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rgoue/TODO.md

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# 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
Playtest hardening pass: play several full games with the tcell binary and
extend run_test.go to drive a deeper multi-level playthrough (descend past level
5, use potions, scrolls, zapping, save/restore). Note: game-over now exits the
process (step 8), so scripted drives must stay bounded and avoid
death/quit/save-command; exercise the exit paths (death display, 'S' save)
another way if needed. Fix any panics, message mismatches, or divergences from
the C behavior that this uncovers, with regression tests.
# Completed Steps
- 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. Verify the seed-compatibility claim against the C reference on c-master: same
seed, same dungeon, same item tables, for several seeds.
2. Broaden unit test coverage where playtesting finds thin spots (rings, sticks,
wizard commands).
3. Tag a release once a full game (Amulet retrieval and score entry) completes
without defects.
4. 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.
5. 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.