Files
rgoue/TODO.md
clawbot 0dc4c70f18 fix: take the signal-time autosave on the game goroutine (closes #24)
The SIGHUP/SIGTERM handler gob-encoded the live game tree from the signal
goroutine while the game goroutine was mid-turn mutating it, and AutoSave
removed the save file before encoding — so the failure mode was not a
stale save but a deleted one followed by a possibly torn replacement,
with a window in which the player had neither. The suite has run under
-race since 2026-08-09 and was green because nothing had ever driven the
turn loop concurrently with a signal: evidence of untested, not of safe.

The handler no longer writes anything. AutoSaveOnSignal posts a request,
wakes the input read, and waits up to signalSaveTimeout for the game
goroutine to take it; the encode runs on the goroutine that owns the
state, at the three points where that goroutine can sit: between turns
(command), on waking from a blocked readchar, and while parked in the `!`
shell escape (runShellEscape, which now runs the shell on a helper
goroutine so a hangup during it still rescues the game).

Blocked on input is the case that matters — a dropped connection lands
while the player is thinking, so a flag checked only between turns would
never be looked at. Terminal.ReadChar therefore returns (byte, bool),
with ok false meaning "woken by Interrupt, no key", and term.Tcell posts
a tcell.EventInterrupt onto tcell's own event queue to unpark PollEvent.
readchar services the request and reads again, so no caller sees it.

Running the shell on a helper goroutine would also have moved
term.Tcell.ShellEscape's panic on a failed Screen.Resume onto it, and a
panic at the top of any goroutine terminates the process without running
the deferred calls of the others — including cmd/rogue/main.go's
`defer t.Fini()`. The tty would have been left raw on precisely the path
where the terminal is already broken, which is issue #12's failure on a
path this change created. runShellEscape therefore recovers the helper's
panic and re-raises it on the game goroutine, whose stack has the restore
in it, so "every path restores the terminal via Terminal.Fini before
exiting" stays true.

saveFile writes a temporary file in the save's own directory, fsyncs it
and renames it over the target instead of truncating in place, so a save
that fails — or never happens because the deadline ran out — leaves the
player's previous save whole.

What the handoff guarantees is stated exactly rather than flatteringly:
the encode runs on the state-owning goroutine, so the snapshot is
internally consistent and restorable, but it is not necessarily taken
between commands. readchar is reached from mid-command prompts (--More--,
askOverwrite, getStr, the direction and pack prompts) and the command has
already mutated state by then, so a save taken there freezes that command
half applied and restoring loses the rest of it.

The SIGINT/SIGQUIT no-save decision and the single-signal-read ordering
guarantee are untouched. pendingSaver reads the game out from under its
mutex rather than delegating with it held, because the delegated call now
blocks until the save is taken.
2026-08-09 07:07:23 +00:00

26 KiB

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

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.

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.

Next Step

Broaden unit test coverage where playtesting finds thin spots (rings, sticks, wizard commands).

