From 1dad15698845d370e998f7cc5feb8aece3fab58f Mon Sep 17 00:00:00 2001 From: historia <[not public]> Date: Wed, 16 Sep 2026 17:05:17 -0400 Subject: refactor: remove dead code, consolidate save/error handling, add lint gate --- internal/game/cmd_score.go | 38 +++++++++++++++++++------------------- 1 file changed, 19 insertions(+), 19 deletions(-) (limited to 'internal/game/cmd_score.go') diff --git a/internal/game/cmd_score.go b/internal/game/cmd_score.go index 426dc08..6f00de0 100644 --- a/internal/game/cmd_score.go +++ b/internal/game/cmd_score.go @@ -99,16 +99,16 @@ func (g *Game) doScore(sess *net.Session) { creditsStr := g.colorize(sess, "currency_pickup", formatInt(p.Credits)) chipsStr := g.colorize(sess, "currency_pickup", formatInt(countChips(p))) - styleStr := color.Render(mode, g.resolveConstant(sess, "table_header_label"), fmt.Sprintf("Style: %s", p.AttackStyle)) + styleStr := color.Render(mode, g.resolveConstant("table_header_label"), fmt.Sprintf("Style: %s", p.AttackStyle)) invStr := fmt.Sprintf("Inv: %d/28", 28-p.FreeSlots()) row2 := padded("Credits: "+creditsStr, 19) + padded("Chips: "+chipsStr, 16) + padded(styleStr, 22) + invStr content(row2) gap() - hpStyle := g.hpBarStyle(sess, p.HP, p.MaxHP()) + hpStyle := g.hpBarStyle(p.HP, p.MaxHP()) hpBarStr := ui.RenderColoredBar(p.HP, p.MaxHP(), 26, unicode, hpStyle, mode) - hpFg := g.hpBarStyle(sess, p.HP, p.MaxHP()).FilledColor + hpFg := g.hpBarStyle(p.HP, p.MaxHP()).FilledColor hpLine := fmt.Sprintf("HP [%s] %s / %s", hpBarStr, color.Render(mode, color.ColorSpec{Fg: hpFg}, fmt.Sprint(p.HP)), @@ -116,16 +116,16 @@ func (g *Game) doScore(sess *net.Session) { content(hpLine) batBarRaw := ui.RenderBarF(p.Battery, p.MaxBattery(), 26, unicode) - batBarStr := color.Render(mode, g.resolveConstant(sess, "battery_bar"), batBarRaw) - batFg := g.resolveConstant(sess, "battery_bar").Fg + batBarStr := color.Render(mode, g.resolveConstant("battery_bar"), batBarRaw) + batFg := g.resolveConstant("battery_bar").Fg batLine := fmt.Sprintf("Battery [%s] %s / %s", batBarStr, color.Render(mode, color.ColorSpec{Fg: batFg}, fmt.Sprintf("%.1f", p.Battery)), g.colorizeConstant(sess, "score_max_value", fmt.Sprintf("%.0f", p.MaxBattery()))) content(batLine) - engSpec := g.resolveConstant(sess, "run_energy_bar") - engEmpty := g.resolveConstant(sess, "hp_bar_empty") + engSpec := g.resolveConstant("run_energy_bar") + engEmpty := g.resolveConstant("hp_bar_empty") engStyle := &ui.BarStyle{FilledColor: engSpec.Fg, EmptyColor: engEmpty.Fg, EmptyDim: engEmpty.Dim} engBarStr := ui.RenderColoredBar(p.RunEnergy, p.MaxRunEnergy(), 26, unicode, engStyle, mode) engLine := fmt.Sprintf("Run En. [%s] %s / %s", @@ -158,8 +158,8 @@ func (g *Game) doScore(sess *net.Session) { buildSkillCell := func(s player.SkillName) string { level := p.Level(s) - lvlColor := g.skillLevelColor(sess, level) - name := padded(color.Render(mode, g.resolveConstant(sess, "active_tech_stat"), skillDisplay[s]), 12) + lvlColor := g.skillLevelColor(level) + name := padded(color.Render(mode, g.resolveConstant("active_tech_stat"), skillDisplay[s]), 12) lvl := color.Render(mode, color.ColorSpec{Fg: lvlColor}, fmt.Sprintf("%2d", level)) xpBar := xpProgressBar(p.Skills[s], 12, unicode) return fmt.Sprintf("%s %s [%s]", name, lvl, xpBar) @@ -198,8 +198,8 @@ func (g *Game) doScore(sess *net.Session) { for _, id := range p.ActiveTechList() { def := GetTechDef(id) if def != nil { - on := color.Render(mode, g.resolveConstant(sess, "active_tech_on"), "[ON]") - name := color.Render(mode, g.resolveConstant(sess, "active_tech_stat"), def.Name) + on := color.Render(mode, g.resolveConstant("active_tech_on"), "[ON]") + name := color.Render(mode, g.resolveConstant("active_tech_stat"), def.Name) techParts = append(techParts, on+" "+name) } } @@ -208,9 +208,9 @@ func (g *Game) doScore(sess *net.Session) { if len(p.ActiveBuffs) > 0 { for _, buff := range p.ActiveBuffs { buffLine := fmt.Sprintf("%s +%d%% %s (%d ticks remaining)", - color.Render(mode, g.resolveConstant(sess, "active_tech_status"), "[BUFF]"), + color.Render(mode, g.resolveConstant("active_tech_status"), "[BUFF]"), buff.BonusPercent, - color.Render(mode, g.resolveConstant(sess, "active_tech_stat"), buff.Stat), + color.Render(mode, g.resolveConstant("active_tech_stat"), buff.Stat), buff.TicksLeft) content(buffLine) } @@ -257,17 +257,17 @@ func formatInt(n int) string { // skillLevelColor returns the xterm256 palette index for a skill level cell // on the datapad score panel, sourcing it from the constant_colors section. -func (g *Game) skillLevelColor(sess *net.Session, level int) int { - spec := g.resolveConstant(sess, "skill_lvl_base") +func (g *Game) skillLevelColor(level int) int { + spec := g.resolveConstant("skill_lvl_base") switch { case level >= 99: - spec = g.resolveConstant(sess, "skill_lvl_max") + spec = g.resolveConstant("skill_lvl_max") case level >= 80: - spec = g.resolveConstant(sess, "skill_lvl_high") + spec = g.resolveConstant("skill_lvl_high") case level >= 60: - spec = g.resolveConstant(sess, "skill_lvl_mid") + spec = g.resolveConstant("skill_lvl_mid") case level >= 40: - spec = g.resolveConstant(sess, "skill_lvl_low") + spec = g.resolveConstant("skill_lvl_low") } return spec.Fg } -- cgit v1.2.3