Files
rgoue/TODO.md
sneak 35b538e888 Add dev Makefile; format all markdown with prettier
Adds a minimal Makefile wrapping the toolchain the way sneak's other
repos expose it:

- fmt        gofmt -w plus prettier (4-space tabs, proseWrap: always)
- fmt-check  fail if any Go or Markdown file is unformatted
- lint       golangci-lint run ./...
- test       go test ./...
- check      fmt-check + lint + test (the local pre-commit gate)

Running make fmt normalizes the four existing Markdown docs to the
shared prettier style (80-column proseWrap: always, aligned tables) —
a one-time reflow with no content change. The repo remains exempt from
the rest of the policy scaffold (no Dockerfile, CI, or REPO_POLICIES).
2026-07-22 22:20:34 +07:00

157 lines
8.9 KiB
Markdown

# 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
Refactor step 8: constructor and style pass per the house styleguide —
game.New(game.Params{...}) replacing NewGame(Config); replace the gameEnd panic
unwind with error-based turn results where feasible; 77-column wrap sweep.
# Completed Steps
- 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. Docs refresh: update ARCHITECTURE.md Part 2 and README.md for the
post-refactor names; add the C name → Go name rename table.
2. Playtest hardening pass: play several full games with the tcell binary and
extend run_test.go to script a deeper multi-level playthrough (descend past
level 5, use potions, scrolls, zapping, save/restore). Fix any panics,
message mismatches, or divergences from the C behavior that this uncovers,
with regression tests.
3. Verify the seed-compatibility claim against the C reference on c-master: same
seed, same dungeon, same item tables, for several seeds.
4. Broaden unit test coverage where playtesting finds thin spots (rings, sticks,
wizard commands).
5. Tag a release once a full game (Amulet retrieval and score entry) completes
without defects.
6. 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.
7. 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.