chore(lint): adopt canonical golangci-lint config

Replace .golangci.yml with the shared canonical config. The old
config's top-level linters-settings block was silently ignored under
the v2 schema, so the lll/funlen/cyclop/dupl thresholds now actually
apply. The four repo-specific disables (mnd, exhaustive, paralleltest,
testpackage) move out of the config into targeted in-code nolint
directives carrying their original approval dates, keeping the config
byte-identical to the canonical one.

Fixes surfaced by the stricter settings: t.Parallel() added to all 32
tests, 24 overlong lines wrapped or their comments tightened, tcell
control-code returns rewritten as character literals, dupl markers on
the identically-shaped item data tables, and two wsl_v5 defer cuddles.

No behavior changes. The repo has no golangci-lint version pin (no
Dockerfile or CI; make lint runs the host binary, currently v2.12.2),
so there was nothing to bump.
This commit is contained in:
2026-08-07 20:45:02 +00:00
parent 8ce238dd62
commit 63d1e797e2
45 changed files with 218 additions and 56 deletions

View File

@@ -1,3 +1,4 @@
//nolint:mnd // C-faithful literals; names hurt C-greppability (approved 2026-07-07)
package game
// misc.c — look() display maintenance, direction input, eating, level-ups,
@@ -130,7 +131,9 @@ func lookForeignPassage(s *lookScan, fp PlaceFlags, ch byte) bool {
// lookDiagonalBlocked hides diagonal door/passage squares the hero could
// not actually step to (misc.c look).
func (g *RogueGame) lookDiagonalBlocked(s *lookScan, fp PlaceFlags, ch byte, y, x int) bool {
func (g *RogueGame) lookDiagonalBlocked(
s *lookScan, fp PlaceFlags, ch byte, y, x int,
) bool {
if !fp.Has(FPassage) && ch != Door {
return false
}
@@ -167,7 +170,9 @@ func (g *RogueGame) lookShow(s *lookScan, tp *Monster, ch byte, y, x int) bool {
// lookCellChar picks what the square shows: trip rendering for empty
// squares, waking and disguises for monsters. skip means the square is
// not drawn at all (the monster switch of the look loop).
func (g *RogueGame) lookCellChar(s *lookScan, tp *Monster, y, x int, ch byte) (byte, bool) {
func (g *RogueGame) lookCellChar(
s *lookScan, tp *Monster, y, x int, ch byte,
) (byte, bool) {
p := &g.Player
switch {