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

@@ -528,8 +528,8 @@ func TestExpeditionBalance_Phase2_LeverSweep(t *testing.T) {
// sweep walks two settings tighter (gentler) and one looser
// (harsher) for each knob so the live point sits in the middle of
// the grid and we can read the slope in both directions.
bumps := []int{2, 5, 10} // threat-bump per retreat
divisors := []int{3, 5, 8, 12} // /N wounded-nick divisor; bigger = gentler
bumps := []int{2, 5, 10} // threat-bump per retreat
divisors := []int{3, 5, 8, 12} // /N wounded-nick divisor; bigger = gentler
t.Logf("phase2 lever sweep — %d zones × %d bump × %d divisor × %d trials, Fighter @ tier centerline (rolls=4)",
len(zoneOrder), len(bumps), len(divisors), trialsPerCell)
@@ -622,16 +622,16 @@ func TestExpeditionBalance_Phase2_LeverSweep(t *testing.T) {
// This sweep walks two of the global knobs called out in the plan-doc
// "Phase 3 — global lever tuning" section:
//
// eliteInterruptThreshold (live=19, total roll cutoff for Elite
// bracket) — directly controls how often fresh-entry elite fights
// trigger during the daytime harvest pipeline. Sweep {17, 19, 23}:
// 17 = more elites (slope check below live), 19 = live baseline,
// 23 = elites only when roll+mod ≥ 23 (rare even at T5).
// eliteInterruptThreshold (live=19, total roll cutoff for Elite
// bracket) — directly controls how often fresh-entry elite fights
// trigger during the daytime harvest pipeline. Sweep {17, 19, 23}:
// 17 = more elites (slope check below live), 19 = live baseline,
// 23 = elites only when roll+mod ≥ 23 (rare even at T5).
//
// threatDriftBase (live=3, daily threat clock drift before mood-mod)
// — slows the multi-day AC/init/supply-burn creep that compounds
// over a 14-day expedition. Sweep {1, 3, 5}: 1 = nearly flat, 3 =
// live, 5 = harsher.
// threatDriftBase (live=3, daily threat clock drift before mood-mod)
// — slows the multi-day AC/init/supply-burn creep that compounds
// over a 14-day expedition. Sweep {1, 3, 5}: 1 = nearly flat, 3 =
// live, 5 = harsher.
//
// 3×3 = 9 combos × 10 zones × 200 trials/cell. Diagnostic-only — no
// gates beyond the Phase 1 wiring sanity. -short skips.
@@ -736,19 +736,19 @@ func TestExpeditionBalance_Phase3_GlobalLeverSweep(t *testing.T) {
// Phase 3-B holds the Phase 3-A best cell (eliteInterruptThreshold=23,
// threatDriftBase=1) and walks two more global knobs:
//
// surpriseNickFloor (live=tier, i.e. 1..5 by zone tier) — the raw
// surprise-round nick on a fresh-HP entry. Lower floor = less
// per-fight chip on T4/T5 standard fights, where the live tier=4-5
// floor is the biggest single contributor to the wear-down curve
// that funnels survivors into starvation. Sweep {-1 (disable, =0),
// 1 (flat), 0-sentinel (live tier)}.
// surpriseNickFloor (live=tier, i.e. 1..5 by zone tier) — the raw
// surprise-round nick on a fresh-HP entry. Lower floor = less
// per-fight chip on T4/T5 standard fights, where the live tier=4-5
// floor is the biggest single contributor to the wear-down curve
// that funnels survivors into starvation. Sweep {-1 (disable, =0),
// 1 (flat), 0-sentinel (live tier)}.
//
// supplyBurnRatePct (live=100, %) — daily supply burn scalar. Lower
// = more days of margin. T4 and T5 burns are 3×/4× the T1 baseline;
// halving them ought to convert the starvation outs we saw in
// Phase 3-A into actual completions if survivability is the only
// remaining blocker, or leave them dying in combat if it isn't.
// Sweep {100 (live), 75, 50}.
