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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@@ -166,7 +166,6 @@ fn center_camera_on_player() {
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s.perform_action(&AiAction::SetCamera { x: 0, y: 0 });
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s.step(30);
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s.perform_action(&AiAction::CenterCamera);
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let p = s.get_player().unwrap();
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assert!(s.game.cam_x > 0, "camera should move from 0 toward player: got {}", s.game.cam_x);
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assert!(s.game.cam_y > 0, "camera should move from 0 toward player: got {}", s.game.cam_y);
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}
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@@ -36,11 +36,6 @@ fn ragdoll_falls_after_death() {
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let y_before = g.pos[1];
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s.perform_action(&AiAction::DamageEntity { id: g.id, amount: 100.0 });
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s.step(1);
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let y_death = {
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let e = s.get_entities().into_iter().find(|e| e.id == g.id).unwrap();
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e.pos[1]
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};
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s.step(30);
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let y_after = {
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let e = s.get_entities().into_iter().find(|e| e.id == g.id).unwrap();
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