Files
rgoue/TODO.md
sneak 3eb9f81fc4 docs: name the two required flags, and record .dockerignore as part of the gate
Comments and documentation only; the docker build invocation and its flags
are untouched, and .dockerignore's effective rules are unchanged.

Two prose gaps from review. First, "both flags below must stay" had lost
its anchor: it ended a paragraph naming only --no-cache-filter, --target
was not introduced until the next one, and three flags follow on the
command, so a reader could pick the wrong pair. It now names --target and
--no-cache-filter explicitly.

Second, the list of things the tooling does not check covered the $stage
seam but not .dockerignore, which sits in the same trust boundary and is
the more likely thing to be edited — the first review on this change
actively suggested extending it for build artifacts. Only what reaches the
container is linted, so excluding a Go source there removes it from the
lint with no warning. Verified rather than asserted: a planted violation
plus that one path in .dockerignore yields `0 issues.` at exit 0 with the
violation still in the working tree, while excluding a file other code
still references fails loudly on `undefined:` typecheck errors instead.
The warning is recorded in script/lint alongside the $stage seam and in
.dockerignore itself, where the edit would actually be made.
2026-08-10 13:29:44 +00:00

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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
Tag a release once a full game (Amulet retrieval and score entry) completes
without defects. Promoted from Future Steps now that the coverage step above it
is finished.
# Completed Steps
- 2026-08-10 Linting moved into a container
(https://git.eeqj.de/sneak/rgoue/issues/41). `golangci-lint` is no longer
invoked on the host anywhere in the repo: `Dockerfile.lint` pins
`golangci/golangci-lint:v2.12.2` by digest and runs the linter as a build
step, so a successful build is a clean lint, and `make lint` is now a shim
over `script/lint`. This is what killed the false green seen earlier, where a
branch that was genuinely red with a `goconst` finding reported `0 issues` off
the shared host cache; a container per run has its own cache and lock.
Two deliberate divergences from the `sneak/homoicon` reference. The image
has two stages rather than one — a cached `deps` stage holding
`go mod download`, then `FROM deps AS lint` with the copy and the lint run —
and `script/lint` builds with `--no-cache-filter=lint`. Caching of the lint
result is explicitly waived (a cached build lints nothing), and splitting
the stages means busting the lint layer does not also re-fetch the module
cache over the network on every run. And `golangci-lint config verify` is
left out: it resolves its JSON schema over a live, unpinned HTTPS call,
which is an unpinned network input inside the one step whose purpose is a
pinned reproducible gate, and a schema-host outage would surface as a red
build. `golangci-lint run` already fails on a malformed config.
Verified rather than assumed, since a green docker build is the classic
false green: two consecutive runs on an unchanged tree each showed the
`golangci-lint run` layer executing and reporting `0 issues.` while the
`deps` layers reported `CACHED`, and a deliberate `indent-error-flow`
violation failed the build naming that finding plus the `unused` one before
a revert went clean again. The durable property to check when touching any
of this is that the lint stage executes on every run and is never served
from cache; wall-clock durations vary per host and per run, so they are not
recorded here.
Hardened 2026-08-10 after review. `script/lint` now also passes `--target`
and `--output=type=cacheonly`. `--target` is what makes `--no-cache-filter`
trustworthy: BuildKit silently ignores the filter when no stage matches its
argument, so a rename or typo of the `lint` stage would have left the lint
layer cached and `script/lint` green having linted nothing — the same false
green in a new place. `--target` fails loudly on a name that is not in the
file. `--output=type=cacheonly` skips the image export: nothing consumes the
image (the deliverable is an exit code), and exporting it cost seconds per
run and left a dangling image behind each time.
Corrected 2026-08-10 after a second review, which was right to reject the
claim first made here that the two flags "validate each other". They did
not: `--target` validates only its own argument, so a typo confined to
`--no-cache-filter` still built `CACHED` at exit 0 — the original defect,
surviving in the narrow case. The duplicated stage name was the defect, so
it is now written once, as `stage=lint` in `script/lint`, and passed to both
flags. The true property is that there is only one name to get wrong, and
`--target` rejects it loudly if it is not a stage in `Dockerfile.lint`, so a
typo or a stale rename is a hard error rather than a silent skip. What
remains on the editor, and is not checked by anything: `$stage` must name
the stage that actually runs `golangci-lint`. `--target` verifies the name
exists, not that it is the right stage, and it stops the build there — so
moving the lint step to another stage, or adding a stage after it, would go
unnoticed. The same applies to `.dockerignore`, which is part of this gate
rather than housekeeping: only what reaches the container is linted, so
excluding a Go source there drops it from the lint silently — verified, a
planted violation plus that one path in `.dockerignore` gives `0 issues.` at
exit 0 with the violation still in the tree, and it fails loudly only when
other code still references the excluded file.
