldrp = g.roomIn(g.Player.Pos)
|
||||
for g.Playing {
|
||||
g.command() // command execution
|
||||
}
|
||||
|
||||
g.endit()
|
||||
}
|
||||
|
||||
// endit exits the game (main.c endit).
|
||||
|
||||
@@ -8,7 +8,7 @@ import (
|
||||
func genLevel(t *testing.T, seed int32) *RogueGame {
|
||||
t.Helper()
|
||||
|
||||
g := NewGame(Config{Seed: seed})
|
||||
g := New(Params{Seed: seed})
|
||||
g.NewLevel()
|
||||
|
||||
return g
|
||||
@@ -159,7 +159,7 @@ func TestNewLevelDeterministic(t *testing.T) {
|
||||
// mazes, dark rooms, traps, treasure rooms — as a crash/invariant sweep.
|
||||
func TestDeeperLevels(t *testing.T) {
|
||||
for _, seed := range []int32{7, 42, 1000, 31337} {
|
||||
g := NewGame(Config{Seed: seed})
|
||||
g := New(Params{Seed: seed})
|
||||
for depth := 1; depth <= 30; depth++ {
|
||||
g.Depth = depth
|
||||
g.NewLevel()
|
||||
|
||||
30
game/rip.go
30
game/rip.go
@@ -2,23 +2,20 @@ package game
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"os"
|
||||
"time"
|
||||
)
|
||||
|
||||
// rip.c — the fun ends: death or a total win.
|
||||
//
|
||||
// The C functions here call exit(); the port panics with a gameEnd sentinel
|
||||
// that Run recovers, so the terminal is restored by normal unwinding.
|
||||
// The C functions here call exit(). One game run is one process, so the
|
||||
// port does the same: myExit restores the terminal and exits directly.
|
||||
|
||||
// gameEnd is the sentinel carried by the panic that replaces my_exit().
|
||||
type gameEnd struct{}
|
||||
|
||||
// myExit leaves the process properly (main.c my_exit): it unwinds to Run.
|
||||
// Every C caller exited with status 0; abnormal exits panic for real.
|
||||
// myExit leaves the process properly (main.c my_exit): it restores the
|
||||
// terminal and ends the process. Every C caller exited with status 0.
|
||||
func (g *RogueGame) myExit() {
|
||||
g.Playing = false
|
||||
|
||||
panic(gameEnd{})
|
||||
g.scr.Fini()
|
||||
os.Exit(0)
|
||||
}
|
||||
|
||||
// death does something really fun when he dies (rip.c death).
|
||||
@@ -255,18 +252,9 @@ func (g *RogueGame) killname(monst byte, doart bool) string {
|
||||
}
|
||||
|
||||
// DeathDemo implements the -d command line option (main.c): burn some
|
||||
// random numbers to break patterns, then die a random death.
|
||||
// random numbers to break patterns, then die a random death. It does not
|
||||
// return — death exits the process.
|
||||
func (g *RogueGame) DeathDemo() {
|
||||
defer func() {
|
||||
if r := recover(); r != nil {
|
||||
if _, ok := r.(gameEnd); ok {
|
||||
return
|
||||
}
|
||||
|
||||
panic(r)
|
||||
}
|
||||
}()
|
||||
|
||||
dnum := g.rnd(100)
|
||||
for dnum--; dnum > 0; dnum-- {
|
||||
g.rnd(100)
|
||||
|
||||
232
game/run_test.go
232
game/run_test.go
@@ -1,27 +1,75 @@
|
||||
package game
|
||||
|
||||
import (
|
||||
"path/filepath"
|
||||
"strings"
|
||||
"testing"
|
||||
)
|
||||
|
||||
// TestRunScriptedSession drives a complete game through Run(): a few
|
||||
// moves, a rest, an inventory, then Q-quit answered yes.
|
||||
func TestRunScriptedSession(t *testing.T) {
|
||||
tt := &testTerm{input: []byte("hjkl.i Qy")}
|
||||
// fortify makes the hero effectively immortal for a crash-sweep drive:
|
||||
// game-over now calls myExit and os.Exit(0) (step 8), which would kill the
|
||||
// test binary, so every death vector is neutralized. Re-applied each turn
|
||||
// because combat, digestion, freezing, and level drain chip away at these.
