189 lines
11 KiB
Markdown
189 lines
11 KiB
Markdown
# Workflow
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- branch (from `main`)
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- do the work in Next Step
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- move Next Step to the top of Completed Steps
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- move the top item of Future Steps into Next Step
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- commit (`TODO.md` changes in the same commit as the work)
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- merge to `main` if the branch is not protected, otherwise open a PR
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- push
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# Status
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pre-1.0
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The port on main is complete and faithful (function-by-function from Rogue 5.4.4
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C; reference sources on c-master/modern-rogue). Current phase: refactor from a
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transliterated port into idiomatic Go — one feature branch per step below,
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descriptive naming, real types, house style per
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~/dev/prompts/prompts/CODE_STYLEGUIDE_GO.md.
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Refactor ground rules:
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- Behavior must not change unless a step says so. The full test suite (scripted
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sessions, generation invariants, C-compatible RNG goldens) gates every step;
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80x24 seed-compatible gameplay stays intact.
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- Renames keep the C lineage greppable: doc comments retain their "(file.c
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func_name)" breadcrumbs, and the docs refresh step adds a C-name → Go-name
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table to ARCHITECTURE.md.
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# Next Step
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Broaden unit test coverage where playtesting finds thin spots (rings, sticks,
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wizard commands).
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# Completed Steps
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- 2026-07-24 Seed compatibility — item tables (seed-compat): instrumented the C
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reference on modern-rogue with a DUMP mode (testdata/c_seedcompat.patch) that
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forces the RNG seed and prints the per-seed item appearance tables (potion
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colors, scroll names, ring stones, wand/staff materials) before initscr, and
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captured its output for four seeds as testdata/item_tables.golden.
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TestSeedCompatItemTables regenerates the same tables from the Go port and they
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match byte for byte — proving the LCG and its consumption order through the
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whole init sequence agree with C. The remaining "same dungeon (map)" half
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would need the harder headless-curses C dump (new_level draws to curses);
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deferred — the item-table match already validates RNG-order faithfulness
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through init, and the Go generation goldens guard determinism thereafter.
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- 2026-07-23 Playtest hardening (playtest-hardening): added two death-safe
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crash-sweep drives through the real turn loop, within the step-8 os.Exit
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constraint (a fortify() helper pins HP/food/exp and clears the freeze/stuck
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counters each turn so no death exits the test binary; fixed seeds keep them
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deterministic). TestDeepPlaythrough uses quaff/read/zap through command
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dispatch, then descends to depth 8 with a save/restore at depth 4;
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TestTurnLoopCrashSweep mashes movement/search/rest for 200 turns on four
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seeds. Neither surfaced a panic. The interactive "play several games at a real
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tcell terminal" portion needs a human at an 80x24 terminal and is left to the
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maintainer; the binary's non-interactive paths (`-s` scores) were
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smoke-tested.
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- 2026-07-23 Docs refresh (docs-refresh): rewrote ARCHITECTURE.md Part 2 (the
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pre-implementation design sketch) to match the final code — current type/field
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names (ObjectKind, DiceSpec, split o_arm, step-1 flag names, TrapCount, Level
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list methods), the static tables now on the per-game gameData struct, the
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daemon/effect handler tables, the MessageLine extraction, the Terminal
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interface, the flat gob SaveState, and the New(Params) + os.Exit design. Added
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§7.1, a C-name → Go-name rename table, and a README note on the make targets.
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- 2026-07-23 Refactor step 8 (refactor/constructor-style): constructor and exit
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pass. NewGame(Config) → New(Params) and Restore takes Params, so the package's
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primary type gets the canonical New() constructor with a named-field Params
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struct (styleguide 139/159). The gameEnd panic unwind is gone: one game run is
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one process, so myExit restores the terminal (new Terminal.Fini) and calls
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os.Exit(0), and Run() no longer returns; the four Run()-to-completion tests
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were reworked/dropped since death (combat or starvation) now exits the process
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(TestScoreRendersList and TestRunDownStairs preserve what is still drivable;
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save/restore stays covered by TestSaveRestoreRoundTrip). The 77-column wrap
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sweep was dropped per sneak (2026-07-23): line lengths left as-is (lll caps at
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88 and passes).
