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

@@ -36,17 +36,17 @@ var dndClassWeaponBonus = map[DnDClass]int{
// roughly 70-80% at low tiers and 50-60% at high tiers. Adjust after live
// data lands.
const (
dndArenaACBase = 10
dndArenaACBase = 10
dndArenaACPerThreat = 0.25 // ThreatLevel 0..30 → AC bump 0..7
dndDungeonACBase = 9
dndDungeonACBase = 9
// Dungeon AC scales linearly with tier: T1=10, T5=14
)
// Monster attack bonus. Counters player AC growth. T1 monster +5, T5 +9.
const (
dndArenaAtkBase = 4
dndArenaAtkBase = 4
dndArenaAtkPerThreat = 0.30
dndDungeonAtkBase = 4
dndDungeonAtkBase = 4
// T1 dungeon +5, T5 +9
)
@@ -170,8 +170,8 @@ func applyDnDEquipmentLayer(stats *CombatStats, c *DnDCharacter, equip map[Equip
// buildHarnessPlayer (expedition / class-balance harnesses) so the
// harness's measurement matches what live players experience.
const (
phase5BACBonus = 3
phase5BAttackBonus = 3
phase5BACBonus = 3
phase5BAttackBonus = 3
phase5BWeaponMagicBonus = 3
)
@@ -335,7 +335,7 @@ func autoBuildCharacter(userID id.UserID, char *AdventureCharacter) *DnDCharacte
Class: sug.Class,
Level: level,
STR: scores[0], DEX: scores[1], CON: scores[2],
INT: scores[3], WIS: scores[4], CHA: scores[5],
INT: scores[3], WIS: scores[4], CHA: scores[5],
PendingSetup: false,
AutoMigrated: true,
CreatedAt: time.Now().UTC(),