11 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.mdchanges in the same commit as the work) - merge to
mainif 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
Broaden unit test coverage where playtesting finds thin spots (rings, sticks, wizard commands).
Completed Steps
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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.
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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 (
-sscores) 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.
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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).
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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.
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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.
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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.
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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.
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2026-07-07 Lint adoption finished (refactor/no-package-globals): all 37 package-level vars moved into
gameData(built bynewGameData, hung on RogueGame asg.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).
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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.
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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.
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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
- Tag a release once a full game (Amulet retrieval and score entry) completes without defects.
- 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.
- 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.