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- 2026-07-07 Refactor step 7 (refactor/effects-dispatch): effects dispatch
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tables plus a full decomposition sweep — the quaff / readScroll / doZap
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switches, the attack monster-power switch, the be_trapped switch, the daemon
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d_func switch, and the command-key switch all became handler tables on
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gameData (quaffHandlers, readHandlers, zapHandlers, hitHandlers, trapHandlers,
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daemonHandlers, commandHandlers), one small named method per case. Every
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remaining cyclop/gocognit/nestif hot spot was split into named helpers across
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fight, misc (look), command, chase, move, passages, options, pack, things,
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save, daemons, rooms, score, monsters, rings, rip, io, object, weapons,
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wizard, and term/tcell, plus three test functions. Effect order and RNG call
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sequence preserved throughout; the whole golangci-lint run is now 0 issues.
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- 2026-07-07 Refactor step 6 (refactor/god-object-extraction): MessageLine (was
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MsgLine) owns the msg/addmsg/endmsg machinery, wired to its screen/look/input
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needs via attach(); RogueGame keeps one-line msg/addmsgf/endmsg shorthands so
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call sites are unchanged. Player owns pack bookkeeping (nextPackChar,
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removeFromPack — the state half of leave_pack; leavePack keeps only LastPick
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tracking). Level owns object/monster list management and lookup (ObjectAt
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replaces findObj; AddObject/RemoveObject/AddMonster/RemoveMonster replace
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direct attachObj/detachObj/attachMon/detachMon on level lists).
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Inventory/pickup UI flows stay on RogueGame deliberately: they are display and
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turn orchestration, not state surgery.
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- 2026-07-07 Refactor step 5 (refactor/item-combat-ui-renames, three commits,
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one subsystem each): items — getItem→promptPackItem now returning (obj, ok),
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invName→inventoryName, doPot→applyPotionFuse; combat — rollEm→rollAttacks,
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attack/moveMonster/chaseStep return (removed bool) instead of C -1/0 int
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codes; UI — getDir→promptDirection. C breadcrumbs kept; suite green.
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- 2026-07-07 Refactor step 4 (refactor/movement-renames): movement/world renames
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(doMove→moveHero, beTrapped→springTrap, rndmove→randomStep,
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doRooms/doPassages/doMaze→digRooms/digPassages/digMaze, chgStr→changeStrength,
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doRun→startRun, moveStuff→finishMove, turnref→turnRefresh,
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moveMonst→moveMonster, doChase→chaseStep, setOldch→setOldChar, cansee→canSee,
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roomin→roomIn, runto→runTo, conn→connectRooms, putpass→putPassage,
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passnum→numberPassages, numpass→numberPassage, rndPos→randomPos,
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rndRoom→randomRoom, treasRoom→treasureRoom, accntMaze→accountMaze); all
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goto/label flows replaced with loops (moveHero retry loop + extracted
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passageTurn, dispatch re-dispatch loop, chaseStep passage loop, saveGame
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labeled prompt loop); C breadcrumbs kept in doc comments.
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- 2026-07-07 Lint adoption finished (refactor/no-package-globals): all 37
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package-level vars moved into `gameData` (built by `newGameData`, hung on
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RogueGame as `g.data`, set in NewGame and Restore); ObjectKind
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Glyph()/objectKindForGlyph became switches; the table-reading subtype
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Stringers were removed; isMagic became a RogueGame method; goconst fixed with
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named word constants (potionName, goldName, staffName, ripWall, ...);
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testpackage and exhaustive disabled in .golangci.yml with sneak's approval
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(2026-07-07); misspell's corruption of the "ther" scroll syllable reverted.
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mnd disabled with sneak's approval (2026-07-07, follow-up commit). Remaining
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red: cyclop (36), nestif (30), gocognit (23) stay until step 7 fixes them per
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sneak's ruling.
