Have you looked at code for any roguelike? Or any large project? Or any good code? You can learn a lot. You may want to try it.
I did a quick and dirty line count[1] check of how much code a few of the popular classic roguelikes have.
Dungeon Crawl Stone Soup 0.15.2 has 2,021,779 lines in "source". The largest files looked like definitions for monsters etc.
The latest Angband from github has 237,698 lines in "src". The largest files were "main" files and seemed to have a lot going on.
Nethack 3.4.3 has 134,313 lines in "src".
Brogue 1.7.44 has 39,284 total lines in "PlatformCode" and "BrogueCode". Most of it was core brogue code, not platform specific.
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Slash'EM Extended has 162,333 lines in "src". I don't know of any roguelike that has as much content, as many interactions, and as much gameplay complexity as what I've read about this game. It's dungeon.c file, which I imagine is the closest to your Level file, is 1,771 total lines.
If your codebase has 3 times as much well-written code as that then you should immediately do a beta release of your game. I'm sure it will become an instant classic and make the most beloved roguelike look like a boring and simplistic game for toddlers. I'm not even being sarcastic here - I'm 100% serious. If your game is as groundbreaking and breathtaking in scope, complexity, and elegance as you claim it is then you'd be a huge jerk for not sharing it.
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[1] ( find ./ -type f -print0 | xargs -0 cat ) | wc -l