forked from jaildesigner-jailgames/jaildoctors_dilemma
clang-format
clang-tidy (macos)
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@@ -36,7 +36,7 @@ auto CollisionMap::getTile(SDL_FPoint point) const -> Tile {
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}
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// Devuelve el tipo de tile que hay en ese indice
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auto CollisionMap::getTile(int index) const -> Tile {
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auto CollisionMap::getTile(int index) const -> Tile { // NOLINT(readability-convert-member-functions-to-static)
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const bool ON_RANGE = (index > -1) && (index < (int)tile_map_.size());
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if (ON_RANGE) {
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@@ -107,7 +107,7 @@ auto CollisionMap::getSlopeHeight(SDL_FPoint p, Tile slope) -> int {
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// === Queries de colisión ===
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// Comprueba las colisiones con paredes derechas
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auto CollisionMap::checkRightSurfaces(const SDL_FRect& rect) -> int {
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auto CollisionMap::checkRightSurfaces(const SDL_FRect& rect) -> int { // NOLINT(readability-convert-member-functions-to-static)
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for (const auto& s : right_walls_) {
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if (checkCollision(s, rect)) {
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return s.x;
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@@ -117,7 +117,7 @@ auto CollisionMap::checkRightSurfaces(const SDL_FRect& rect) -> int {
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}
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// Comprueba las colisiones con paredes izquierdas
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auto CollisionMap::checkLeftSurfaces(const SDL_FRect& rect) -> int {
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auto CollisionMap::checkLeftSurfaces(const SDL_FRect& rect) -> int { // NOLINT(readability-convert-member-functions-to-static)
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for (const auto& s : left_walls_) {
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if (checkCollision(s, rect)) {
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return s.x;
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@@ -127,7 +127,7 @@ auto CollisionMap::checkLeftSurfaces(const SDL_FRect& rect) -> int {
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}
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// Comprueba las colisiones con techos
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auto CollisionMap::checkTopSurfaces(const SDL_FRect& rect) -> int {
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auto CollisionMap::checkTopSurfaces(const SDL_FRect& rect) -> int { // NOLINT(readability-convert-member-functions-to-static)
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for (const auto& s : top_floors_) {
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if (checkCollision(s, rect)) {
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return s.y;
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@@ -138,13 +138,13 @@ auto CollisionMap::checkTopSurfaces(const SDL_FRect& rect) -> int {
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// Comprueba las colisiones punto con techos
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auto CollisionMap::checkTopSurfaces(const SDL_FPoint& p) -> bool {
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return std::ranges::any_of(top_floors_, [&](const auto& s) {
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return std::ranges::any_of(top_floors_, [&](const auto& s) -> bool {
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return checkCollision(s, p);
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});
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}
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// Comprueba las colisiones con suelos
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auto CollisionMap::checkBottomSurfaces(const SDL_FRect& rect) -> int {
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auto CollisionMap::checkBottomSurfaces(const SDL_FRect& rect) -> int { // NOLINT(readability-convert-member-functions-to-static)
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for (const auto& s : bottom_floors_) {
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if (checkCollision(s, rect)) {
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return s.y;
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@@ -154,7 +154,7 @@ auto CollisionMap::checkBottomSurfaces(const SDL_FRect& rect) -> int {
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}
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// Comprueba las colisiones con conveyor belts
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auto CollisionMap::checkAutoSurfaces(const SDL_FRect& rect) -> int {
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auto CollisionMap::checkAutoSurfaces(const SDL_FRect& rect) -> int { // NOLINT(readability-convert-member-functions-to-static)
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for (const auto& s : conveyor_belt_floors_) {
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if (checkCollision(s, rect)) {
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return s.y;
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@@ -165,13 +165,13 @@ auto CollisionMap::checkAutoSurfaces(const SDL_FRect& rect) -> int {
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// Comprueba las colisiones punto con conveyor belts
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auto CollisionMap::checkConveyorBelts(const SDL_FPoint& p) -> bool {
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return std::ranges::any_of(conveyor_belt_floors_, [&](const auto& s) {
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return std::ranges::any_of(conveyor_belt_floors_, [&](const auto& s) -> bool {
