refactor: code cleanup — dead code, warnings, duplication
Dead code removed (21 methods, 4 fields, 3 constants): - Cell: MaterialId::ALL, MaterialId::from_u8 (unsafe transmute) - Grid: get_mut, clear, fill_rect, swap, dump_region, next buffer field - Entity: move_center, EntityManager::iter_mut - Player: move_dir field, entity_mut - VerletSolver: step, SubBody::add_vel, SubBody::apply_force - CellularAutomaton: tick_count - InputHandler: release_all, poll, Action::None - WindowInput: clear - GameSession: perform_action_and_step, is_recording, grid_mut - ReplayPlayer: from_recording - Material: empty() - VulkanRenderer: tick_count field - MaterialBrush: name() Warnings fixed: - Remove unused MaterialRegistry imports from renderers - Remove unused reg variables in terminal/vulkan/graphics - Remove unused water_surface in game.rs - Remove unused p/y_death in tests - Remove unused qf_slice in graphics.rs Duplication eliminated: - main.rs: run_ascii_mode + run_graphics_mode → generic run_gpu_mode<R: GpuRenderer> ~140 lines of duplicated event loop code removed - GpuRenderer trait unifies VulkanRenderer and GraphicsRenderer API Unsafe code fixed: - rand_u8: static mut + unsafe → AtomicU8 + fetch_add (thread-safe) Module cleanup: - world/mod.rs: removed all unused re-exports - physics/mod.rs: removed all unused re-exports - entity/mod.rs: removed unused Entity/EntityId re-exports Result: ~6500 → ~5964 lines, 0 non-deprecation warnings, 109 tests pass
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@@ -14,7 +14,6 @@ pub enum Action {
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MoveCameraRight,
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Paint(MaterialBrush),
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Quit,
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None,
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}
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#[derive(Clone, Copy, PartialEq, Eq, Debug)]
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@@ -221,16 +220,6 @@ impl InputHandler {
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pub fn jump_requested(&self) -> bool {
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self.jump_pressed
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}
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pub fn release_all(&mut self) {
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self.held.clear();
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self.jump_pressed = false;
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}
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pub fn poll(&mut self) -> Action {
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let actions = self.update();
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actions.into_iter().next().unwrap_or(Action::None)
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}
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}
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impl MaterialBrush {
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@@ -251,19 +240,4 @@ impl MaterialBrush {
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}
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}
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pub fn name(&self) -> &'static str {
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match self {
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MaterialBrush::Sand => "Sand",
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MaterialBrush::Water => "Water",
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MaterialBrush::Stone => "Stone",
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MaterialBrush::Lava => "Lava",
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MaterialBrush::Wood => "Wood",
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MaterialBrush::Acid => "Acid",
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MaterialBrush::Grass => "Grass",
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MaterialBrush::Dirt => "Dirt",
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MaterialBrush::Fire => "Fire",
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MaterialBrush::Flesh => "Flesh",
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MaterialBrush::Erase => "Erase",
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}
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}
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}
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