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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@@ -11,7 +11,6 @@ use crate::entity::EntityManager;
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use crate::render::Renderer;
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use crate::world::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 TerminalRenderer {
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width: usize,
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@@ -70,7 +69,6 @@ impl Renderer for TerminalRenderer {
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return Ok(());
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}
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let reg = MaterialRegistry::instance();
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let mut out = stdout();
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let mut frame: Vec<(char, (u8, u8, u8), (u8, u8, u8))>;
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let total = self.width * self.height;
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@@ -80,13 +78,12 @@ impl Renderer for TerminalRenderer {
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for dx in 0..self.width {
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let wx = cam_x + dx as i32;
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let wy = cam_y + dy as i32;
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let idx = dy * self.width + dx;
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if !grid.in_bounds(wx, wy) {
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let idx = dy * self.width + dx;
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frame[idx] = ('?', (80, 80, 80), (10, 10, 15));
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continue;
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}
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let cell = grid.get(wx, wy);
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let idx = dy * self.width + dx;
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if cell.is_empty() {
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frame[idx] = (' ', (cell.fg[0], cell.fg[1], cell.fg[2]), (cell.bg[0], cell.bg[1], cell.bg[2]));
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} else {
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