Comments and documentation only; the docker build invocation and its three flags are byte-identical and .dockerignore's effective rules are unchanged. script/lint and Dockerfile.lint stated how the shape was derived — why two stages, why `golangci-lint config verify` was omitted, what earlier drafts of the comments claimed. That is in the history. What survives is the three traps, each of which yields a green run over an unlinted or partly linted tree: --target and --no-cache-filter must both stay with $stage matching the stage name in Dockerfile.lint; --target checks that the stage exists, not that it runs golangci-lint, and halts the build there; and .dockerignore decides what reaches the container, so excluding a self-contained Go file drops it from the lint silently. The TODO.md entry loses its "Hardened" and "Corrected" paragraphs, which argued with earlier versions of themselves, and keeps the flags, the durable property, the three unguarded seams, and the evidence that the gate was verified rather than assumed.
Rogue: Exploring the Dungeons of Doom (Go port)
Rogue is the original dungeon-crawling adventure game that spawned an entire genre. This branch is a faithful Go port of Rogue 5.4.4: explore procedurally generated dungeons, fight monsters, collect treasure, and attempt to retrieve the Amulet of Yendor.
Original authors: Michael Toy, Ken Arnold, and Glenn Wichman (1980–1983, 1985, 1999).
The port is function-by-function faithful to the classic C sources — same
dungeon generation (seed-compatible RNG), same combat math, same item tables,
same messages. The C reference implementation lives on the master and
modern-rogue branches; ARCHITECTURE.md documents both the
original program structure and the design of this port.
Building and running
Requires Go 1.25 or later and a terminal at least 80x24.
go build ./cmd/rogue
./rogue
# Restore a saved game
./rogue ~/rogue.save
# View high scores
./rogue -s
# Test the death screen (demo mode)
./rogue -d
In-game commands
Press ? in game for the full list.
- arrows or h/j/k/l/y/u/b/n — move (shift to run, ctrl to run until adjacent)
.rest,ssearch for hidden doors and trapsiinventory,,pick up,ddropqquaff potion,rread scroll,eeat foodwwield weapon,Wwear armor,P/Rput on / remove ringtthrow,zzap a wand,f/Ffight>/<take the stairsSsave,Qquit
Environment
# Game options, as in the original
export ROGUEOPTS="name=YourName,terse,jump,fruit=mango"
# Wizard (debug) mode, with a reproducible dungeon
ROGUE_WIZARD=1 SEED=12345 ./rogue
The scoreboard is kept in ~/.rogue.scores. Save files are Go gob snapshots
and, as in the original, are deleted when restored.
Code layout
game/ the game engine: one Go file per original C file,
function-by-function (see ARCHITECTURE.md for the mapping)
term/ tcell-backed terminal, replacing curses
cmd/rogue/ the executable
The engine package is fully headless-testable: make test runs scripted command
sequences, dungeon-generation golden checks, and an RNG compatibility test
against the original C generator.
For development, the Makefile wraps the toolchain: make fmt (gofmt +
prettier), make lint (script/lint, which runs golangci-lint inside the
pinned container built from Dockerfile.lint — it is never installed on the
host, so docker is required), make test (the suite, under the race detector
with coverage and a timeout), and make check (all three). Use the targets
rather than invoking go test directly — they carry the flags the project
relies on.
License
BSD-style; see LICENSE.TXT.
Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman. All rights reserved.