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. 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. 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.
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383 lines
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Markdown
# Workflow
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- branch (from `main`)
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- do the work in Next Step
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- move Next Step to the top of Completed Steps
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- move the top item of Future Steps into Next Step
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- commit (`TODO.md` changes in the same commit as the work)
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- merge to `main` if the branch is not protected, otherwise open a PR
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- push
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# Status
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pre-1.0
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The port on main is complete and faithful (function-by-function from Rogue 5.4.4
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C; reference sources on c-master/modern-rogue). Current phase: refactor from a
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transliterated port into idiomatic Go — one feature branch per step below,
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descriptive naming, real types, house style per
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~/dev/prompts/prompts/CODE_STYLEGUIDE_GO.md.
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Refactor ground rules:
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- Behavior must not change unless a step says so. The full test suite (scripted
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sessions, generation invariants, C-compatible RNG goldens) gates every step;
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80x24 seed-compatible gameplay stays intact.
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- Renames keep the C lineage greppable: doc comments retain their "(file.c
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func_name)" breadcrumbs, and the docs refresh step adds a C-name → Go-name
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table to ARCHITECTURE.md.
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# Next Step
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Broaden unit test coverage where playtesting finds thin spots (rings, sticks,
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wizard commands).
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# Completed Steps
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- 2026-08-09 Signal-time autosave moved onto the game goroutine
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(`fix/autosave-race`, closes #24): the SIGHUP/SIGTERM handler gob-encoded the
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live game tree from the signal goroutine while the game goroutine was mid-turn
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mutating it, and `AutoSave` **removed** the save file before encoding — so the
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failure mode was not a stale save but a deleted one followed by a possibly
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torn replacement, with a window in which the player had neither. `make test`
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has run with `-race` since 2026-08-09 and was green, because no test had ever
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driven the turn loop concurrently with a signal: evidence of untested, not of
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safe. The handler now writes nothing itself. `AutoSaveOnSignal` posts a
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request on a one-deep channel, wakes the input read, and waits up to
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`signalSaveTimeout` (3s) for the game goroutine to take it; the encode happens
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on the goroutine that owns the state. **The blocked-on-input case is the whole
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point** — a dropped connection lands while the player is thinking, so a flag
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checked only between turns would never be looked at — and it is handled by
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making the read interruptible: `Terminal.ReadChar` returns `(byte, bool)` with
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`ok == false` meaning "woken by `Interrupt`, no key", `term.Tcell.Interrupt`
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posts a `tcell.EventInterrupt` onto tcell's own event queue to unpark
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`PollEvent`, and `readchar` services the request and reads again, so no caller
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sees the wake-up. The other unbounded park is the `!` shell escape, where a
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hangup used to save and would otherwise have regressed to not saving: the
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shell now runs on a helper goroutine and `runShellEscape` selects on {shell
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finished, save request}, keeping the encode on the game goroutine while it
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draws nothing. Between turns (`command`) covers a game that is busy rather
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than parked. The wait is bounded so that a game goroutine wedged with no
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service point can never stop a signal from getting the process out; giving up
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costs nothing now that `saveFile` writes a temporary file in the save's own
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directory, fsyncs it, and renames it over the target instead of truncating in
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place — a failed or skipped save leaves the previous save whole. New
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`game/autosave_test.go` drives the real turn loop while a second goroutine
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asks for 25 saves (the interleaving that never existed before), plus the
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parked-on-input case with a terminal fake that genuinely blocks, the shell
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case, the deadline case (previous save byte-for-byte intact), the no-file-name
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case, and the rename discipline — the last pinned by a handle opened before
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the save, which still reads the old file whole after it. Each was
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mutation-proved: reverting `AutoSaveOnSignal` to encode on the calling
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goroutine (the pre-fix behavior) makes the turn-loop test fail under `-race`
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with 113 reports, and removing each of the three service points fails exactly
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the test for that park with its own message. `pendingSaver` now reads the game
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out from under its mutex instead of delegating with it held, because the
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delegated call blocks until the save is taken — the PR #23 review's N3 note,
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load-bearing rather than hypothetical, and pinned by a test. The
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SIGINT/SIGQUIT no-save decision and the single-signal-read ordering guarantee
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are untouched; `savesOnSignal`'s third ground ("safety") is rewritten, since
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the corruption window it weighed no longer exists. `MEMORY.md` stops listing
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signal-time autosave among the deliberate `_ =` discards and states the new
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discipline; `ARCHITECTURE.md` §5.3, the `Terminal` sketch, the C-to-Go mapping
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row and §9's SIGTSTP paragraph are corrected to match. `Next Step`
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deliberately not rotated: out-of-band issue work.