- 2026-08-09 `TestAutoSaveOnSignalRacesTurnLoop` de-flaked at the cause
(`fix/autosave-turn-budget-36`, closes #36). The failure text was captured
before anything was changed and it is **not** a data race: the assertion was
`driveUntilDone`'s
`t.Fatal("the turn loop ran out of turns before the saves were taken")`, with
no `WARNING: DATA RACE` anywhere in the log. The handoff fixed in #24 was
working; the test's own drive loop was running out of its fixed 1000-turn
budget first.
Confirmed rather than taken on trust. Instrumenting the loop to report the
turns it actually used showed the count tracking scheduling pressure and
nothing else: about 60-120 turns at host load ~57 with the whole machine to
spread over, 418 at `GOMAXPROCS=4`, 539 and 655 at 2 and 1, and past 1000 —
the recorded failure — under the doubled load of the verbose rerun that the
test target performs after a failure. The turns between one save being
answered and the next request arriving are not work; they are the saving
goroutine's wake-up latency, so a fixed turn count is a wall-clock
assumption in disguise, which is why raising it would have hidden the flake
rather than fixed it.
So the budget is gone rather than larger. `driveUntilDone` now drives until
the saving goroutine finishes and nothing else. Termination is not lost, it
just belongs to the code under test instead of to the test: every
`AutoSaveOnSignal` returns within the timeout it is handed, so the saving
goroutine always finishes. A handoff that has stopped answering costs one
`autoSaveWait` in total — `g.sigSave` is one deep, so an unserviced request
stays in the channel and every later call finds it full and fails at once —
and the failure is then the real assertion (`saves taken = 0, want 25`)
instead of "out of turns". The worst case is not that one: a handoff that
drains each request but slower than `autoSaveWait` costs one timeout per
save, `wantSaves × autoSaveWait` = 250s, which would run past the 30s
package timeout instead of reaching the assertion. It takes ~10s of
scheduler starvation per save against a measured 0.12s per 1000 turns, so it
is remote, and the turn cap did not bound it either. The comment in the test
states that bound rather than the optimistic one.
Removing the cap exposed a second assumption underneath it, which is the
reason this is not a one-line diff. `testTerm` answers space and newline for
ever once its script is exhausted, and neither key takes a turn, so
`command()` — which loops until the player consumes one — never returns; the
old cap was silently sized to the script (4000 characters, two per turn,
against 1000 turns). An uncapped drive wedged inside a single `command()`
call. The two drive tests therefore use a new `driveTerm`, a headless
terminal whose script repeats. Repeating is necessary but not sufficient,
and the test says so: `' '` clears `After` outright and all eight movement
keys clear it on a refused step, so a script of only those keys wedges just
as `testTerm`'s tail did. What makes the wedge impossible is that the cycle
always holds an _unconditional_ turn-taker, and these scripts hold two —
`'.'` (empty handler) and `'s'` (`search`, which writes `After` on no path),
neither refusable by blocked-in-all-directions, `Held`, a bear trap, or
`NoCommand > 0`. Removing both would bring the wedge back.
Both halves of the definition of done were demonstrated by mutation, with
the deliberately-broken tree reverted afterwards and `.golangci.yml` left
byte-identical (sha256 `021cc83f...46bcb`). Reverting #24
`AutoSaveOnSignal` replaced by a direct `g.autoSave()`, encoding on the
calling goroutine — still fails the test with 139 `WARNING: DATA RACE`
reports naming `snapshotHeader` reading what `executeCommand` writes, so the
guard is undiminished. Removing the `serviceAutoSaveRequest` call from
`command()` still fails it too, now in 10s with `saves taken = 0, want 25`
rather than by hanging.
Under load, an A/B at `GOMAXPROCS=2` on a 48-core host at load ~150, with an
unrelated deliberate failure in the tree so that every run took the verbose
rerun: the old code failed 8 of 8 runs with "ran out of turns"; the new code
failed 0 of 8, the only failure being the planted one. Also green across 24
concurrent unconstrained runs at load ~120, 10 runs alongside a spinner
load, and 5 runs each at `GOMAXPROCS` 1, 2 and 4. `make check` green, lint 0
issues.
