Files
rgoue/README.md
sneak e3ab4aba8b build: add a make cover target for per-function coverage (closes #17)
make cover writes build/coverage.out and prints the per-function report;
make cover-html renders the same profile to build/coverage.html. The
per-package percentage make test prints cannot say which function is
untested.

Both write files, so neither is in check, and neither may be added to it:
check must not modify the working tree. Their output lands under the
already-ignored build/.

Verified: make cover printed per-function lines and a 62.6% total,
make cover-html wrote build/coverage.html, and git status stayed clean.
GOFLAGS=-count=1 make check green in 24s with the lint layer executing
(12.0s, "0 issues.", not CACHED) and the suite running for real (cmd/rogue
1.037s, game 3.410s); check is still fmt-check lint test and git status is
clean afterwards.
2026-08-10 13:48:58 +00:00

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# Rogue: Exploring the Dungeons of Doom (Go port)
[![License](https://img.shields.io/badge/license-BSD-blue.svg)](LICENSE.TXT)
**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 (19801983,
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](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.
```bash
make build
./build/rogue
```
```bash
# Restore a saved game
./build/rogue ~/rogue.save
# View high scores
./build/rogue -s
# Test the death screen (demo mode)
./build/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, **`s`** search for hidden doors and traps
- **`i`** inventory, **`,`** pick up, **`d`** drop
- **`q`** quaff potion, **`r`** read scroll, **`e`** eat food
- **`w`** wield weapon, **`W`** wear armor, **`P`**/**`R`** put on / remove ring
- **`t`** throw, **`z`** zap a wand, **`f`**/**`F`** fight
- **`>`**/**`<`** take the stairs
- **`S`** save, **`Q`** quit
## Environment
```bash
# 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 ./build/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), `make check` (all three), `make build` (the
executable), and `make cover` / `make cover-html` (per-function coverage, and
the same profile as annotated source at `build/coverage.html`). Everything they
generate lands in the git-ignored `build/`. Use the targets rather than the
toolchain directly — they carry the flags the project relies on.
## License
BSD-style; see [LICENSE.TXT](LICENSE.TXT).
Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman.
All rights reserved.