refactor: separate Munchers state and deterministic engine #23

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binjovi-bot merged 2 commits from codex/munchers-engine into trunk 2026-09-10 08:41:44 +00:00
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Separate game state and rules into NMSTATE and NMENGINE copy members. The screen and native headless test harness compile the same engine. Preserve the three existing demo scenarios. Bound high-level number generation and enemy placement, and accept invalid seed input without an RPG exception.

Build runs a native RPG assertion harness through a CL wrapper in QTEMP before replacing the screen program. Remove the initial program/display deletion and validate source width and compiler severity.

Validation: pub400 engine checks passed for new game, correct munch, replay, invalid cell, level completion, and high level. MUNCHERS compiled at severity 0. All three existing zelnet play reels passed. Timed controls, new rules, and persistence remain later increments, recorded in docs/expansion.md.

Separate game state and rules into NMSTATE and NMENGINE copy members. The screen and native headless test harness compile the same engine. Preserve the three existing demo scenarios. Bound high-level number generation and enemy placement, and accept invalid seed input without an RPG exception. Build runs a native RPG assertion harness through a CL wrapper in QTEMP before replacing the screen program. Remove the initial program/display deletion and validate source width and compiler severity. Validation: pub400 engine checks passed for new game, correct munch, replay, invalid cell, level completion, and high level. MUNCHERS compiled at severity 0. All three existing zelnet play reels passed. Timed controls, new rules, and persistence remain later increments, recorded in docs/expansion.md.
refactor: separate Munchers state and deterministic engine
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style: indent the engine procedure body
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binjovi/ci Binjovi completed the frozen plan
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sean/rpg-munchers!23
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