- 2026-08-09 Wizard commands under test (`test/wizard-coverage`, closes #7): the
last of the three thin spots, so the coverage step is now closed rather than
narrowed. `game/wizard.go`'s eight functions had no tests of their own, and
the file is not purely a debug surface — `set_know` writes the per-game
discovered tables that name items in ordinary play, and `teleport` is what the
teleport ring calls every fiftieth turn. Package coverage 60.6% -> 62.4%.
Everything expected was transcribed from `wizard.c`, `command.c` (the
`CTRL('I')` kit), `extern.c` (`a_class[]`), `weapons.c` (`init_dam[]`) and
`rogue.h`; 30 mutations were tried and all 30 were caught.
Two findings came out of the reading. (1) **A wizard-created cursed weapon
is not cursed, in C or here.** `create_obj` sets `ISCURSED` and then calls
`init_weapon`, which _assigns_ `weap->o_flags = iwp->iw_flags` and so
overwrites the bit it just set; only the `o_hplus` penalty survives, and the
"cursed" weapon can still be dropped and unwielded. The port reproduces this
exactly. The test asserts the whole flag word comes back as the `init_dam[]`
row's value whatever blessing was answered, and deleting the `ISCURSED` line
from the port leaves every weapon test green — which is the evidence that
the line is dead for weapons. The armor arm has no such clobber and does
keep the curse. (2) **`show_map`'s standout is asymmetric in C and symmetric
here.** C tests `!(real & F_REAL)` before drawing and `!real` — the whole
flag word — after. `new_level` seeds every square with `p_flags = F_REAL`,
and exactly three sites clear that bit. `passages.c putpass` sets `F_PASS`
first, so its secret passage is left at `0x80`. `passages.c door`'s
secret-door arm clears it on a room-wall exit whose flags are still exactly
`F_REAL` (`rooms.c` writes no `p_flags` at all), leaving `p_flags == 0`; its
per-square gate is `rnd(5) == 0` against `putpass`'s `rnd(40) == 0`, and
`game/passages.go`'s `door` reproduces it. `new_level`'s trap loop then ORs
in `rnd(NTRAPS)`, which is `abs((int) RN) % 8` and so yields `0..7`, and
`T_DOOR` is `00` — an unsprung trapdoor square is also exactly zero
(`be_trapped` is what later ORs `F_SEEN` into it). So C _does_ turn standout
off again, at secret doors and unsprung trapdoors; what it gets wrong is
leaking the attribute forward from a secret passage or a non-trapdoor trap
until it reaches one of those. Intermittent bands of reverse video, not a
permanently reversed map. `game/wizard.go` tests `isReal` both times and
highlights the one square. That is a display-only difference in a
wizard-only command and was reported on the issue rather than changed here;
the test asserts the map characters unconditionally but the standout
attribute only up to the first secret square, so it pins nothing that C
contradicts.
Two things the tests had to be built around. The `insist` arm of `whatis` is
a loop whose only exits are picking a matching item and `n_objs == 0`, so a
script that runs dry hangs instead of failing — every sequence that can
re-prompt ends in an abort tail, the `n_objs == 0` exit is reached the way a
player reaches it (`*` for a list with nothing appropriate in the pack)
rather than by poking the counter, and the one mutation that deletes that
exit is the only one of the 30 that fails by timeout instead of fast,
necessarily so. And `show_map` does **not** mark squares seen — it writes
into `hw` and touches no `PLACE` at all — so the issue's wording for it
could not be tested as written; the loop bounds are asserted instead by
planting a marker in the rows C's loop excludes, since those rows are blank
on a real level and copying blanks over blanks would have made the bound
unfalsifiable.