// supplyBurnRatePct (live=100, %) — daily supply burn scalar. Lower
// = more days of margin. T4 and T5 burns are 3×/4× the T1 baseline;
// halving them ought to convert the starvation outs we saw in
// Phase 3-A into actual completions if survivability is the only
// remaining blocker, or leave them dying in combat if it isn't.
// Sweep {100 (live), 75, 50}.
//
// 3×3 = 9 combos × 10 zones × 200 trials/cell, all on top of the
// Phase 3-A best cell. Diagnostic-only — no gates beyond Phase 1
@@ -925,14 +925,14 @@ func TestExpeditionBalance_Phase4A_OutlierDiagnostic(t *testing.T) {
killAttributed int // last fight of a died_combat trial
}
type zoneAgg struct {
profile expeditionBalanceProfile
completions int
deaths int
starves int
monsters map[string]*monsterStat
dayHist [16]int // 1..14 + overflow bucket; index 0 unused
eliteFights int
stdFights int
profile expeditionBalanceProfile
completions int
deaths int
starves int
monsters map[string]*monsterStat
dayHist [16]int // 1..14 + overflow bucket; index 0 unused
eliteFights int
stdFights int
// for the trial currently in flight (mutated during traceFightStruct)
lastFight harnessFightTrace
}
@@ -1094,9 +1094,9 @@ func TestExpeditionBalance_Phase4A_OutlierDiagnostic(t *testing.T) {
// the lever has to be tier-wide. The plan doc names three candidate
// moves:
//
// 1. Gear-tier centerline remap (phase1TierCenterline) → axis L
// 2. Per-tier elite-bracket threshold (vs global) → axis E
// 3. Ship burn=75 globally (Phase 3-B's high-burn cell) → axis B
// 1. Gear-tier centerline remap (phase1TierCenterline) → axis L
// 2. Per-tier elite-bracket threshold (vs global) → axis E
// 3. Ship burn=75 globally (Phase 3-B's high-burn cell) → axis B
//
// This diagnostic does *not* pick the lever. It runs a one-axis-at-a-
// time sensitivity sweep on the six under-band zones and lets the
@@ -1106,9 +1106,9 @@ func TestExpeditionBalance_Phase4A_OutlierDiagnostic(t *testing.T) {
// means the lever is inert for that tier, monotone climb means it's
// the lever, non-monotone means a confound.
//
// L: player level = {centerline-2, centerline, centerline+2}
// E: elite threshold = {18, 23, 28}
// B: supply burn pct = {40, 50, 60}
// L: player level = {centerline-2, centerline, centerline+2}
// E: elite threshold = {18, 23, 28}
// B: supply burn pct = {40, 50, 60}
//
// Per cell we log comp%/death%/starve% plus the elite-vs-standard
// fight share (so axis E's slope can be cross-checked against the
@@ -1145,7 +1145,7 @@ func TestExpeditionBalance_Phase5A_TierWideSensitivity(t *testing.T) {
// Returns comp/death/starve counts plus elite/standard fight share
// so the caller can attribute the slope across axis values.
type cellOut struct {
comp, death, starve int
comp, death, starve int
eliteFights, stdFights int
}
runCell := func(zid ZoneID, tier ZoneTier, level, elite, burn int) cellOut {
@@ -1281,8 +1281,9 @@ func TestExpeditionBalance_Phase5A_TierWideSensitivity(t *testing.T) {
// what flat delta on top of the ladder lands T1-T5 in band.
//
// Bands (gogobee_expedition_difficulty.md):
// T1 80% (70-90%) T2 72% (62-82%) T3 65% (55-75%)
// T4 55% (45-65%) T5 45% (35-55%)
//
// T1 80% (70-90%) T2 72% (62-82%) T3 65% (55-75%)
// T4 55% (45-65%) T5 45% (35-55%)
//
// 10 zones × 3 deltas × 200 trials = 6k trials; runs in ~1s.
// Diagnostic-only — picks the delta Phase 5-B ships in