Completed Steps

  • 2026-08-09 Signal-time autosave moved onto the game goroutine (fix/autosave-race, closes #24): the SIGHUP/SIGTERM handler gob-encoded the live game tree from the signal goroutine while the game goroutine was mid-turn mutating it, and AutoSave removed the save file before encoding — so the failure mode was not a stale save but a deleted one followed by a possibly torn replacement, with a window in which the player had neither. make test has run with -race since 2026-08-09 and was green, because no test had ever driven the turn loop concurrently with a signal: evidence of untested, not of safe. The handler now writes nothing itself. AutoSaveOnSignal posts a request on a one-deep channel, wakes the input read, and waits up to signalSaveTimeout (3s) for the game goroutine to take it; the encode happens on the goroutine that owns the state. The blocked-on-input case is the whole point — a dropped connection lands while the player is thinking, so a flag checked only between turns would never be looked at — and it is handled by making the read interruptible: Terminal.ReadChar returns (byte, bool) with ok == false meaning "woken by Interrupt, no key", term.Tcell.Interrupt posts a tcell.EventInterrupt onto tcell's own event queue to unpark PollEvent, and readchar services the request and reads again, so no caller sees the wake-up. The other unbounded park is the ! shell escape, where a hangup used to save and would otherwise have regressed to not saving: the shell now runs on a helper goroutine and runShellEscape selects on {shell finished, save request}, keeping the encode on the game goroutine while it draws nothing. Between turns (command) covers a game that is busy rather than parked. The wait is bounded so that a game goroutine wedged with no service point can never stop a signal from getting the process out; giving up costs nothing now that saveFile writes a temporary file in the save's own directory, fsyncs it, and renames it over the target instead of truncating in place — a failed or skipped save leaves the previous save whole. New game/autosave_test.go drives the real turn loop while a second goroutine asks for 25 saves (the interleaving that never existed before), plus the parked-on-input case with a terminal fake that genuinely blocks, the shell case, the deadline case (previous save byte-for-byte intact), the no-file-name case, and the rename discipline — the last pinned by a handle opened before the save, which still reads the old file whole after it. Each was mutation-proved: reverting AutoSaveOnSignal to encode on the calling goroutine (the pre-fix behavior) makes the turn-loop test fail under -race with 113 reports, and removing each of the three service points fails exactly the test for that park with its own message. pendingSaver now reads the game out from under its mutex instead of delegating with it held, because the delegated call blocks until the save is taken — the PR #23 review's N3 note, load-bearing rather than hypothetical, and pinned by a test. The SIGINT/SIGQUIT no-save decision and the single-signal-read ordering guarantee are untouched; savesOnSignal's third ground ("safety") is rewritten, since the corruption window it weighed no longer exists. MEMORY.md stops listing signal-time autosave among the deliberate _ = discards and states the new discipline; ARCHITECTURE.md §5.3, the Terminal sketch, the C-to-Go mapping row and §9's SIGTSTP paragraph are corrected to match. Two things review caught and this entry records so they are not undone: moving the shell onto a helper goroutine also moved term.Tcell.ShellEscape's panic on a failed Screen.Resume there, and a panic at the top of any goroutine kills the process without running the deferred calls of the others — including cmd/rogue/main.go's defer t.Fini(), so the tty would have been left raw on exactly the path where the terminal is already broken (issue #12's failure, reintroduced on a new path). runShellEscape recovers the helper's panic and re-raises it on the game goroutine, pinned by TestShellEscapePanicUnwindsTheGameGoroutine. And the first version of this work claimed in four places that nothing is half-mutated at the readchar service point; that is false, since readchar is reached from mid-command prompts. What is actually guaranteed is that the encode runs on the state-owning goroutine, so the snapshot is internally consistent and restorable, though it may freeze a command half applied. Next Step deliberately not rotated: out-of-band issue work.

