rooms.c, passages.c, new_level.c ported in full: room/maze layout, corridor spanning tree with extra connections, passage numbering flood fill, trap/stairs/object placement, treasure rooms. Careful RNG-call ordering throughout keeps generation seed-faithful to C. Supporting subsystems this depends on, also ported: - screen.go: curses replaced by in-memory Window cell buffers behind a Terminal interface (tcell arrives with the UI phase; tests run headless) - io.go: msg/addmsg/endmsg message-line protocol, status line, step_ok - pack.c in full (add_pack sorting/stacking walk, get_item, inventory) - things.c in full (inv_name, new_thing, discovery lists, pagination) - monsters.c in full; chase.c navigation half (roomin/cansee/see_monst/ find_dest/runto/set_oldch); rings.c, armor.c in full - weapons.c/sticks.c creation half (init_weapon, fix_stick, num) - misc.c look() display update, eat, level-up, direction input - daemons.c callbacks except stomach (needs death()) and the runners chase driver (combat phase) - init.c init_player with the starting kit Tests: level invariants across seeds, determinism, 30-depth sweep.
3.3 KiB
3.3 KiB