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- 2026-08-09 Signal-time terminal restore (`sig-leave`, closes #12): the port
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handled only SIGHUP and SIGTERM, so SIGINT and SIGQUIT killed the process with
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tcell still holding the tty, leaving the user at a shell with no echo. All
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four signals now go to one `os/signal` channel read by one goroutine in
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`cmd/rogue/main.go`, and every path calls `Terminal.Fini` before `os.Exit(0)`
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— C's `leave()`, "leave quickly but curteously". **The decision** (written
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into the `savesOnSignal` comment): SIGHUP/SIGTERM keep autosaving,
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SIGINT/SIGQUIT restore and exit **without** saving. C never saves on INT or
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QUIT anywhere — `leave()` is endwin-and-exit, `quit()` confirms/scores/exits,
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`endit()` goes through `fatal()`, and `save.c auto_save` is reserved for
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HUP/TERM — and the semantics agree: HUP/TERM are involuntary teardown worth
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rescuing a game from, while INT/QUIT are a deliberate "stop now" that must not
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become a one-keystroke checkpoint against a save discipline built to be
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anti-save-scum. It is also the safe choice: `AutoSave` gob-encodes live state
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that the main goroutine is still mutating, after removing the old file, so on
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the signals with nothing to rescue the port takes the option with no
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corruption window. The single-reader design closes the window the issue warned
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about: a second signal arriving mid-save stays unread in the buffer instead of
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exiting out from under the writer (`TestLeaveOnSignalIgnoresLaterSignals`
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reproduces exactly that interleaving). New `cmd/rogue/main_test.go` pins the
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membership of `handledSignals()` itself (`TestHandledSignalsSet` — without it
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the rest of the file, which iterates that set, would pass against a set that
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had silently lost SIGINT and SIGQUIT again), and covers the ordering for each
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signal, the save/no-save split against `savesOnSignal`, the
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mid-save-second-signal case, the pre-game `pendingSaver` window, and real
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SIGINT/SIGQUIT/SIGHUP/SIGTERM delivered to the test process through the same
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`notifySignals` wiring the game uses; the tty leaving raw mode is the one step
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not checkable headlessly (it needs a controlling terminal), and
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`term.Tcell.Fini` is a direct pass-through to tcell's `Screen.Fini` that
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`myExit` already depends on. Two premises in the issue turned out to be wrong
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and are recorded in ARCHITECTURE.md: `leave()` is not installed on
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SIGINT/SIGQUIT during play (the wiring is in `mdport.c`, the shipped build
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calls `md_onsignal_default()` and installs nothing, and `leave()` appears only
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in the endgame paths of `rip.c`/`main.c`), and Ctrl-C never generated SIGINT
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here anyway, since tcell's raw mode clears `ISIG` and the key arrives as byte
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`0x03` — as it did in C, whose `setup()` calls curses `raw()`. The real
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exposure is `kill -INT`/`kill -QUIT`, a SIGINT to the process group while the
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`!` shell escape has the screen suspended, and the window **after**
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`term.New()`: nothing is raw before it, and the handlers used to be installed
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only once the game existed, leaving the restore path and `-d`'s `DeathDemo()`
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— which never returns, blocking in `waitFor` inside `death()` — running raw
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with no handler at all. The handlers are therefore installed immediately after
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`term.New()`, with the game handed to them afterwards via `pendingSaver`; a
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signal before the game exists restores the terminal and exits with nothing to
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save, and the SIGHUP/SIGTERM autosave behavior on the play path is unchanged.
