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