Files
rgoue/TODO.md
sneak 495c4629e4 Cover the wizard commands with C-verified unit tests (closes #7)
game/wizard.go had no tests of its own. It 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, so a defect in either leaks into a normal game.

Adds coverage for createObj (pack filing and the gold arm),
createWeaponArmor, createRing, showMap, whatis, whatisPick, setKnow,
teleport and command.go's wizardKit. Package coverage 60.6% -> 62.4%.
Expected values are transcribed from wizard.c, command.c, extern.c,
weapons.c and rogue.h rather than read off the port; wizard mode is
entered through Params.Wizard, the field main.go fills from
ROGUE_WIZARD, so no test pokes the flag.

Two notes from the C. A wizard-created "cursed" weapon is not cursed in
either language: init_weapon assigns o_flags over the ISCURSED bit
create_obj had just set, leaving only the o_hplus penalty, and the test
pins the whole flag word to the init_dam[] row to say so. C's show_map
turns standout on for a non-real square but only off for a square whose
whole flag word is zero, which no secret square has, so C leaks the
attribute across the rest of the map where the port does not; that
display-only difference is reported on the issue and left alone here,
and the test asserts standout only up to the first secret square.

No game behavior is changed.
2026-08-09 15:39:58 +00:00

47 KiB

Workflow

  • branch (from main)
  • do the work in Next Step
  • move Next Step to the top of Completed Steps
  • move the top item of Future Steps into Next Step
  • commit (TODO.md changes in the same commit as the work)
  • merge to main if the branch is not protected, otherwise open a PR
  • push

Status

pre-1.0

The port on main is complete and faithful (function-by-function from Rogue 5.4.4 C; reference sources on c-master/modern-rogue). Current phase: refactor from a transliterated port into idiomatic Go — one feature branch per step below, descriptive naming, real types, house style per ~/dev/prompts/prompts/CODE_STYLEGUIDE_GO.md.

Refactor ground rules:

  • Behavior must not change unless a step says so. The full test suite (scripted sessions, generation invariants, C-compatible RNG goldens) gates every step; 80x24 seed-compatible gameplay stays intact.
  • Renames keep the C lineage greppable: doc comments retain their "(file.c func_name)" breadcrumbs, and the docs refresh step adds a C-name → Go-name table to ARCHITECTURE.md.

Next Step

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

  • 2026-08-09 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 after, and since new_level seeds every square with p_flags = F_REAL the squares that lose it keep other bits (F_PASS from putpass, a non-zero rnd(NTRAPS) from the trap loop), so C turns standout on at the first secret square and never off — the rest of the map renders reversed. 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 here 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 breaks 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 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).

  • 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. 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.