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ARCHITECTURE.md §9 gained rows for SIGTSTP/`tstp()` (dropped: raw mode means
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Ctrl-Z cannot reach us, a suspend from the signal goroutine would race the
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drawing goroutine, and C armed `tstp` only after a `restore()`; the `!` shell
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escape covers the need), for SIGINT not routing to the interactive `quit()`
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prompt, and for `auto_save` on the fault signals; §5.3's claim that tcell
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handles SIGTSTP was false — tcell registers only SIGWINCH — and is corrected.
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`Next Step` deliberately not rotated: out-of-band issue work.
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- 2026-08-09 Wizard-create bounds fix (`fix/wizard-which-bounds`, closes #10):
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`createObj` stored the raw `0-f` nibble as `Object.Which` with no bounds
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check, so wizard mode -> `C` -> `/` -> `f` produced a wand numbered 15 against
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a 14-entry table and panicked in `fixStick`. Input outside `0-f` overshoots
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much further rather than going negative: `readchar` returns a `byte`, so the
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`int(ch-'a') + 10` branch is byte arithmetic and wraps — `'A'` gives 234 and
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`'!'` gives 202 — and panicked the same way. C's `create_obj()` was equally
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unchecked, but every C consumer was either a `switch` (defined for any value)
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or a static-array read past the end (undefined, and survivable in practice),
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whereas since refactor step 8 one game is one process, so the Go panic kills
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the game with the terminal still in raw mode. Fixed at the two boundaries a
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bad `Which` can enter through: `createObj` now rejects an out-of-range choice
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with a message built from C's own `type_name()` vocabulary and adds nothing to
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the pack (a deliberate, commented divergence, since C had no defined behavior
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here to be faithful to), and `Restore` refuses a snapshot describing such an
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object (`ErrSaveCorrupt`) instead of loading a game that would explode later.
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Behind those, `whichLimit`/`hasValidWhich` back defensive guards at every
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dispatch named in the issue: the three effect tables (the new `quaffHandler`,
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`readHandler`, and `zapHandler` accessors return no handler rather than
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indexing — for wands that is exactly non-`MASTER` C, which matched no case and
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still ran `o_charges--`), the `callIt` lore lookups, `identifyType` (whose
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table is shorter than the scroll table keying it, though no scroll that can
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reach `readIdentify` overshoots it, so that one is defensive rather than a
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live bound), `armorClass` for the four `a_class[]` reads, `initWeapon` against
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the missing `init_dam[]` row for `WeaponFlame`, `fixStick`'s `ws_type[]` read,
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and `inventoryName`, hoisted so one check covers the scroll-title read the
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issue listed plus its potion-color, ring-stone, wand-material, weapon and
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armor siblings. `objectWorth` got the same hoisted guard, since the
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death-screen appraisal reads the identical per-kind tables. No in-range input
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changes behavior and no guard consumes a random number — the rejection
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precedes every `rnd()` call, verified both by an explicit seed-unchanged test
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and by `TestSeedCompatItemTables` staying green untouched. New
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`game/wizard_test.go`: the exact reproducer, a rejection sweep over every
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indexed kind including both wrapping-input forms, an acceptance sweep proving
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valid choices still build the right item, one no-panic test per guarded family
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(wand/potion/scroll/armor/weapon), the `fixStick` crash site, the corrupt-save
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rejection over the wrapped values and a negative `Which` (a decoded snapshot
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is the only source of one, so it is what exercises the `Which >= 0` arm of
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`hasValidWhich`), and a check that `whichLimit` still agrees with the table
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sizes. Each guard was confirmed load-bearing by reverting it and watching the
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test panic. `Next Step` deliberately not rotated: this was out-of-band issue
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work.
