fix: clippy warnings

This commit is contained in:
Kristofers Solo 2024-12-23 13:53:53 +02:00
parent 45511e4d80
commit b966d38e94
15 changed files with 38 additions and 38 deletions

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@ -60,6 +60,8 @@ dev_native = [
too_many_arguments = "allow"
# Queries that access many components may trigger this lint.
type_complexity = "allow"
nursery = { level = "warn", priority = -1 }
unwrap_used = "warn"
# Compile with Performance Optimizations:

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@ -1,8 +1,7 @@
//! A high-level way to load collections of asset handles as resources.
use std::collections::VecDeque;
use bevy::prelude::*;
use std::collections::VecDeque;
pub(super) fn plugin(app: &mut App) {
app.init_resource::<ResourceHandles>();
@ -51,7 +50,9 @@ fn load_resource_assets(world: &mut World) {
world.resource_scope(|world, mut resource_handles: Mut<ResourceHandles>| {
world.resource_scope(|world, assets: Mut<AssetServer>| {
for _ in 0..resource_handles.waiting.len() {
let (handle, insert_fn) = resource_handles.waiting.pop_front().unwrap();
let Some((handle, insert_fn)) = resource_handles.waiting.pop_front() else {
continue;
};
if assets.is_loaded_with_dependencies(&handle) {
insert_fn(world, &handle);
resource_handles.finished.push(handle);

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@ -12,7 +12,7 @@ use hexx::{Hex, HexOrientation};
use rand::{thread_rng, Rng};
use std::ops::RangeInclusive;
pub(crate) fn maze_controls_ui(world: &mut World) {
pub fn maze_controls_ui(world: &mut World) {
if world.get_resource::<MazePluginLoaded>().is_none() {
return;
}

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@ -1,3 +1,3 @@
mod maze_controls;
pub(crate) use maze_controls::maze_controls_ui;
pub use maze_controls::maze_controls_ui;

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@ -19,7 +19,7 @@ impl Default for Floor {
}
impl Floor {
pub fn increased(&self) -> Self {
pub const fn increased(&self) -> Self {
Self(self.0.saturating_add(1))
}

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@ -1,3 +1,3 @@
use bevy::prelude::*;
pub(super) fn despawn_floor(mut commands: Commands) {}
pub const fn despawn_floor(mut _commands: Commands) {}

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@ -1,11 +1,11 @@
mod asset_tracking;
pub mod asset_tracking;
pub mod audio;
#[cfg(feature = "dev")]
mod dev_tools;
pub mod dev_tools;
pub mod floor;
pub mod maze;
pub mod player;
mod screens;
pub mod screens;
pub mod theme;
use bevy::{

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@ -8,26 +8,26 @@ const WALL_OVERLAP_MODIFIER: f32 = 1.25;
const HEX_SIDES: u32 = 6;
const WHITE_EMISSION_INTENSITY: f32 = 10.;
pub(crate) struct MazeAssets {
pub(crate) hex_mesh: Handle<Mesh>,
pub(crate) wall_mesh: Handle<Mesh>,
pub(crate) hex_material: Handle<StandardMaterial>,
pub(crate) wall_material: Handle<StandardMaterial>,
pub(crate) custom_materials: HashMap<String, Handle<StandardMaterial>>,
pub struct MazeAssets {
pub hex_mesh: Handle<Mesh>,
pub wall_mesh: Handle<Mesh>,
pub hex_material: Handle<StandardMaterial>,
pub wall_material: Handle<StandardMaterial>,
pub custom_materials: HashMap<String, Handle<StandardMaterial>>,
}
impl MazeAssets {
pub(crate) fn new(
pub fn new(
meshes: &mut ResMut<Assets<Mesh>>,
materials: &mut ResMut<Assets<StandardMaterial>>,
global_config: &GlobalMazeConfig,
) -> MazeAssets {
) -> Self {
let mut custom_materials = HashMap::new();
custom_materials.extend(vec![
("LOVE".to_string(), materials.add(red_material())),
("PINE".to_string(), materials.add(blue_material())),
]);
MazeAssets {
Self {
hex_mesh: meshes.add(generate_hex_mesh(
global_config.hex_size,
global_config.height,
@ -62,7 +62,7 @@ fn generate_square_mesh(depth: f32, wall_size: f32) -> Mesh {
Mesh::from(rectangular_prism).rotated_by(rotation)
}
pub(crate) fn white_material() -> StandardMaterial {
pub fn white_material() -> StandardMaterial {
StandardMaterial {
emissive: LinearRgba::new(
WHITE_EMISSION_INTENSITY,
@ -74,14 +74,14 @@ pub(crate) fn white_material() -> StandardMaterial {
}
}
pub(crate) fn red_material() -> StandardMaterial {
pub fn red_material() -> StandardMaterial {
StandardMaterial {
emissive: LOVE.to_linear(),
..default()
}
}
pub(crate) fn blue_material() -> StandardMaterial {
pub fn blue_material() -> StandardMaterial {
StandardMaterial {
emissive: PINE.to_linear(),
..default()

