feat(entity-manager): comptador player_exited agrega a level_complete
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@@ -32,11 +32,37 @@ EntityManager::EntityManager() {
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const auto* tile = std::get_if<TilePos>(&ev.payload);
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if (tile != nullptr) { notifyPlayerTilePainted(tile->col, tile->row); }
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});
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// Subscripció a `player_exited` (publicat per Door en travessar la
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// porta oberta amb un jugador): comptem una vegada per jugador i,
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// quan tots els jugadors actius han eixit, emetem `level_complete`
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// — l'event d'agregat que GameScene escolta per disparar la
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// transició FSM a ROOM_OUTRO. La idempotència de Door (check
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// `isExited`) garanteix que cada jugador suma com a màxim un cop.
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exit_sub_id_ = bus_.subscribe("player_exited", [this](const Event& /*ev*/) {
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++exited_players_;
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if (level_complete_emitted_) { return; }
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if (expected_players_ > 0 && exited_players_ >= expected_players_) {
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level_complete_emitted_ = true;
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bus_.publish(Event{
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.name = "level_complete",
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.payload = std::monostate{},
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.player_id = -1,
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});
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}
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});
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}
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EntityManager::~EntityManager() {
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bus_.unsubscribe(sarc_sub_id_);
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bus_.unsubscribe(tile_sub_id_);
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bus_.unsubscribe(exit_sub_id_);
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}
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void EntityManager::setExpectedPlayerCount(int n) {
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expected_players_ = n;
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exited_players_ = 0;
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level_complete_emitted_ = false;
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}
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auto EntityManager::add(std::unique_ptr<Entity> entity) -> Entity* {
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