- 2026-08-09 Wands and staffs under test (`test/sticks-coverage`, closes #6):
the second of the three thin spots the Next Step names. `game/sticks.go` was
the largest under-tested file in the repo — 534 lines, 23 functions, one test
— and now has `game/sticks_test.go` (the zap handlers, `drain`, `fix_stick`,
`charge_str`) and `game/bolt_test.go` (the `fire_bolt` geometry). Every
expectation was read out of `sticks.c` rather than off the Go code; **no
divergence from C was found**, and three things worth knowing came out of the
reading. (1) **The bolt trail is the test instrument.** `fire_bolt` paints
each square with `dirch` and then paints `chat()` back over every square it
recorded, so on a screen nothing else has drawn on, the non-blank cells
afterwards are exactly the squares the bolt occupied — and the walls it
bounced off are absent, because C undoes the record with `c1--` and `break`s
before the `mvaddch`. That gives an exact assertion of the path and the
resting place without touching game code, and it is why the tests fire from a
square that is not the hero's (which is what `chase.c` does for dragon
breath): with the hero off the ray the run produces one message and the screen
stays readable. (2) **A bounce reverses both components of the direction, not
one.** A bolt entering a wall at 45 degrees goes back the way it came instead
of reflecting off the surface, so the diagonal-into-a-vertical-wall case is
the one that separates C's rule from the plausible wrong one, and it is
tested. (3) **The `ch != 'M'` guard on the miss message is a tautology.** `ch`
comes from `winat`, and `winat` _is_ `t_disguise` when a monster stands there
(`rogue.h` 57), so `ch == 'M'` implies `t_disguise == 'M'` and the arm can
never go quiet; it is vestigial from when 'M' was the mimic, and the test pins
the port to speaking, so nobody "tidies" it into a real silence. The
door-under-hero exception has no assertion of its own because it cannot have
one: without it the bolt bounces on the hero's own square forever, recording
nothing, and `fire_bolt` never returns — the test for it hangs rather than
fails, which the comment on it says. Determinism comes from a `pinRng` helper
that searches for a seed whose next draw is the wanted value (running the real
`Rng`, never predicting it) and from a level the tests carve themselves
through `drawRoom`, since bounce geometry and `drain`'s room/passage/door
reach only mean something against known walls and a known passage number. All
27 mutations tried against the new tests were caught.
- 2026-08-09 Trap unit-test coverage (`test/traps-coverage`, closes #14):
`trapHandlers` had eight entries and **zero** direct tests, on the one
subsystem besides combat that can kill the hero outright. New
`game/traps_test.go` (19 tests, 15 subtests) covers all eight arms of
`move.c be_trapped`, the prologue every trap runs through, and the
`rust_armor` tail `T_RUST` calls. Package coverage 56.2% -> 57.9% measured on
`main` at `bf820e3`, the branch point, before the sticks tests landed. Every
expected value is transcribed from `origin/c-master` and quoted in the file.
**No divergence from C was found.**
The issue body's trap list was wrong and the correction is the first thing
worth recording: there is no separate "poison dart" trap — `T_DART` **is**
the poisoned dart, its death message being "a poisoned dart killed you" —
and the list omitted `T_MYST`, the mystery trap, whose arm is an eleven-way
`rnd(11)` message switch. `rogue.h` 192-200 is the authority
(`T_DOOR`/`T_ARROW`/`T_SLEEP`/`T_BEAR`/`T_TELEP`/`T_DART`/`T_RUST`/`T_MYST`,
`NTRAPS` 8) and the Go `TrapKind` iota matches it index-for-index.
Three C details the tests are built around. (1) `BEARTIME` and `SLEEPTIME`
are `spread(3)` and `spread(5)` (`rogue.h` 108-109), and `spread` is
`nm - nm/20 + rnd(nm/10)`; for both, `nm/10` is 0 and C's `rnd` short
circuits a zero range without touching the generator, so each is an exact
constant that costs **no** random number — and the tests assert the no-draw
half as well as the value, because a stray draw desynchronises the
seed-compatible stream. (2) `T_ARROW` swings at `s_lvl - 1` and `T_DART` at
`s_lvl + 1`: opposite signs, which is exactly the kind of detail a
transliterating port drops. (3) The strength loss is gated on
`!ISWEARING(R_SUSTSTR) && !save(VS_POISON)`, and the `&&` is load-bearing —
with the ring on, C never rolls the save, so the arm must spend two random
numbers and not three.
Two shapes worth keeping, both forced by mutation results rather than
foresight. Damage dice are checked by a **sweep**, not one shot: `rnd(n)` is
"raw value % n", so a single draw agrees between a d6 and a d5 five times in
six and leaves the generator identical either way — the first draft's
single-trial arrow test passed with `roll(1,6)` mutated to `roll(1,5)`.
Likewise the swing arguments are pinned by a 200-trial boundary sweep at a
mid-range to-hit target: a forced hit and a forced miss cannot see a wrong
`at_lvl` or a dropped `op_arm`, because both arms are reachable at any level
and swing spends one `rnd(20)` regardless.
Mutation-proved, 33 mutations, each reverted, and every one of them is now
caught. Three were **not** caught on the first pass and the tests were
strengthened until they were, which is the useful part of the record. (a)
Deleting `new_level()` from `T_DOOR` left the suite green: `be_trapped`'s
own prologue stamps the trap glyph into the cell the hero fell through, so
"the map changed" is true even with no new level dug. The test now counts
differing cells — exactly one can change that way — and also requires the
staircase to move and the hero to be re-placed. (b) The `roll(1,6)` case
above.
