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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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@@ -44,18 +44,18 @@ const (
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// WeaponProfile mirrors the spec's struct. DamageDie is parsed from "1d8",
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// "2d6", "1d10" etc. into Count/Sides on construction.
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type WeaponProfile struct {
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ID string
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Name string
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Category WeaponCategory
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DamageCount int // dice count
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DamageSides int // die sides
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DamageType string // slashing, piercing, bludgeoning
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Properties []WeaponProperty
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VersaCount int // versatile two-handed dice (0 if not versatile)
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VersaSides int
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MagicBonus int // 0 for mundane
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MagicProp string // empty for mundane
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NamedItem bool // true for §7.2 named magic weapons
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ID string
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Name string
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Category WeaponCategory
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DamageCount int // dice count
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DamageSides int // die sides
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DamageType string // slashing, piercing, bludgeoning
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Properties []WeaponProperty
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VersaCount int // versatile two-handed dice (0 if not versatile)
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VersaSides int
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MagicBonus int // 0 for mundane
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MagicProp string // empty for mundane
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NamedItem bool // true for §7.2 named magic weapons
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}
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// HasProperty reports whether the weapon has the given property.
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@@ -137,16 +137,17 @@ const (
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)
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// ArmorProfile is the spec's struct. MaxDEXBonus convention:
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// -1 = unlimited (light armor takes full DEX mod)
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// 2 = medium (cap at +2)
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// 0 = heavy (no DEX bonus)
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// 0 for shields (shields don't add DEX)
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//
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// -1 = unlimited (light armor takes full DEX mod)
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// 2 = medium (cap at +2)
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// 0 = heavy (no DEX bonus)
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// 0 for shields (shields don't add DEX)
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type ArmorProfile struct {
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ID string
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Name string
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Type ArmorType
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BaseAC int // 0 for shields (shields use ShieldBonus)
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ShieldBonus int // +2 base for shields, 0 for armor
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BaseAC int // 0 for shields (shields use ShieldBonus)
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ShieldBonus int // +2 base for shields, 0 for armor
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MaxDEXBonus int
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STRRequire int
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StealthDisad bool
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