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

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