Files
rgoue/TODO.md
sneak c75af2ec22 Rotate TODO.md for completed refactor step 2
The rotation should have ridden the step-2 commit per the Workflow
section, but the file was edited concurrently and the update was lost;
recording it now. Step 3 (un-overload Object fields) is Next Step.
2026-07-06 22:01:33 +02:00

119 lines
5.8 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 3 (branch refactor/object-fields): un-overload Object
fields — split Object.Arm into ArmorClass/Charges/GoldValue; parse
damage dice ("1x4/1x2") once into a DiceSpec type at table definition
instead of per swing; save-format update with round-trip test
migration.
# Completed Steps
- 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. Adopt the house Go linting standards: copy .golangci.yml from the
prompts repo and bring game/, term/, and cmd/ lint-clean (the port
is greenfield code, so no exemptions apply).
2. Refactor step 4: method renames, movement/world subsystem
(doMove→moveHero, beTrapped→springTrap, rndmove→randomStep,
doRooms/doPassages/doMaze→digRooms/digPassages/digMaze,
chgStr→changeStrength, ...); remove the goto/label flows in doMove,
dispatch, and saveGame in favor of loops and helpers.
3. Refactor step 5: method renames, items/combat/UI subsystems
(invName→inventoryName, rollEm→rollAttacks, doPot→applyPotionFuse,
getItem→promptPackItem returning (obj, ok), getDir→promptDirection);
int status codes (attack returning -1) become named results. Two or
three commits, one subsystem each.
4. Refactor step 6: extract types from the god object — MessageLine
owns the msg/addmsg/endmsg machinery; pack/inventory operations move
onto *Player; monster/object list management and map queries
consolidate onto *Level; RogueGame keeps turn orchestration and
cross-system effects only.
5. Refactor step 7: effects dispatch — the giant quaff/readScroll/doZap
switches become per-kind handler tables of small named methods,
keeping effect order and RNG call sequence identical.
6. 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.
7. Docs refresh: update ARCHITECTURE.md Part 2 and README.md for the
post-refactor names; add the C name → Go name rename table.
8. 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.
9. Verify the seed-compatibility claim against the C reference on
c-master: same seed, same dungeon, same item tables, for several
seeds.
10. Broaden unit test coverage where playtesting finds thin spots
(rings, sticks, wizard commands).
11. Tag a release once a full game (Amulet retrieval and score entry)
completes without defects.
12. 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.
13. Note: this repo is exempt from the standard policy scaffold. Do not
add Makefile, Dockerfile, or REPO_POLICIES.md.