(c) **`be_trapped` takes a coordinate, and which coordinate decides whether
`T_TELEP`'s `mvaddch(tc, TRAP)` does anything.** Deleting that line first
left the suite green, and the first draft wrote that off as an unavoidable
redundancy — wrongly, because the test only exercised one of the two call
sites. `move.go` 105-108 (`case Floor`) springs a trap under the hero and
passes `p.Pos`; there `tc` **is** the hero's square, the prologue has
already set its `p_ch` to `TRAP`, and `teleport()` opens by drawing
`floor_at()` — which returns `chat(hero)` — over it, so the glyph is on
screen before the line runs. But `move.go` 94-98 (`case Trap`), the ordinary
walk onto a hidden trap, passes `nh`, the square being stepped **onto**,
with the hero still on the previous square: `teleport()`'s opening `mvaddch`
paints the old square, `leave_room` writes blanks and never `TRAP`, and
nothing calls `look()` afterwards because the `case Trap` arm returns before
`finishMove` for a teleporter. There `mvaddch(tc, TRAP)` is the only writer,
exactly as C's comment says.
`TestTrapTeleportDrawsTheTrapOnTheSquareSteppedOnto` springs the trap at a
floor square next to the hero and pins it: unmutated the screen at `tc`
reads `^`, with the line deleted it reads `.`.
The other 30 each failed their own test and only their own; two also moved
`TestAutoSaveOnSignalRacesTurnLoop`, which drives real turns and is
legitimately sensitive to `BEARTIME` and to armor rusting.
Deliberately uncovered: the two death messages, "an arrow killed you" and "a
poisoned dart killed you". Each is printed immediately before `death()`,
which reaches `myExit` and `os.Exit`, so provoking either would take the
test binary with it; the hero is pinned with `fortify()` and the damage
rolls are checked by replaying C's arithmetic instead of by letting HP reach
zero. They are the only two: `rust_armor`'s `|| ISWEARING(R_SUSTARM)`
operand and its `if (!to_death)` suppression of the rust-vanishes message,
the last predicates that had no assertion, are pinned by
`TestTrapRustHonoursTheRingAndTheToDeathFlag`. This entry does **not**
rotate `Next Step`: #14 was an out-of-band gap found while surveying, not
part of the rings/sticks/wizard step.
- 2026-08-09 Ring unit-test coverage (`test/rings-coverage`, closes #5): the
first third of the standing coverage step. `game/rings.go` had **zero** tests
— not one of the 32 in the suite touched wear, removal, hand choice, or the
ring contribution to the hunger clock. New `game/rings_test.go` (17 tests, 44
subtests) covers `ringOn`, `pickRingHand`, `ringOff`, `gethand`, `ringEat` and
`ringNum`, plus the ring arm of `things.c dropcheck` (`dropRing`), which is
what actually takes a ring off. Package coverage 53.7% -> 56.2%. `Next Step`
narrowed rather than rotated: #6 and #7 are the other two thirds.
Every expected value is transcribed from `origin/c-master` (`rings.c`,
`rogue.h`, `things.c`), never from what the port returns, and the C is
quoted in the file. **No divergence from C was found**, which is the result
and is worth recording as a negative: `ringEat` is the one function here
whose being wrong would be invisible — it feeds `daemons.c`'s hunger clock,
so a bad entry is a slow drift in when the hero starves rather than anything
a playtest would notice — and it now has all fourteen ring kinds pinned to
C's table.
Three C details the tests were written around. (1) `ring_eat`'s `uses[]`
holds negatives, and a negative is **not** a cost: C computes
`eat = (rnd(-eat) == 0)`, a one-in-n chance of a single unit. (2) `R_DIGEST`
then flips the sign, so slow digestion returns 0 or **-1** and is the only
ring that gives food back. (3) `ring_num`'s switch closes with the
`otherwise` macro, which `rogue.h` 53 defines as `break;default` — so its
four labels fall through to one `sprintf` and every other kind returns `""`
from a default arm, not by falling off the end. The `RingKind` iota matches
C's `R_` numbering index-for-index, so a `uses[]` index and a `RingKind` are
the same number; `R_ADDHIT` is `RingDexterity` and `R_ADDDAM` is
`RingIncreaseDamage`.
The chance rings are checked two ways at once. Each call snapshots the
generator, runs `ringEat`, and replays C's own expression from the identical
state — which pins the one-in-n denominator, the sign flip, and the fact
that exactly one `rnd` call is spent — and a frequency check over 4000
trials backs it with a number a human can read. The non-negative entries
assert the reverse: the generator must be **untouched**, because C never
reaches `rnd` on that path and a stray call there would desynchronise the
whole game's RNG stream from C's and cost seed compatibility. That assertion
is what caught the one real bug in this work, which was in the test and not
the game: `g.Rng` is a pointer, so the first draft's snapshots aliased
instead of copying.
