forked from jaildesigner-jailgames/jaildoctors_dilemma
## Summary Final cleanup phase of Room class refactoring. Optimized dependencies, fixed code quality issues, and improved maintainability. ## Changes Made ### Import Optimization Reduced includes from 16 to 12 by removing unused dependencies: - Removed STL: <algorithm>, <exception>, <fstream>, <iostream>, <sstream> - Removed project headers: audio.hpp, debug.hpp, surface_sprite.hpp, resource_helper.hpp, options.hpp - Retained only essential includes for Room's coordinator role ### Code Quality Fixes - Fixed double std::move in constructor: data_(std::move(std::move(data))) → data_(std::move(data)) - Simplified getRoom() switch statement (removed redundant breaks) - Improved code clarity and adherence to C++ best practices ### Style Consistency - Standardized comment style in collision_map.hpp (=== → ---) ## Testing ✓ Compilation successful ✓ Game execution verified (asset loading, room parsing working) ✓ Linters run: - clang-tidy: 3 style warnings (false positives on const naming) - cppcheck: Clean (no warnings) ## Metrics - room.cpp: 259 lines (down from 277 after Phase 4) - Dependencies minimized to essential coordinator responsibilities - Zero functional issues introduced ## Related Part of Room class refactoring (God Object → Coordinator pattern) - Phase 1: Entity management (EnemyManager, ItemManager) - Phase 2: Collision system (CollisionMap) - Phase 3: Tilemap rendering (TilemapRenderer) - Phase 4: File parsing (RoomLoader) - Phase 5: Final cleanup (this commit) 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>