.golangci.yml is the prompts-repo standard verbatim plus one approved
exception (paralleltest, sneak 2026-07-06). Roughly 1,500 findings
fixed:
- autofix sweep (wsl_v5/nlreturn/intrange/modernize formatting), with
the misspell autofix REVERTED where it rewrote authentic C game text
("missle vanishes" stays, with nolint and a comment)
- error handling: errcheck sites get real handling — saveFile now
closes explicitly and removes corrupt saves, scoreboard writes are
documented best-effort, err113 sentinel errors (ErrSaveOutOfDate,
ErrScreenTooSmall); panics allowed for unrecoverable states per
MEMORY.md policy
- gosec: real fixes (ParseInt for SEED, 0600 scorefile) and justified
per-line nolints for provably-bounded conversions (randomMonsterLetter
helper collapses eight rnd(26)+'A' sites)
- API tidying from linters: pointer receivers on flag types
(recvcheck), msg helpers renamed addmsgf/doaddf/Printwf/MvPrintwf
(goprintffuncname), myExit()/findFloor(monst)/mkGameInput(t) drop
always-constant params (unparam), gameEnd carries no status
- gocritic/staticcheck: if-else chains to switches, the pack.c
inventory filter untangled into matchesFilter, main.go split so
defers run before exit (exitAfterDefer, funlen)
- revive doc comments on all exported flag types/consts/methods
Remaining findings are confined to linters pending sneak's exception
decision (mnd, gochecknoglobals, cyclop, nestif, gocognit, exhaustive,
goconst, testpackage); TODO.md records the state. MEMORY.md added at
repo root as the project's agent working notes.
68 lines
2.3 KiB
Go
68 lines
2.3 KiB
Go
package game
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// Creature is the _t arm of the C THING union: the player or a monster.
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type Creature struct {
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Pos Coord // position
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Turn bool // if slowed, is it a turn to move
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Type byte // what it is: 'A'..'Z' for monsters, '@' for the player
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Disguise byte // what mimic looks like
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OldCh byte // character that was where it was
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Dest *Coord // where it is running to — aliases live coords (hero pos, room gold, another monster's pos)
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Flags CreatureFlags
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Stats Stats
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Room *Room // current room for thing
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Pack []*Object // what the thing is carrying
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}
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// Monster is a hostile creature on the level.
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type Monster struct {
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Creature
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}
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// Player embeds Creature and owns the player-only state that was global
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// in the C sources (cur_armor, purse, food_left, ...).
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type Player struct {
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Creature
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CurArmor *Object // what he is wearing
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CurWeapon *Object // which weapon he is wielding
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CurRing [2]*Object // which rings are being worn (Left/Right)
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PackUsed [26]bool // is the character used in the pack?
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Inpack int // number of things in pack
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Purse int // how much gold he has
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FoodLeft int // amount of food in hero's stomach
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HungryState int // how hungry is he (0..3)
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NoFood int // number of levels without food
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MaxStats Stats // the maximum for the player
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VfHit int // number of times the flytrap has hit
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}
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// On is the C on(thing, flag) macro.
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func (c *Creature) On(f CreatureFlags) bool { return c.Flags.Has(f) }
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// IsRing is the C ISRING(hand, ring) macro.
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func (p *Player) IsRing(hand int, ring RingKind) bool {
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return p.CurRing[hand] != nil && p.CurRing[hand].RingKind() == ring
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}
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// IsWearing is the C ISWEARING(ring) macro: is the ring on either hand.
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func (p *Player) IsWearing(ring RingKind) bool {
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return p.IsRing(Left, ring) || p.IsRing(Right, ring)
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}
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// attachMon pushes a monster onto the front of a list (list.c attach).
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func attachMon(list *[]*Monster, item *Monster) {
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*list = append([]*Monster{item}, *list...)
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}
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// detachMon removes a monster (by identity) from a list (list.c detach).
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func detachMon(list *[]*Monster, item *Monster) {
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for i, m := range *list {
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if m == item {
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*list = append((*list)[:i], (*list)[i+1:]...)
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return
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}
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}
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}
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