Two shapes worth keeping. Scripted hand answers carry an abort tail (a space
for the reprompt's `--More--`, then ESCAPE): without it a port that stopped
accepting a key would loop forever on the headless terminal's filler input
and the test would die of the 30s timeout instead of failing on its
assertion — which is exactly what the first draft did, and it was only
visible because the mutation run was inspected rather than trusted. And the
"only one hand free" case scripts the _wrong_ hand key deliberately: a port
that asked anyway consumes it and lands the ring on the wrong side, so the
test fails on a hand rather than on a hang.
Mutation-proved, 23 mutations, each reverted: breaking `pickRingHand`'s
ask/auto/reject arms, `ring_on`'s type guard, `is_current` guard and all
three effect arms, `ring_off`'s no-rings message, hand selection and ESCAPE
abort, `gethand`'s uppercase keys, ESCAPE and reprompt, `dropRing`'s hand
clearing and both effect arms, `dropcheck`'s cursed gate, three `ringUses`
entries, the `R_DIGEST` sign flip, the one-in-n roll, the empty-hand zero,
and `ring_num`'s `ISKNOW` guard, label set and `RING`-vs-`WEAPON`
formatting. Each failed its own test and only its own; stripping all three
`ring_on` effect arms failed 3 of 3. All fourteen ring kinds are exercised;
the eleven with no wear-time effect in C are documented at the foot of the
file as deliberately not given a wear/remove test, with the files their
powers actually live in, and `ring_off`'s unreachable "not wearing such a
ring" arm is documented as unreachable rather than left looking untested.
- 2026-08-09 Command dispatch audit (`audit/command-switch-coverage`, closes
#31): checked every case label in C's `command.c` against this port's
dispatch, and left the audit behind as a standing test
(`game/dispatch_test.go`) so the two cannot silently drift again. **No further
missing keys were found** — `'+'` (#11) was the only one. That is the result,
and it is worth recording as a negative: the class of bug exists, it has now
been searched for exhaustively rather than stumbled upon, and the search came
back empty. Three tables transcribe C's labels with their line numbers:
main-switch keys answered from `commandHandlers`, main-switch keys whose arms
need `dispatchKey`'s own switch (the `goto over` re-dispatches, `F`-to-`f`,
`a`, `m`), and the `if (wizard)` sub-switch. `commandHandlers` is pinned by
set equality in **both** directions: a missing key is the `'+'` bug, and an
extra key is the same bug mirrored — a MASTER debug command leaking into
ordinary play. Two traps make this audit harder than it sounds and are
documented in the file: `rogue.h` 52-53 defines `when` as `break;case`, so a
grep for `case ` finds ten of the eighty labels; and the main/wizard split is
load-bearing, since `'+'` was a divergence in ordinary play precisely because
it is a main-switch key. Confirms the port targets the MASTER build — all four
`#ifdef MASTER` sites in `command.c` are ported unconditionally, as is
`sticks.c` 237.
- 2026-08-09 Three small lost C behaviors (`fix/lost-c-behaviors`, closes #13):
grouped because each is a few lines and all are "restore something the port
dropped silently". (1) **"what a bizarre schtick!"**, `sticks.c` 237 — the
`otherwise` arm that closes `do_zap`'s switch, which `doZap` had turned into
doing nothing at all. Two things about it are easy to get wrong and are why
the fix is not one line. It is under `#ifdef MASTER`, **not** under a `wizard`
test, so in the MASTER build this port is it printed for every player — gating
it on `g.Wizard` would be issue #11's trap in reverse. And `WS_NOP` is a case
of that switch in its own right (`when WS_NOP: break;`), so "no handler ran"
cannot be the trigger: the wand of nothing does nothing _quietly_, and only a
kind C had no case for is bizarre. Since C's switch covers all 14 `WS_`
values, its `otherwise` is reachable only for an `o_which` outside the table,
which is exactly what `Object.hasValidWhich` already screens for — so the
split needed no new state, just a three-way switch on handler / valid-Which /
neither. All three arms fall through to `obj.Charges--`, as C's do: even the
bizarre schtick costs a charge. Replaces the deferral comment PR #20 left
there. (2) **`CTRL('R')` now actually redraws.** C is
`after = FALSE; clearok(curscr, TRUE); wrefresh(curscr);` (`command.c`
288-291); the port called `g.refresh()`, the ordinary diffing blit, **which
cannot fix the only situation the command exists for** — a screen corrupted by
something else's output leaves the game's record of it still correct, so the
diff sends nothing and the corruption stays. New `Terminal.Repaint` (tcell
`Screen.Sync`, which discards tcell's record of the terminal instead of
diffing against it), `Screen.Repaint`, `g.repaint()`; three implementations to
update, the same shape as PR #26's `ReadChar` change, so no split was needed.