  • 2026-08-09 Signal-time terminal restore (sig-leave, closes #12): the port handled only SIGHUP and SIGTERM, so SIGINT and SIGQUIT killed the process with tcell still holding the tty, leaving the user at a shell with no echo. All four signals now go to one os/signal channel read by one goroutine in cmd/rogue/main.go, and every path calls Terminal.Fini before os.Exit(0) — C's leave(), "leave quickly but curteously". The decision (written into the savesOnSignal comment): SIGHUP/SIGTERM keep autosaving, SIGINT/SIGQUIT restore and exit without saving. C never saves on INT or QUIT anywhere — leave() is endwin-and-exit, quit() confirms/scores/exits, endit() goes through fatal(), and save.c auto_save is reserved for HUP/TERM — and the semantics agree: HUP/TERM are involuntary teardown worth rescuing a game from, while INT/QUIT are a deliberate "stop now" that must not become a one-keystroke checkpoint against a save discipline built to be anti-save-scum. It is also the safe choice: AutoSave gob-encodes live state that the main goroutine is still mutating, after removing the old file, so on the signals with nothing to rescue the port takes the option with no corruption window. The single-reader design closes the window the issue warned about: a second signal arriving mid-save stays unread in the buffer instead of exiting out from under the writer (TestLeaveOnSignalIgnoresLaterSignals reproduces exactly that interleaving). New cmd/rogue/main_test.go pins the membership of handledSignals() itself (TestHandledSignalsSet — without it the rest of the file, which iterates that set, would pass against a set that had silently lost SIGINT and SIGQUIT again), and covers the ordering for each signal, the save/no-save split against savesOnSignal, the mid-save-second-signal case, the pre-game pendingSaver window, and real SIGINT/SIGQUIT/SIGHUP/SIGTERM delivered to the test process through the same notifySignals wiring the game uses; the tty leaving raw mode is the one step not checkable headlessly (it needs a controlling terminal), and term.Tcell.Fini is a direct pass-through to tcell's Screen.Fini that myExit already depends on. Two premises in the issue turned out to be wrong and are recorded in ARCHITECTURE.md: leave() is not installed on SIGINT/SIGQUIT during play (the wiring is in mdport.c, the shipped build calls md_onsignal_default() and installs nothing, and leave() appears only in the endgame paths of rip.c/main.c), and Ctrl-C never generated SIGINT here anyway, since tcell's raw mode clears ISIG and the key arrives as byte 0x03 — as it did in C, whose setup() calls curses raw(). The real exposure is kill -INT/kill -QUIT, a SIGINT to the process group while the ! shell escape has the screen suspended, and the window after term.New(): nothing is raw before it, and the handlers used to be installed only once the game existed, leaving the restore path and -d's DeathDemo() — which never returns, blocking in waitFor inside death() — running raw with no handler at all. The handlers are therefore installed immediately after term.New(), with the game handed to them afterwards via pendingSaver; a signal before the game exists restores the terminal and exits with nothing to save, and the SIGHUP/SIGTERM autosave behavior on the play path is unchanged. ARCHITECTURE.md §9 gained rows for SIGTSTP/tstp() (dropped: raw mode means Ctrl-Z cannot reach us, a suspend from the signal goroutine would race the drawing goroutine, and C armed tstp only after a restore(); the ! shell escape covers the need), for SIGINT not routing to the interactive quit() prompt, and for auto_save on the fault signals; §5.3's claim that tcell handles SIGTSTP was false — tcell registers only SIGWINCH — and is corrected. Next Step deliberately not rotated: out-of-band issue work.

  • 2026-08-09 Wizard-create bounds fix (fix/wizard-which-bounds, closes #10): createObj stored the raw 0-f nibble as Object.Which with no bounds check, so wizard mode -> C -> / -> f produced a wand numbered 15 against a 14-entry table and panicked in fixStick. Input outside 0-f overshoots much further rather than going negative: readchar returns a byte, so the int(ch-'a') + 10 branch is byte arithmetic and wraps — 'A' gives 234 and '!' gives 202 — and panicked the same way. C's create_obj() was equally unchecked, but every C consumer was either a switch (defined for any value) or a static-array read past the end (undefined, and survivable in practice), whereas since refactor step 8 one game is one process, so the Go panic kills the game with the terminal still in raw mode. Fixed at the two boundaries a bad Which can enter through: createObj now rejects an out-of-range choice with a message built from C's own type_name() vocabulary and adds nothing to the pack (a deliberate, commented divergence, since C had no defined behavior here to be faithful to), and Restore refuses a snapshot describing such an object (ErrSaveCorrupt) instead of loading a game that would explode later. Behind those, whichLimit/hasValidWhich back defensive guards at every dispatch named in the issue: the three effect tables (the new quaffHandler, readHandler, and zapHandler accessors return no handler rather than indexing — for wands that is exactly non-MASTER C, which matched no case and still ran o_charges--), the callIt lore lookups, identifyType (whose table is shorter than the scroll table keying it, though no scroll that can reach readIdentify overshoots it, so that one is defensive rather than a live bound), armorClass for the four a_class[] reads, initWeapon against the missing init_dam[] row for WeaponFlame, fixStick's ws_type[] read, and inventoryName, hoisted so one check covers the scroll-title read the issue listed plus its potion-color, ring-stone, wand-material, weapon and armor siblings. objectWorth got the same hoisted guard, since the death-screen appraisal reads the identical per-kind tables. No in-range input changes behavior and no guard consumes a random number — the rejection precedes every rnd() call, verified both by an explicit seed-unchanged test and by TestSeedCompatItemTables staying green untouched. New game/wizard_test.go: the exact reproducer, a rejection sweep over every indexed kind including both wrapping-input forms, an acceptance sweep proving valid choices still build the right item, one no-panic test per guarded family (wand/potion/scroll/armor/weapon), the fixStick crash site, the corrupt-save rejection over the wrapped values and a negative Which (a decoded snapshot is the only source of one, so it is what exercises the Which >= 0 arm of hasValidWhich), and a check that whichLimit still agrees with the table sizes. Each guard was confirmed load-bearing by reverting it and watching the test panic. Next Step deliberately not rotated: this was out-of-band issue work.