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return checkCollision(s, p);
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});
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}
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// Comprueba las colisiones línea con rampas izquierdas
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auto CollisionMap::checkLeftSlopes(const LineVertical& line) -> int {
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auto CollisionMap::checkLeftSlopes(const LineVertical& line) -> int { // NOLINT(readability-convert-member-functions-to-static)
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for (const auto& slope : left_slopes_) {
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const auto P = checkCollision(slope, line);
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if (P.x != -1) {
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@@ -183,13 +183,13 @@ auto CollisionMap::checkLeftSlopes(const LineVertical& line) -> int {
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// Comprueba las colisiones punto con rampas izquierdas
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auto CollisionMap::checkLeftSlopes(const SDL_FPoint& p) -> bool {
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return std::ranges::any_of(left_slopes_, [&](const auto& slope) {
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return std::ranges::any_of(left_slopes_, [&](const auto& slope) -> bool {
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return checkCollision(p, slope);
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});
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}
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// Comprueba las colisiones línea con rampas derechas
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auto CollisionMap::checkRightSlopes(const LineVertical& line) -> int {
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auto CollisionMap::checkRightSlopes(const LineVertical& line) -> int { // NOLINT(readability-convert-member-functions-to-static)
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for (const auto& slope : right_slopes_) {
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const auto P = checkCollision(slope, line);
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if (P.x != -1) {
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@@ -201,13 +201,13 @@ auto CollisionMap::checkRightSlopes(const LineVertical& line) -> int {
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// Comprueba las colisiones punto con rampas derechas
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auto CollisionMap::checkRightSlopes(const SDL_FPoint& p) -> bool {
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return std::ranges::any_of(right_slopes_, [&](const auto& slope) {
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return std::ranges::any_of(right_slopes_, [&](const auto& slope) -> bool {
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return checkCollision(p, slope);
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});
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}
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// Obtiene puntero a slope en un punto (prioriza left_slopes_ sobre right_slopes_)
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auto CollisionMap::getSlopeAtPoint(const SDL_FPoint& p) const -> const LineDiagonal* {
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auto CollisionMap::getSlopeAtPoint(const SDL_FPoint& p) const -> const LineDiagonal* { // NOLINT(readability-convert-member-functions-to-static)
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// Primero busca en rampas izquierdas
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for (const auto& slope : left_slopes_) {
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if (checkCollision(p, slope)) {
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@@ -229,7 +229,7 @@ auto CollisionMap::getSlopeAtPoint(const SDL_FPoint& p) const -> const LineDiago
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// === Helpers para recopilar tiles ===
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// Helper: recopila tiles inferiores (muros sin muro debajo)
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auto CollisionMap::collectBottomTiles() -> std::vector<int> {
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auto CollisionMap::collectBottomTiles() -> std::vector<int> { // NOLINT(readability-make-member-function-const)
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std::vector<int> tile;
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// Busca todos los tiles de tipo muro que no tengan debajo otro muro
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@@ -251,7 +251,7 @@ auto CollisionMap::collectBottomTiles() -> std::vector<int> {
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}
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// Helper: recopila tiles superiores (muros o pasables sin muro encima)
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auto CollisionMap::collectTopTiles() -> std::vector<int> {
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auto CollisionMap::collectTopTiles() -> std::vector<int> { // NOLINT(readability-make-member-function-const)
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std::vector<int> tile;
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// Busca todos los tiles de tipo muro o pasable que no tengan encima un muro
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@@ -273,7 +273,7 @@ auto CollisionMap::collectTopTiles() -> std::vector<int> {
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}
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// Helper: recopila tiles animados (para superficies automaticas/conveyor belts)
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auto CollisionMap::collectAnimatedTiles() -> std::vector<int> {
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auto CollisionMap::collectAnimatedTiles() -> std::vector<int> { // NOLINT(readability-make-member-function-const)
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std::vector<int> tile;