|
||||
func fortify(g *RogueGame) {
|
||||
p := &g.Player
|
||||
p.Stats.HP = 30000 // survive combat, arrow/dart traps, bolts
|
||||
p.Stats.MaxHP = 30000 // survive vampire max-hp drain
|
||||
p.Stats.Exp = 30000 // survive wraith level drain (death when exp hits 0)
|
||||
p.FoodLeft = 30000 // never starve
|
||||
g.NoCommand = 0 // never freeze to death (ice monster / sleep trap)
|
||||
g.NoMove = 0 // never stay stuck in a bear trap
|
||||
}
|
||||
|
||||
g := NewGame(Config{Seed: 99, Term: tt})
|
||||
// driveTurns runs the game's per-turn loop up to n times, doing the same
|
||||
// first-level and pre-play setup Run() does. Run() itself no longer
|
||||
// returns — game-over exits the process — so tests drive command()
|
||||
// directly, with short scripts that avoid quitting, saving, or playing
|
||||
// long enough to starve, any of which would exit the test binary.
|
||||
func driveTurns(t *testing.T, g *RogueGame, n int) {
|
||||
t.Helper()
|
||||
|
||||
err := g.Run()
|
||||
if err != nil {
|
||||
t.Fatalf("Run: %v", err)
|
||||
g.startLevel()
|
||||
g.prePlay()
|
||||
|
||||
for range n {
|
||||
g.command()
|
||||
}
|
||||
}
|
||||
|
||||
if g.Playing {
|
||||
t.Error("still playing after quit")
|
||||
// TestRunDownStairs stands the hero on the staircase and descends via the
|
||||
// '>' command through the real turn loop, then checks the level changed.
|
||||
func TestRunDownStairs(t *testing.T) {
|
||||
// '>' is a free action (After=false), so it is followed by a paying
|
||||
// rest ('.') to end the command() call; without a paying action the
|
||||
// turn loop would spin forever on the auto-fed prompt input.
|
||||
tt := &testTerm{input: []byte(">.")}
|
||||
g := New(Params{Seed: 7, Term: tt})
|
||||
g.NewLevel()
|
||||
g.Player.Pos = g.Level.Stairs // stand on the stairs
|
||||
g.restored = true // keep startLevel from regenerating
|
||||
g.Daemons = DaemonList{} // and give it a fresh daemon table
|
||||
g.StartDaemon(DRunners, 0, After)
|
||||
g.StartDaemon(DDoctor, 0, After)
|
||||
g.Fuse(DSwander, 0, wanderTime(g), After)
|
||||
g.StartDaemon(DStomach, 0, After)
|
||||
|
||||
driveTurns(t, g, 1)
|
||||
|
||||
if g.Depth != 2 {
|
||||
t.Errorf("depth = %d after descending, want 2", g.Depth)
|
||||
}
|
||||
// After quitting, the scoreboard is the last thing shown (in C it went
|
||||
// to stdout after endwin; here it is drawn on the screen).
|
||||
}
|
||||
|
||||
// TestScoreRendersList checks that the scoreboard is drawn on the screen
|
||||
// (in C it went to stdout after endwin; here it stays on the screen). The
|
||||
// quit and death paths that normally show it now exit the process, so the
|
||||
// display is exercised through score() directly.
|
||||
func TestScoreRendersList(t *testing.T) {
|
||||
g := New(Params{Seed: 1, Term: &testTerm{}})
|
||||
g.Player.Purse = 100
|
||||
|
||||
g.score(g.Player.Purse, 1, 0) // flags 1 = quit; posts the top-ten list
|
||||
|
||||
found := false
|
||||
|
||||
for y := range NumLines {
|
||||
@@ -31,96 +79,126 @@ func TestRunScriptedSession(t *testing.T) {
|
||||
}
|
||||
|
||||
if !found {
|
||||
t.Error("score list not on screen after quit")
|
||||
t.Error("score list not on screen")
|
||||
}
|
||||
}
|
||||
|
||||
// TestRunManyTurns mashes movement keys for a while as a crash sweep of
|
||||
// the whole turn loop (daemons, hunger, monsters, combat), ending with a
|
||||
// quit. The input alternates directions so the hero bumps around rooms.
|
||||
func TestRunManyTurns(t *testing.T) {
|
||||
// Spaces between commands double as answers to any --More-- prompts;
|
||||
// without them a single prompt would swallow the rest of the script
|
||||
// (wait_for eats everything that isn't a space).