  • 2026-08-09 Stale-docs correction (docs-staleness, closes #3): four claims in MEMORY.md/TODO.md/README.md had gone false and were misdirecting agents — the reviewer on PR #9 repeated one of them verbatim. Each was re-verified against the tree before rewriting. (1) MEMORY.md described C's exit() being unwound by a gameEnd panic recovered in Run; refactor step 8 deleted that, gameEnd appears nowhere in the sources, and myExit (game/rip.go) now calls Terminal.Fini then os.Exit(0) while Run() never returns — so the section states the exit model and its testing consequence (a death exits the test binary; hence fortify() in game/run_test.go). (2) MEMORY.md said approved lint exceptions live in a "Repo-specific exceptions" block in .golangci.yml; no such block exists and the config is byte-identical to canonical (sha256 021cc83f…46bcb), the approvals having moved to in-code //nolint directives carrying their dates — and paralleltest was listed as an approved disable when it was in fact fixed (no paralleltest token in the tree; 32 t.Parallel() calls against 32 tests). (3) MEMORY.md "Debugging" and (4) README.md both told the reader to run go test directly, which since PR #9 silently drops -timeout 30s -race -cover; both now point at make test/make check. Also dropped the false "currently v2.12.2" host linter claim from the 2026-08-07 entry (the host is v2.10.1 and nothing is pinned; the pin question is tracked separately). Documentation only — no code, Makefile, or config change; Next Step deliberately not rotated, since this was out-of-band issue work.

  • 2026-08-09 Policy-shaped make test (make-test-policy-pattern): the test: target was a bare go test $(GO_PKGS) and now runs -timeout 30s -race -cover with the mandated conditional verbose rerun (on failure it reruns with -v and then exit 1, so a flaky pass on the second attempt cannot rescue the build). $(GO_PKGS) is kept rather than hardcoding ./.... The substance was -race, not the Makefile edit: this is the first time the suite has run under the race detector, and it is clean — no data races across five consecutive uncached runs, including the tcell terminal layer and the os.Exit-path playthrough tests. Wall clock 5.1s cold (including the race build) and ~2.3s warm, against the 20s policy budget. The failure path was exercised with a throwaway failing test to confirm the rerun fires and make exits non-zero. Build tooling only; no game behavior change.

  • 2026-08-07 Canonical linter config (golangci-v2.12.2): replaced .golangci.yml with the shared canonical config (v2 schema; settings now live under linters.settings, so the lll/funlen/cyclop/dupl thresholds actually apply — the old top-level linters-settings block was silently ignored). The four repo-specific disables (mnd, exhaustive, paralleltest, testpackage) moved out of the config into targeted in-code //nolint directives carrying the original approval dates, so the config stays byte-identical to canonical. Real fixes: t.Parallel() in all 32 tests, 24 long lines wrapped or their comments tightened, control bytes in term/tcell.go as character literals, and two wsl_v5 defer cuddles. The repo has no golangci-lint version pin to bump (no Dockerfile or CI; make lint runs whatever golangci-lint is on the host).

  • 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.

  • 2026-07-23 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.

  • 2026-07-23 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.

  • 2026-07-23 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.

  • 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

Future Steps

  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.