Rename item-subsystem methods (refactor step 5, items)
getItem→promptPackItem now returns (obj, ok) instead of a nil-signaling pointer; invName→inventoryName; doPot→applyPotionFuse. C breadcrumbs kept. Behavior unchanged; suite green.
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@@ -14,8 +14,8 @@ const (
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func (g *RogueGame) doZap() {
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p := &g.Player
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obj := g.getItem("zap with", KindWand)
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if obj == nil {
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obj, ok := g.promptPackItem("zap with", KindWand)
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if !ok {
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return
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}
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