|
||||
moves := []byte("h j k l y u b n s .")
|
||||
script := make([]byte, 0, len(moves)*200+7)
|
||||
// TestDeepPlaythrough drives a fortified hero through the real command loop:
|
||||
// quaff/read/zap on the first level, then descend through the staircase to
|
||||
// depth 8, saving and restoring mid-way. It is a crash sweep of the turn
|
||||
// engine, deep level generation, item effects, and mid-game save/restore.
|
||||
// The hero is fortified so no death exits the process (step 8), and the fixed
|
||||
// seed keeps it deterministic.
|
||||
func TestDeepPlaythrough(t *testing.T) {
|
||||
g := New(Params{Seed: 4242, Wizard: true, Term: &testTerm{}})
|
||||
g.startLevel()
|
||||
g.prePlay()
|
||||
fortify(g)
|
||||
|
||||
for range 200 {
|
||||
script = append(script, moves...)
|
||||
// Stock and use one of each consumable through the command dispatch.
|
||||
pot := give(g, &Object{Kind: KindPotion, Which: int(PotionHealing)})
|
||||
scr := give(g, &Object{Kind: KindScroll, Which: int(ScrollMagicMapping)})
|
||||
|
||||
wand := newObject()
|
||||
wand.Kind = KindWand
|
||||
wand.Which = int(WandLight)
|
||||
wand.Charges = 5
|
||||
zap := give(g, wand)
|
||||
|
||||
setInput(t, g, 'q', pot) // quaff healing
|
||||
g.command()
|
||||
setInput(t, g, 'r', scr) // read magic mapping
|
||||
g.command()
|
||||
setInput(t, g, 'z', 'h', zap) // zap the light wand west
|
||||
g.command()
|
||||
fortify(g)
|
||||
|
||||
// Each consumable identifies itself on use, confirming the q/r/z
|
||||
// commands actually ran through dispatch (not aborted on a bad prompt).
|
||||
if !g.Items.Potions[PotionHealing].Know {
|
||||
t.Error("quaff command did not identify the healing potion")
|
||||
}
|
||||
|
||||
script = append(script, " Q y Qy"...)
|
||||
tt := &testTerm{input: script}
|
||||
|
||||
g := NewGame(Config{Seed: 31337, Term: tt})
|
||||
|
||||
err := g.Run()
|
||||
if err != nil {
|
||||
t.Fatalf("Run: %v", err)
|
||||
if !g.Items.Scrolls[ScrollMagicMapping].Know {
|
||||
t.Error("read command did not identify the magic-mapping scroll")
|
||||
}
|
||||
|
||||
if g.Playing {
|
||||
t.Error("session did not end")
|
||||
if !g.Items.Sticks[WandLight].Know {
|
||||
t.Error("zap command did not identify the light wand")
|
||||
}
|
||||
|
||||
const wantDepth = 8
|
||||
|
||||
for g.Depth < wantDepth {
|
||||
g.Player.Pos = g.Level.Stairs // stand on the stairs
|
||||
setInput(t, g, '>', '.') // '>' descends (free), '.' pays the turn
|
||||
g.command()
|
||||
fortify(g)
|
||||
|
||||
if g.Depth == 4 {
|
||||
g = saveAndRestore(t, g)
|
||||
fortify(g)
|
||||
}
|
||||
}
|
||||
|
||||
if g.Depth != wantDepth {
|
||||
t.Errorf("depth = %d after descending, want %d", g.Depth, wantDepth)
|
||||
}
|
||||
|
||||
if g.Player.Stats.HP <= 0 {
|
||||
t.Error("hero died during the playthrough")
|
||||
}
|
||||
}
|
||||
|
||||
// TestRunDownStairs walks the hero onto the stairs by teleporting there in
|
||||
// wizard style, then descends and keeps playing.
|
||||
func TestRunDownStairs(t *testing.T) {
|
||||
tt := &testTerm{input: []byte(">..Qy")}
|
||||
g := NewGame(Config{Seed: 7, Term: tt})
|
||||
g.NewLevel()
|
||||
g.Player.Pos = g.Level.Stairs // stand on the stairs
|
||||
g.restored = true // keep Run from regenerating the level
|
||||
g.Daemons = DaemonList{} // and give it a fresh daemon table
|
||||
g.StartDaemon(DRunners, 0, After)
|
||||
g.StartDaemon(DDoctor, 0, After)
|
||||
g.Fuse(DSwander, 0, wanderTime(g), After)
|
||||
g.StartDaemon(DStomach, 0, After)
|
||||
// TestTurnLoopCrashSweep mashes movement, search, and rest through the real
|
||||
// turn loop for many turns on several seeds, exercising combat, monster AI,
|
||||
// and traps. The hero is fortified each turn so nothing exits the process,
|
||||
// and the fixed seeds keep it deterministic; the point is to surface panics.