Named for the curses operation, not for tcell: the interface is the game's
abstraction. It repaints what was last rendered — C repainted `curscr`, not
`stdscr` — so it takes no window, and the arm drops the `refresh()` C never
had there (`command` refreshes before the next key read anyway). (3) **The
startup greeting**, `main.c` 107-113, which existed nowhere in the tree. New
`game.Greeting`, printed by `cmd/rogue/main.go` before `term.New()` — the
port's `initscr()`. Only the wizard wording is `#ifdef MASTER`; the other is
unconditional. The `%d` is `dnum`, which `main.c` has just assigned to `seed`,
so it is `Params.Seed`. Two placement details the issue did not mention and
the tests now pin: the printf sits **after** `parse_opts`, so a ROGUEOPTS
`name=` is what the player is greeted by and the account name is only the
fallback (`Greeting` re-runs `ParseOpts`, which does nothing but assign into
fields — no RNG, no screen); and it sits after the `-s`/`-d` handling and
after `restore()`, which never returns, so a resumed game does not announce
that a dungeon is being dug (`digsNewDungeon`). The game `Greeting` parses
into is a throwaway but is built the way `New` builds the real one, tables and
home directory included, because `ParseOpts` handles every option and not just
the one the greeting reads: `inven=` is matched against `inv_t_name[]`, which
lives on the game, so a bare `&RogueGame{}` turned a legal `ROGUEOPTS` into a
nil dereference before the player saw a character. No RNG call is added on any
path and nothing under `game/testdata/` moved; `TestSeedCompatItemTables` is
green against the untouched golden. Mutation-proved, each new behaviour
deleted in turn and only its own test failing: dropping the message arm fails
`TestZapUnhandledWandSaysBizarreSchtick`; extending it to `WandNothing` fails
`TestZapWandOfNothingIsSilent`; putting `g.refresh()` back fails
`TestRedrawCommandForcesFullRepaint`; swapping the two wordings, or the
ROGUEOPTS name for the account name, fails `TestGreeting`; greeting on the
restore path fails `TestDigsNewDungeon`. ARCHITECTURE.md §5.3 gains `Repaint`
and the paragraph on why a blit cannot substitute for it. `Next Step`
deliberately not rotated: out-of-band issue work.
- 2026-08-09 The `'+'` wizard-mode toggle (`fix/wizard-toggle-off`, closes #11):
C's `command.c` 317-338 has a `when '+'` arm that leaves wizard mode —
`wizard = FALSE`, `turn_see(TRUE)`, `msg("not wizard any more")` — and the
port had no `'+'` anywhere, so the key fell through `dispatchKey`'s default to
`illcom` and answered "illegal command '+'". The password half of that arm was
dropped on purpose (wizard mode is `ROGUE_WIZARD` configuration) and is in
ARCHITECTURE.md §9; the leave half was lost silently and is not the same
decision — it does not touch the password machinery at all. **The substantive
part is `turn_see(TRUE)`**, not the flag: wizard sight draws every monster the
hero cannot see, so without the re-hide there is no way back to normal
visibility once wizard mode is on, and clearing the flag alone would have left
the screen lying. New `wizardToggleCommand` in `game/command.go`, registered
in `commandHandlers` between `'^'` and `Escape` — C's own switch order, and
note that C's arm sits in the **main** command switch under `#ifdef MASTER`,
not in the `if (wizard) switch (ch)` sub-switch that `wizardCommand` ports, so
it is reachable whether or not `wizard` is set. That makes the non-wizard case
a divergence too, and it resolves the way the dropped `passwd()` forces: a
password check that no longer exists can never succeed, so the else arm is
what C did on a wrong answer, the message "sorry" — no prompt, since nothing
typed into one could change the outcome, and none of the
`noscore`/`turn_see(FALSE)` bookkeeping of C's unreachable success branch. The
choice is stated in the function's doc comment and in §9, whose password row
now names the `'+'` enter arm and whose new paragraph records that the leave
arm is ported in full. Two tests in `game/wizard_test.go` drive `'+'` through
`g.dispatch`: the wizard one spawns a phantom (`ISINVIS` straight from the
monster table, so `seeMonst` is false and it is on screen only because wizard
sight put it there), asserts the precondition — monster glyph drawn in
standout at its cell, `SenseMonsters` set — and then asserts the flag cleared,
`SenseMonsters` cleared, the cell back to the map char under the monster with
standout off, the exact message, and `After` false; the non-wizard one pins
"sorry" and that `'+'` is no longer an illegal command. Mutation-proved:
deleting the `turnSee(true)` call fails the test on all three visibility
assertions, which is the half a flag-only test would have missed. No RNG call
is added — the `turn_off` arm of `turn_see` never reaches `rnd`, only the
turn-on arm does — and `TestSeedCompatItemTables` stays green against the
untouched golden. `Next Step` deliberately not rotated: out-of-band issue
work.
