ty reported 20 diagnostics, and 0.0.89 adds a few more; this clears
them all without suppressions.
- The quest monster is held in a local before being stored on the
quest book, so its name no longer reads from an Optional.
- PgUp/PgDn narrow the focused window with isinstance against a
runtime-checkable PageScrollable protocol instead of hasattr.
- The ^t cheat used to monkeypatch SignalMixin.emit. SignalMixin now
has a muted() context manager that emit() checks, and it restores
emission even if a tick raises.
- GameView keeps its children as GameWindow, a protocol declaring
stop() and sync(), so the cheat's resync type-checks.
- curses.ascii is imported explicitly where it is used.
- ProgressBarWindow is now Focusable itself, instead of calling
Focusable.focus_standout() on a class that is not Focusable. Its
four subclasses drop the duplicate Focusable base; the MRO and
initialisation order are unchanged.
- MainMenu narrows the Optional pad before colouring the logo.
- The tests that record tasks assert player.task is set.
- Context managers are annotated as Generator rather than Iterator,
which ty flags as deprecated for @contextmanager.
- The redundant cast() around getch() is gone.
- The frozen GameData test assigns through setattr(), since the
direct assignment is an error by design.
Bug fixes:
- ListBox.select(None) crashed on `None < 0`; it now clears the
selection, as DataTable.select(None) already does.
- ListBox.get() caught ValueError, which indexing never raises; it
now catches IndexError, so an out-of-range index returns None as
intended.
Python 3.10 is the minimum, so annotations use `X | None`, `list[X]`
and friends, enforced by ruff's pyupgrade rules. The remaining typing
names are imported directly, with abstract types coming from
collections.abc. first() is now generic over the item and default.
pqcli used Python's global Mersenne Twister, seeded once from the clock.
Upstream uses Johannes Baagøe's Alea, with Random(n) = uint32() % n, and
keeps the generator state with each character. The port matches the JS
output bit for bit, including UTF-16 seeding of non-BMP characters.
Each Player now owns an Alea that is pickled with the save, and
Simulation.tick draws from it. Saves without one get a fresh generator.
As upstream does, a new character's game continues from the state the
kept stat roll was made from.
The parity traces are re-recorded, since every random number changes.