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- 2026-07-06 Lint adoption bulk (refactor/lint-adoption, 5ba9fe8): .golangci.yml
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copied verbatim from the prompts repo (plus the sneak-approved paralleltest
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exception, 2026-07-06); ~1,500 findings fixed (autofix formatting sweep,
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errcheck/err113/noinlineerr error handling, forbidigo, funcorder, recvcheck
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pointer receivers, goprintffuncname renames msg helpers to *f, revive doc
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comments, gocritic switch rewrites, gosec real fixes plus justified nolints,
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unparam signature tightening, C-faithful "missle" spellings restored after
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misspell autofix changed game text).
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- 2026-07-06 Module base path updated to git.eeqj.de/sneak/rgoue (go.mod, term/
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and cmd/ imports, ARCHITECTURE.md, version string).
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- 2026-07-06 Refactor step 3 (refactor/object-fields): Object.Arm split into
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ArmorClass/Charges/GoldValue/Bonus (rings); Stats.Arm → ArmorClass; damage
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strings parsed once into DiceSpec at table definition (ParseDice keeps C
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roll_em parse semantics, incl. "%%%x0" and "000x0" edge cases,
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regression-tested); save format 5.4.4-go3.
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- 2026-07-06 Refactor step 2 (refactor/typed-kinds, b940cfc): ObjectKind
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separates item category from map glyph (Object.Type byte → Kind ObjectKind
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with Glyph()); PotionKind/ScrollKind/RingKind/
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WandKind/WeaponKind/ArmorKind/TrapKind typed iota enums with Stringer; typed
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accessors on Object; getItem/inventory/whatis filters take ObjectKind
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(KindCallable/KindRingOrStick replace CALLABLE/R_OR_S); save format bumped to
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5.4.4-go2. Suite green.
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- 2026-07-06 Refactor step 1 (refactor/descriptive-constants): renamed all flag
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bits, trap types, item subtype constants, and Max* counts to descriptive names
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(IsHuh→Confused, SeeMonst→SenseMonsters, WsHasteM→WandHasteMonster,
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MaxSticks→NumWandTypes, ...); Level.NTraps→TrapCount; C names kept as comment
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breadcrumbs. Pure rename, suite green.
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- 2026-07-06 Made the rgoue branch Go-only: removed C sources and the
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autoconf/VS build system (they remain on master and modern-rogue), ported the
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last wizard command (item-probability listing), rewrote README.md for the Go
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port (c0b533e)
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- 2026-07-06 Ported the command loop, save/restore, the tcell terminal layer,
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and the playable binary at cmd/rogue (41fc104)
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- 2026-07-06 Ported item effects: potions, scrolls, options, call_it (cdf9bf7)
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- 2026-07-06 Ported combat, the chase driver, traps, zapping, death and scores
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(3c5add8)
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- 2026-07-06 Ported dungeon generation, base items, the pack, and monster
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creation (a69ef7d)
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- 2026-07-06 Ported the foundation: types, seed-compatible RNG, item tables,
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daemon scheduler (7fa2048)
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- 2026-07-06 Wrote ARCHITECTURE.md Parts 1 and 2: complete map of the C program
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and the Go port design (91eeee0, 45dba95)
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- Fork base: Davidslv/rogue C 5.4.4 with modernization fixes (C23 prototypes,
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ncurses compat), preserved on master/modern-rogue
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# Future Steps
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1. Tag a release once a full game (Amulet retrieval and score entry) completes
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without defects.
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2. Full-terminal-size support (deferred by explicit decision 2026-07-06):
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per-game dungeon dimensions instead of the 80x24 constants; open design
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questions are resize policy, gameplay tuning at larger sizes, and a --classic
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80x24 mode.
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3. Note: this repo is exempt from the standard policy scaffold. A minimal dev
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Makefile (fmt/fmt-check/lint/test/check targets) exists per sneak's
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2026-07-07 request, but do not add a Dockerfile, CI config, or
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REPO_POLICIES.md.
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