|
||||
func TestTurnLoopCrashSweep(t *testing.T) {
|
||||
// A generous mix of movement, search, and rest. The spaces between
|
||||
// commands double as answers to any --More-- prompt (wait_for eats
|
||||
// everything up to a space); without them one prompt would swallow the
|
||||
// rest of the script. The script is long enough that the bounded drive
|
||||
// never exhausts it (which would spin on the auto-fed prompt input).
|
||||
script := []byte(strings.Repeat("h j k l y u b n s . ", 400))
|
||||
|
||||
err := g.Run()
|
||||
if err != nil {
|
||||
t.Fatalf("Run: %v", err)
|
||||
}
|
||||
for _, seed := range []int32{1, 99, 2026, 31337} {
|
||||
g := New(Params{Seed: seed, Term: &testTerm{input: script}})
|
||||
g.startLevel()
|
||||
g.prePlay()
|
||||
|
||||
if g.Depth != 2 {
|
||||
t.Errorf("depth = %d after descending, want 2", g.Depth)
|
||||
for range 200 {
|
||||
fortify(g)
|
||||
g.command()
|
||||
}
|
||||
|
||||
if g.Player.Stats.HP <= 0 {
|
||||
t.Errorf("seed %d: hero died despite fortify", seed)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// TestSaveCommandRoundTrip saves via the 'S' command (as a player would)
|
||||
// and restores the game.
|
||||
func TestSaveCommandRoundTrip(t *testing.T) {
|
||||
// The C get_str caps input at MAXINP=50 characters, so the save path
|
||||
// must be short: work from the temp directory.
|
||||
t.Chdir(t.TempDir())
|
||||
// saveAndRestore snapshots the game to a file, restores it, checks the key
|
||||
// state survived, and returns the restored game ready to keep playing.
|
||||
func saveAndRestore(t *testing.T, g *RogueGame) *RogueGame {
|
||||
t.Helper()
|
||||
|
||||
path := "cmd.save"
|
||||
// 'S' with no default file name goes straight to the name prompt.
|
||||
script := "S" + path + "\n"
|
||||
tt := &testTerm{input: []byte(script)}
|
||||
g := NewGame(Config{Seed: 55, Term: tt})
|
||||
path := filepath.Join(t.TempDir(), "deep.save")
|
||||
|
||||
g.FileName = "" // force the name prompt
|
||||
|
||||
runErr := g.Run()
|
||||
if runErr != nil {
|
||||
t.Fatalf("Run: %v", runErr)
|
||||
saveErr := g.saveFile(path)
|
||||
if saveErr != nil {
|
||||
t.Fatalf("saveFile: %v", saveErr)
|
||||
}
|
||||
|
||||
h, err := Restore(path, Config{Term: &testTerm{}})
|
||||
h, err := Restore(path, Params{Wizard: true, Term: &testTerm{}})
|
||||
if err != nil {
|
||||
t.Fatalf("Restore: %v", err)
|
||||
}
|
||||
|
||||
if h.Depth != g.Depth || h.Player.Purse != g.Player.Purse {
|
||||
t.Error("restored game does not match saved game")
|
||||
t.Errorf("restored game diverged: depth %d/%d purse %d/%d",
|
||||
h.Depth, g.Depth, h.Player.Purse, g.Player.Purse)
|
||||
}
|
||||
// The restored game must be playable.
|
||||
setInput(t, h, []byte("..Qy")...)
|
||||
|
||||
restoredErr := h.Run()
|
||||
if restoredErr != nil {
|
||||
t.Fatalf("restored Run: %v", restoredErr)
|
||||
}
|
||||
return h
|
||||
}
|
||||
|
||||
@@ -681,7 +681,7 @@ var ErrSaveOutOfDate = errors.New("sorry, saved game is out of date")
|
||||
|
||||
// Restore restores a saved game from a file (save.c restore). The file is
|
||||
// deleted, as in C, to defeat restarting from the same save.