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@ -32,7 +32,7 @@ impl MazeError {
Self::ConfigurationError(msg.into())
}
pub fn generation_failed(radius: u32, seed: u64) -> Self {
pub const fn generation_failed(radius: u32, seed: u64) -> Self {
Self::GenerationFailed { radius, seed }
}
}

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@ -1,6 +1,6 @@
use crate::maze::events::SpawnMaze;
use bevy::prelude::*;
pub(crate) fn setup(mut commands: Commands) {
pub fn setup(mut commands: Commands) {
commands.trigger(SpawnMaze::default());
}

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@ -4,7 +4,7 @@ use crate::maze::{
};
use hexlab::{GeneratorType, HexMaze, MazeBuilder};
pub(crate) fn generate_maze(config: &MazeConfig) -> MazeResult<HexMaze> {
pub fn generate_maze(config: &MazeConfig) -> MazeResult<HexMaze> {
MazeBuilder::new()
.with_radius(config.radius)
.with_seed(config.seed)

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@ -1,3 +1,4 @@
use super::common::generate_maze;
use crate::{
floor::components::{CurrentFloor, Floor, NextFloor},
maze::{
@ -12,9 +13,7 @@ use hexlab::prelude::*;
use hexx::HexOrientation;
use std::f32::consts::{FRAC_PI_2, FRAC_PI_3, FRAC_PI_6};
use super::common::generate_maze;
pub(crate) const FLOOR_Y_OFFSET: u8 = 100;
pub const FLOOR_Y_OFFSET: u8 = 100;
pub(super) fn spawn_maze(
trigger: Trigger<SpawnMaze>,
@ -31,7 +30,7 @@ pub(super) fn spawn_maze(
return;
}
let maze = match generate_maze(&config) {
let maze = match generate_maze(config) {
Ok(m) => m,
Err(e) => {
error!("Failed to generate maze for floor {floor}: {:?}", e);
@ -60,12 +59,12 @@ pub(super) fn spawn_maze(
entity,
&maze,
&assets,
&config,
config,
&global_config,
);
}
pub(crate) fn spawn_maze_tiles(
pub fn spawn_maze_tiles(
commands: &mut Commands,
parent_entity: Entity,
maze: &HexMaze,
@ -98,14 +97,12 @@ pub(super) fn spawn_single_hex_tile(
.custom_materials
.get("PINE")
.cloned()
.to_owned()
.unwrap(),
.unwrap_or_default(),
pos if pos == maze_config.end_pos => assets
.custom_materials
.get("LOVE")
.cloned()
.to_owned()
.unwrap(),
.unwrap_or_default(),
_ => assets.hex_material.clone(),
};

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@ -1,6 +1,6 @@
use crate::player::events::SpawnPlayer;
use bevy::prelude::*;
pub(crate) fn setup(mut commands: Commands) {
pub fn setup(mut commands: Commands) {
commands.trigger(SpawnPlayer);
}

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@ -33,7 +33,7 @@ fn continue_to_title_screen(mut next_screen: ResMut<NextState<Screen>>) {
next_screen.set(Screen::Title);
}
fn all_assets_loaded(
const fn all_assets_loaded(
interaction_assets: Option<Res<InteractionAssets>>,
credits_music: Option<Res<CreditsMusic>>,
gameplay_music: Option<Res<GameplayMusic>>,

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@ -101,7 +101,7 @@ impl UiImageFadeInOut {
let fade = self.fade_duration / self.total_duration;
// Regular trapezoid-shaped graph, flat at the top with alpha = 1.0.
((1.0 - (2.0 * t - 1.0).abs()) / fade).min(1.0)
((1.0 - 2.0f32.mul_add(t, -1.0).abs()) / fade).min(1.0)
}
}