- 2026-08-09 Cleanups deferred from the PR #26 review (`cleanup/pr26-followups`,
closes #27): four items, no behaviour change. (1) The `sig-leave` entry below
still argued, in the present tense, that declining to save on SIGINT/SIGQUIT
was the safe choice because `AutoSave` encodes live state after removing the
file — both halves untrue since #24, and the entry read as a claim about how
the code works now rather than a record of what was weighed then. It is in the
past tense and marked superseded, pointing at the `fix/autosave-race` entry.
Nothing else in the file was touched — in particular the `err113` linter name
in the 2026-07-06 entry, which a `grep` for `113` still matches, and the "over
a hundred reports" wording the #26 rework had already corrected. Note for
anyone chasing this class of bug: the false claim was in the #12 entry, not
the #24 one, whose account of the old remove-then-write is correctly past
tense — find these by content, since `make fmt` reflows the file and cited
line numbers rot. (2) `encodeSnapshot` is `writeSnapshotFile`: it encodes,
fsyncs, chmods 0400 and closes, and the old name claimed only the first of
those. One call site (`saveFile`), and the doc comment now lists what it does
and why the fsync is there. (3) `TestAutoSaveOnSignalWhileInShellEscape` used
`t.Error` for its precondition, so a save that was never taken fell through
into `assertRestorable`, which can then only report a second, derived failure;
it is `t.Fatal`, matching the identical assertion in the blocked-on-input
test. (4) `serviceAutoSaveRequest`'s doc comment had a 24-column stub line
("The result is still a") left by an earlier edit — `gofmt` does not rewrap
comments, so `fmt-check` was legitimately green and nothing would ever have
caught it. Rewrapped to the block's width. `Next Step` deliberately not
rotated: out-of-band issue work.
- 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 over a hundred 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 doc comment took two
rounds to get right: the first version claimed in four places that nothing is
half-mutated at the `readchar` service point, and the revision that fixed that
claimed two of the three service points were between-commands. Both are false.
Only the check at the top of `command` is between commands — `readchar` is
reached from mid-command prompts, and `runShellEscape` is reached from
`shell`, an ordinary `'!'` command handler dispatched inside `command`, with
that turn's `DoDaemons(Before)`/`DoFuses(Before)` already fired and its AFTER
pass and ring effects not yet. 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. A third ground was weighed at the time and has since been
superseded: back then `AutoSave` gob-encoded live state that the main
goroutine was still mutating, after removing the old file, so declining to
save on the signals with nothing to rescue was also the option with no
corruption window. That window is gone as of the `fix/autosave-race` entry
above (#24) — the encode now runs on the game goroutine and `saveFile` renames
a temporary file into place — so nothing here should be read as a statement
about how saving works now; the split stands on C and on semantics alone, as
the current `savesOnSignal` comment says. 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). Superseded
2026-08-10: there is a pin now, and no host lint path — `Dockerfile.lint` pins
the linter image by digest and `script/lint` runs it in a container. See the
2026-08-10 entry at the top of this section
(https://git.eeqj.de/sneak/rgoue/issues/41).
- 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. 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.
2. Note: this repo is exempt from the standard policy scaffold, but the
exemption is narrower than it was. A minimal dev Makefile
(fmt/fmt-check/lint/test/check targets) exists per sneak's 2026-07-07
request. `Dockerfile.lint` and `script/lint` are now also permitted, and
required, along with the `.dockerignore` that scopes their build context:
sneak's 2026-08-09 ruling (https://git.eeqj.de/sneak/rgoue/issues/41) is that
every repo lints in a container invoked through `script/lint`, and being
later and explicit it overrides the 2026-07-07 exemption for those three
files only. Still do not add: CI config, `REPO_POLICIES.md`, an application
`Dockerfile`, or any other `script/` entrypoint.