|
||||
func Restore(path string, cfg Config) (*RogueGame, error) {
|
||||
func Restore(path string, params Params) (*RogueGame, error) {
|
||||
f, err := os.Open(path) //nolint:gosec // G304: the save path is user-chosen by design
|
||||
if err != nil {
|
||||
return nil, err
|
||||
@@ -704,12 +704,12 @@ func Restore(path string, cfg Config) (*RogueGame, error) {
|
||||
data: newGameData(),
|
||||
Rng: &Rng{},
|
||||
Playing: true,
|
||||
ScorePath: cfg.ScorePath,
|
||||
ScorePath: params.ScorePath,
|
||||
FileName: path,
|
||||
rogueOpts: cfg.RogueOpts,
|
||||
rogueOpts: params.RogueOpts,
|
||||
restored: true,
|
||||
}
|
||||
g.scr = NewScreen(cfg.Term)
|
||||
g.scr = NewScreen(params.Term)
|
||||
g.Msgs.attach(g.scr, g.look, g.readchar)
|
||||
g.applySnapshot(&st)
|
||||
|
||||
|
||||
@@ -29,7 +29,7 @@ func TestSaveRestoreRoundTrip(t *testing.T) {
|
||||
t.Fatalf("saveFile: %v", saveErr)
|
||||
}
|
||||
|
||||
h, err := Restore(path, Config{Term: &testTerm{}})
|
||||
h, err := Restore(path, Params{Term: &testTerm{}})
|
||||
if err != nil {
|
||||
t.Fatalf("Restore: %v", err)
|
||||
}
|
||||
@@ -154,7 +154,7 @@ func TestRestoreRejectsWrongVersion(t *testing.T) {
|
||||
t.Fatal(closeErr)
|
||||
}
|
||||
|
||||
_, restoreErr := Restore(path, Config{})
|
||||
_, restoreErr := Restore(path, Params{})
|
||||
if restoreErr == nil {
|
||||
t.Error("restore accepted an out-of-date save")
|
||||
}
|
||||
|
||||
@@ -16,6 +16,9 @@ type Terminal interface {
|
||||
// ReadChar blocks for the next key, translated to Rogue's input bytes
|
||||
// (arrows become hjkl, control keys their C0 codes).
|
||||
ReadChar() byte
|
||||
// Fini restores the device to its pre-game state (curses endwin). The
|
||||
// game calls it on its way out, since one game run is one process.
|
||||
Fini()
|
||||
}
|
||||
|
||||
// cell is one screen position.
|
||||
@@ -213,6 +216,13 @@ func (s *Screen) Refresh() {
|
||||
}
|
||||
}
|
||||
|
||||
// Fini restores the terminal device, if there is one (curses endwin).
|
||||
func (s *Screen) Fini() {
|
||||
if s.term != nil {
|
||||
s.term.Fini()
|
||||
}
|
||||
}
|
||||
|
||||
// RefreshWin pushes an arbitrary window to the device (curses wrefresh).
|
||||
func (s *Screen) RefreshWin(w *Window) {
|
||||
if s.term != nil {
|
||||
|
||||
98
game/seedcompat_test.go
Normal file
98
game/seedcompat_test.go
Normal file
@@ -0,0 +1,98 @@
|
||||
package game
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"os"
|
||||
"strings"
|
||||
"testing"
|
||||
)
|
||||
|
||||
// dumpItemTables formats a game's per-seed item appearance tables in the
|
||||
// same layout the instrumented C reference prints: the potion colors,
|
||||
// scroll names, ring stones, and wand/staff materials, each generated by
|
||||
// consuming the RNG in a fixed order during New().