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// Busca todos los tiles de tipo animado
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@@ -298,13 +298,13 @@ auto CollisionMap::collectAnimatedTiles() -> std::vector<int> {
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}
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// Helper: construye lineas horizontales a partir de tiles consecutivos
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void CollisionMap::buildHorizontalLines(const std::vector<int>& tiles, std::vector<LineHorizontal>& lines, bool is_bottom_surface) {
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void CollisionMap::buildHorizontalLines(const std::vector<int>& tiles, std::vector<LineHorizontal>& lines, bool is_bottom_surface) { // NOLINT(readability-convert-member-functions-to-static)
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if (tiles.size() <= 1) {
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return;
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}
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int i = 0;
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while (i < (int)tiles.size() - 1) {
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while (i < static_cast<int>(tiles.size()) - 1) {
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LineHorizontal line;
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line.x1 = (tiles[i] % MAP_WIDTH) * TILE_SIZE;
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@@ -319,11 +319,11 @@ void CollisionMap::buildHorizontalLines(const std::vector<int>& tiles, std::vect
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i++;
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// Encuentra tiles consecutivos
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if (i < (int)tiles.size()) {
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if (i < static_cast<int>(tiles.size())) {
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while (tiles[i] == tiles[i - 1] + 1) {
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last_one = i;
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i++;
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if (i >= (int)tiles.size()) {
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if (i >= static_cast<int>(tiles.size())) {
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break;
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}
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}
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@@ -333,7 +333,7 @@ void CollisionMap::buildHorizontalLines(const std::vector<int>& tiles, std::vect
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lines.push_back(line);
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// Salta separadores
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if (i < (int)tiles.size() && tiles[i] == -1) {
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if (i < static_cast<int>(tiles.size()) && tiles[i] == -1) {
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i++;
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}
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}
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@@ -354,7 +354,7 @@ void CollisionMap::setTopSurfaces() {
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}
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// Calcula las superficies laterales izquierdas
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void CollisionMap::setLeftSurfaces() {
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void CollisionMap::setLeftSurfaces() { // NOLINT(readability-make-member-function-const)
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std::vector<int> tile;
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// Busca todos los tiles de tipo muro que no tienen a su izquierda un tile de tipo muro
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@@ -394,7 +394,7 @@ void CollisionMap::setLeftSurfaces() {
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}
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// Calcula las superficies laterales derechas
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void CollisionMap::setRightSurfaces() {
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void CollisionMap::setRightSurfaces() { // NOLINT(readability-make-member-function-const)
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std::vector<int> tile;
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// Busca todos los tiles de tipo muro que no tienen a su derecha un tile de tipo muro
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@@ -434,7 +434,7 @@ void CollisionMap::setRightSurfaces() {
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}
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// Encuentra todas las rampas que suben hacia la izquierda
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void CollisionMap::setLeftSlopes() {
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void CollisionMap::setLeftSlopes() { // NOLINT(readability-make-member-function-const)
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// Recorre la habitación entera por filas buscando tiles de tipo t_slope_l
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std::vector<int> found;
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for (int i = 0; i < (int)tile_map_.size(); ++i) {
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@@ -469,7 +469,7 @@ void CollisionMap::setLeftSlopes() {
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}
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// Encuentra todas las rampas que suben hacia la derecha
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void CollisionMap::setRightSlopes() {
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void CollisionMap::setRightSlopes() { // NOLINT(readability-make-member-function-const)
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// Recorre la habitación entera por filas buscando tiles de tipo t_slope_r
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std::vector<int> found;
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for (int i = 0; i < (int)tile_map_.size(); ++i) {
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