gofmt: bring internal/ and cmd/ back to gofmt -l clean

Mechanical `gofmt -w ./internal ./cmd`. Mostly struct-field realignment that
had drifted, plus a few trailing-newline fixes. No behaviour change — gofmt is
semantics-preserving, and build/vet/test are green either side.

Split out from the code-review fixes that follow so those stay reviewable
instead of hiding inside a wall of realignment.
This commit is contained in:
prosolis
2026-07-10 07:18:07 -07:00
parent 08d3053368
commit 3369d7d8fe
108 changed files with 1248 additions and 1260 deletions

View File

@@ -228,21 +228,21 @@ func computeAC(class DnDClass, dexMod int) int {
// ── DnDCharacter struct + repository ─────────────────────────────────────────
type DnDCharacter struct {
UserID id.UserID
Race DnDRace
Class DnDClass
Level int
XP int
STR, DEX, CON int
INT, WIS, CHA int
HPCurrent int
HPMax int
TempHP int
ArmorClass int
PendingSetup bool
AutoMigrated bool
OnboardingSent bool
ArmedAbility string
UserID id.UserID
Race DnDRace
Class DnDClass
Level int
XP int
STR, DEX, CON int
INT, WIS, CHA int
HPCurrent int
HPMax int
TempHP int
ArmorClass int
PendingSetup bool
AutoMigrated bool
OnboardingSent bool
ArmedAbility string
// Phase 9 — spell layer.
// PendingCast: JSON blob describing the queued spell to fire on next
// one-shot combat (empty string = nothing queued). Set by !cast for
@@ -251,30 +251,30 @@ type DnDCharacter struct {
// (empty = nothing active). ConcentrationExpiresAt is the wall-clock
// expiry; nil for indefinite. Casting another concentration spell
// supersedes whatever's here.
PendingCast string
ConcentrationSpell string
ConcentrationExpiresAt *time.Time
PendingCast string
ConcentrationSpell string
ConcentrationExpiresAt *time.Time
// Phase 10 — subclass.
// Subclass: empty until the player runs !subclass at L5+. Once set,
// changing requires `!subclass <name>` again subject to a 30-day
// cooldown (LastSubclassRespecAt) and 500-coin cost.
Subclass DnDSubclass
LastSubclassRespecAt *time.Time
Subclass DnDSubclass
LastSubclassRespecAt *time.Time
// Phase 10 SUB2a — Berserker Frenzy increments after each rage'd
// combat; future class abilities will also tick this. Cleared on
// long rest. 5e caps at 6 (death); we let it grow and let consumers
// clamp where needed.
Exhaustion int
Exhaustion int
// 2026-05-10 immersion: short rest charges (1/level, restored on long
// rest). resting_until gates !zone enter / !expedition start while the
// character is "still resting" — short rest = 1h, long rest = 8h.
ShortRestCharges int
RestingUntil *time.Time
LastRespecAt *time.Time
LastShortRestAt *time.Time
LastLongRestAt *time.Time
CreatedAt time.Time
UpdatedAt time.Time
LastRespecAt *time.Time
LastShortRestAt *time.Time
LastLongRestAt *time.Time
CreatedAt time.Time
UpdatedAt time.Time
}
// Modifiers returns the six ability modifiers in STR/DEX/CON/INT/WIS/CHA order.