|
||||
func dumpItemTables(seed int32, g *RogueGame) string {
|
||||
var b strings.Builder
|
||||
|
||||
fmt.Fprintf(&b, "SEED %d\n", seed)
|
||||
|
||||
fmt.Fprintln(&b, "POTIONS")
|
||||
|
||||
for _, c := range g.Items.PotColors {
|
||||
fmt.Fprintln(&b, c)
|
||||
}
|
||||
|
||||
fmt.Fprintln(&b, "SCROLLS")
|
||||
|
||||
for _, s := range g.Items.ScrNames {
|
||||
fmt.Fprintln(&b, s)
|
||||
}
|
||||
|
||||
fmt.Fprintln(&b, "RINGS")
|
||||
|
||||
for _, s := range g.Items.RingStones {
|
||||
fmt.Fprintln(&b, s)
|
||||
}
|
||||
|
||||
fmt.Fprintln(&b, "STICKS")
|
||||
|
||||
for i := range g.Items.WandType {
|
||||
fmt.Fprintf(&b, "%s %s\n", g.Items.WandType[i], g.Items.WandMade[i])
|
||||
}
|
||||
|
||||
return b.String()
|
||||
}
|
||||
|
||||
// TestSeedCompatItemTables proves the port's seed-compatibility claim: for
|
||||
// the same seed, the Go game generates the exact per-seed item appearance
|
||||
// tables as the C reference on modern-rogue. That requires the LCG and its
|
||||
// consumption order through the whole init sequence (init_probs →
|
||||
// init_player → init_names → init_colors → init_stones → init_materials) to
|
||||
// match C byte for byte. The golden is captured from an instrumented build
|
||||
// of the C game (testdata/README.md).
|
||||
func TestSeedCompatItemTables(t *testing.T) {
|
||||
golden, err := os.ReadFile("testdata/item_tables.golden")
|
||||
if err != nil {
|
||||
t.Fatalf("read golden: %v", err)
|
||||
}
|
||||
|
||||
// These must match the seeds the golden was generated from
|
||||
// (testdata/README.md).
|
||||
seeds := []int32{1, 42, 12345, 99999}
|
||||
|
||||
var got strings.Builder
|
||||
|
||||
for _, seed := range seeds {
|
||||
g := New(Params{Seed: seed, Wizard: true})
|
||||
got.WriteString(dumpItemTables(seed, g))
|
||||
}
|
||||
|
||||
if got.String() != string(golden) {
|
||||
t.Errorf("Go item tables diverge from the C reference at %s",
|
||||
firstDiff(string(golden), got.String()))
|
||||
}
|
||||
}
|
||||
|
||||
// firstDiff returns a description of the first line where want and got
|
||||
// differ, for a readable failure.
|
||||
func firstDiff(want, got string) string {
|
||||
wl := strings.Split(want, "\n")
|
||||
gl := strings.Split(got, "\n")
|
||||
|
||||
for i := 0; i < len(wl) || i < len(gl); i++ {
|
||||
w, g := "", ""
|
||||
if i < len(wl) {
|
||||
w = wl[i]
|
||||
}
|
||||
|
||||
if i < len(gl) {
|
||||
g = gl[i]
|
||||
}
|
||||
|
||||
if w != g {
|
||||
return fmt.Sprintf("line %d: C=%q Go=%q", i+1, w, g)
|
||||
}
|
||||
}
|
||||
|
||||
return "no line difference (trailing content?)"
|
||||
}
|
||||
@@ -32,7 +32,7 @@ func TestProbabilitiesSumTo100(t *testing.T) {
|
||||
}
|
||||
|
||||
func TestInitProbsCumulative(t *testing.T) {
|
||||
g := NewGame(Config{Seed: 1})
|
||||
g := New(Params{Seed: 1})
|
||||
|
||||
last := g.Items.Potions[NumPotionTypes-1].Prob
|
||||
if last != 100 {
|
||||
@@ -47,14 +47,14 @@ func TestInitProbsCumulative(t *testing.T) {
|
||||
}
|
||||
|
||||
func TestNewGameRandomizesAppearances(t *testing.T) {
|
||||
g := NewGame(Config{Seed: 12345})
|
||||
g := New(Params{Seed: 12345})
|
||||
|
||||
checkPotionColors(t, g)
|
||||
checkScrollNames(t, g)
|
||||
checkWandMaterials(t, g)
|
||||
|
||||
// Determinism: same seed, same appearances.
|
||||
h := NewGame(Config{Seed: 12345})
|
||||
h := New(Params{Seed: 12345})
|
||||
if h.Items != g.Items {
|
||||
t.Error("two games with the same seed produced different item lore")
|
||||
}
|
||||
|
||||
@@ -11,6 +11,8 @@ type testTerm struct {
|
||||
|
||||
func (t *testTerm) Render(*Window) {}
|
||||
|
||||
func (t *testTerm) Fini() {}
|
||||
|
||||
func (t *testTerm) ReadChar() byte {
|
||||
if t.pos < len(t.input) {
|
||||
c := t.input[t.pos]
|
||||
|
||||
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.
|
||||
|
||||
## 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