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- 2026-08-09 Stale-docs correction (`docs-staleness`, closes #3): four claims in
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`MEMORY.md`/`TODO.md`/`README.md` had gone false and were misdirecting agents
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— the reviewer on PR #9 repeated one of them verbatim. Each was re-verified
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against the tree before rewriting. (1) `MEMORY.md` described C's `exit()`
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being unwound by a `gameEnd` panic recovered in `Run`; refactor step 8 deleted
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that, `gameEnd` appears nowhere in the sources, and `myExit` (`game/rip.go`)
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now calls `Terminal.Fini` then `os.Exit(0)` while `Run()` never returns — so
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the section states the exit model and its testing consequence (a death exits
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the test binary; hence `fortify()` in `game/run_test.go`). (2) `MEMORY.md`
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said approved lint exceptions live in a "Repo-specific exceptions" block in
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`.golangci.yml`; no such block exists and the config is byte-identical to
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canonical (sha256 `021cc83f…46bcb`), the approvals having moved to in-code
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`//nolint` directives carrying their dates — and `paralleltest` was listed as
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an approved disable when it was in fact fixed (no `paralleltest` token in the
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tree; 32 `t.Parallel()` calls against 32 tests). (3) `MEMORY.md` "Debugging"
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and (4) `README.md` both told the reader to run `go test` directly, which
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since PR #9 silently drops `-timeout 30s -race -cover`; both now point at
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`make test`/`make check`. Also dropped the false "currently v2.12.2" host
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linter claim from the 2026-08-07 entry (the host is v2.10.1 and nothing is
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pinned; the pin question is tracked separately). Documentation only — no code,
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`Makefile`, or config change; `Next Step` deliberately not rotated, since this
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was out-of-band issue work.
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- 2026-08-09 Policy-shaped `make test` (`make-test-policy-pattern`): the `test:`
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target was a bare `go test $(GO_PKGS)` and now runs
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`-timeout 30s -race -cover` with the mandated conditional verbose rerun (on
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failure it reruns with `-v` and then `exit 1`, so a flaky pass on the second
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attempt cannot rescue the build). `$(GO_PKGS)` is kept rather than hardcoding
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`./...`. The substance was `-race`, not the Makefile edit: this is the first
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time the suite has run under the race detector, and it is clean — no data
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races across five consecutive uncached runs, including the tcell terminal
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layer and the `os.Exit`-path playthrough tests. Wall clock 5.1s cold
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(including the race build) and ~2.3s warm, against the 20s policy budget. The
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failure path was exercised with a throwaway failing test to confirm the rerun
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fires and `make` exits non-zero. Build tooling only; no game behavior change.
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- 2026-08-07 Canonical linter config (`golangci-v2.12.2`): replaced
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`.golangci.yml` with the shared canonical config (v2 schema; settings now live
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under `linters.settings`, so the `lll`/`funlen`/`cyclop`/`dupl` thresholds
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actually apply — the old top-level `linters-settings` block was silently
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ignored). The four repo-specific disables (`mnd`, `exhaustive`,
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`paralleltest`, `testpackage`) moved out of the config into targeted in-code
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`//nolint` directives carrying the original approval dates, so the config
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stays byte-identical to canonical. Real fixes: `t.Parallel()` in all 32 tests,
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24 long lines wrapped or their comments tightened, control bytes in
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`term/tcell.go` as character literals, and two `wsl_v5` defer cuddles. The
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repo has no golangci-lint version pin to bump (no Dockerfile or CI;
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`make lint` runs whatever `golangci-lint` is on the host).
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- 2026-07-24 Seed compatibility — item tables (seed-compat): instrumented the C
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reference on modern-rogue with a DUMP mode (testdata/c_seedcompat.patch) that
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forces the RNG seed and prints the per-seed item appearance tables (potion
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colors, scroll names, ring stones, wand/staff materials) before initscr, and
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captured its output for four seeds as testdata/item_tables.golden.
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TestSeedCompatItemTables regenerates the same tables from the Go port and they
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match byte for byte — proving the LCG and its consumption order through the
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whole init sequence agree with C. The remaining "same dungeon (map)" half
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would need the harder headless-curses C dump (new_level draws to curses);
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deferred — the item-table match already validates RNG-order faithfulness
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through init, and the Go generation goldens guard determinism thereafter.
