fix: surface renderer errors, clean up all warnings
- Renderer init/render/shutdown errors now printed instead of silently swallowed with let _ = - Auto-fixed all unused imports and variables (cargo fix) - Zero compiler warnings
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+1
-2
@@ -1,9 +1,8 @@
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use serde::{Deserialize, Serialize};
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use crate::ai::state::material_from_name;
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use crate::ai::state::parse_entity_kind;
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use crate::entity::EntityKind;
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use crate::game::Game;
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use crate::world::cell::{Cell, MaterialId};
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use crate::world::cell::Cell;
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#[derive(Serialize, Deserialize, Clone, Debug)]
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#[serde(tag = "type", rename_all = "snake_case")]
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+1
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@@ -1,7 +1,7 @@
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use serde::{Deserialize, Serialize};
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use crate::ai::action::AiAction;
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use crate::ai::session::GameSession;
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use crate::ai::scenario::{run_scenario, Scenario, format_results, load_scenario, run_all_scenarios};
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use crate::ai::scenario::{run_scenario, format_results, load_scenario, run_all_scenarios};
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use crate::ai::state::GameState;
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use std::io::{self, BufRead, Write};
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@@ -1,7 +1,6 @@
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use serde::{Deserialize, Serialize};
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use crate::ai::action::AiAction;
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use crate::ai::session::GameSession;
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use std::io::Write;
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#[derive(Serialize, Deserialize, Clone, Debug)]
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pub struct ReplayRecording {
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+1
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@@ -1,7 +1,7 @@
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use serde::{Deserialize, Serialize};
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use crate::ai::action::AiAction;
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use crate::ai::session::GameSession;
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use crate::ai::state::{GameState, material_from_name};
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use crate::ai::state::GameState;
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#[derive(Serialize, Deserialize, Clone, Debug)]
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pub struct Scenario {
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+1
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@@ -71,7 +71,7 @@ impl Game {
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// Water pool (left side)
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let water_x = 40;
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let water_surface = (h as i32 - 3) - ((water_x as f32 * 0.1).sin() * 5.0) as i32;
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let water_surface = water_surface.max(10).min(h as i32 - 3);
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let _water_surface = water_surface.max(10).min(h as i32 - 3);
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for x in water_x - 12..=water_x + 12 {
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let s = (h as i32 - 3) - ((x as f32 * 0.1).sin() * 5.0) as i32;
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let s = s.max(10).min(h as i32 - 3);
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@@ -1,6 +1,5 @@
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use crate::world::cell::{Cell, MaterialId};
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use crate::world::grid::Grid;
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use crate::world::material::MaterialRegistry;
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pub struct CellularAutomaton {
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tick: u64,
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