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- 2026-07-23 Playtest hardening (playtest-hardening): added two death-safe
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crash-sweep drives through the real turn loop, within the step-8 os.Exit
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constraint (a fortify() helper pins HP/food/exp and clears the freeze/stuck
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counters each turn so no death exits the test binary; fixed seeds keep them
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deterministic). TestDeepPlaythrough uses quaff/read/zap through command
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dispatch, then descends to depth 8 with a save/restore at depth 4;
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TestTurnLoopCrashSweep mashes movement/search/rest for 200 turns on four
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seeds. Neither surfaced a panic. The interactive "play several games at a real
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tcell terminal" portion needs a human at an 80x24 terminal and is left to the
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maintainer; the binary's non-interactive paths (`-s` scores) were
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smoke-tested.
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- 2026-07-23 Docs refresh (docs-refresh): rewrote ARCHITECTURE.md Part 2 (the
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pre-implementation design sketch) to match the final code — current type/field
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names (ObjectKind, DiceSpec, split o_arm, step-1 flag names, TrapCount, Level
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list methods), the static tables now on the per-game gameData struct, the
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daemon/effect handler tables, the MessageLine extraction, the Terminal
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interface, the flat gob SaveState, and the New(Params) + os.Exit design. Added
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§7.1, a C-name → Go-name rename table, and a README note on the make targets.
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- 2026-07-23 Refactor step 8 (refactor/constructor-style): constructor and exit
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pass. NewGame(Config) → New(Params) and Restore takes Params, so the package's
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primary type gets the canonical New() constructor with a named-field Params
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struct (styleguide 139/159). The gameEnd panic unwind is gone: one game run is
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one process, so myExit restores the terminal (new Terminal.Fini) and calls
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os.Exit(0), and Run() no longer returns; the four Run()-to-completion tests
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were reworked/dropped since death (combat or starvation) now exits the process
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(TestScoreRendersList and TestRunDownStairs preserve what is still drivable;
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save/restore stays covered by TestSaveRestoreRoundTrip). The 77-column wrap
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sweep was dropped per sneak (2026-07-23): line lengths left as-is (lll caps at
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88 and passes).
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- 2026-07-07 Refactor step 7 (refactor/effects-dispatch): effects dispatch
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tables plus a full decomposition sweep — the quaff / readScroll / doZap
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switches, the attack monster-power switch, the be_trapped switch, the daemon
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d_func switch, and the command-key switch all became handler tables on
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gameData (quaffHandlers, readHandlers, zapHandlers, hitHandlers, trapHandlers,
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daemonHandlers, commandHandlers), one small named method per case. Every
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remaining cyclop/gocognit/nestif hot spot was split into named helpers across
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fight, misc (look), command, chase, move, passages, options, pack, things,
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save, daemons, rooms, score, monsters, rings, rip, io, object, weapons,
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wizard, and term/tcell, plus three test functions. Effect order and RNG call
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sequence preserved throughout; the whole golangci-lint run is now 0 issues.
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- 2026-07-07 Refactor step 6 (refactor/god-object-extraction): MessageLine (was
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MsgLine) owns the msg/addmsg/endmsg machinery, wired to its screen/look/input
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needs via attach(); RogueGame keeps one-line msg/addmsgf/endmsg shorthands so
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call sites are unchanged. Player owns pack bookkeeping (nextPackChar,
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removeFromPack — the state half of leave_pack; leavePack keeps only LastPick
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tracking). Level owns object/monster list management and lookup (ObjectAt
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replaces findObj; AddObject/RemoveObject/AddMonster/RemoveMonster replace
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direct attachObj/detachObj/attachMon/detachMon on level lists).
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Inventory/pickup UI flows stay on RogueGame deliberately: they are display and
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turn orchestration, not state surgery.
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- 2026-07-07 Refactor step 5 (refactor/item-combat-ui-renames, three commits,
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one subsystem each): items — getItem→promptPackItem now returning (obj, ok),
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invName→inventoryName, doPot→applyPotionFuse; combat — rollEm→rollAttacks,
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attack/moveMonster/chaseStep return (removed bool) instead of C -1/0 int
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codes; UI — getDir→promptDirection. C breadcrumbs kept; suite green.
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- 2026-07-07 Refactor step 4 (refactor/movement-renames): movement/world renames
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(doMove→moveHero, beTrapped→springTrap, rndmove→randomStep,
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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.
|