refactor(log): migra game/scenes i game/ui a Log::
- logo_scene, title_scene, intro_scene, room_fsm: missatges de cicle d'escena com a Log::info amb tag "scene" o "RoomFsm". Eliminats els TODO obsolets sobre el logger pendent. - game_scene (16 logs): events del bus (LEVEL COMPLETE, PLAYER HIT, PLAYER KILLED) com a info; transicions de ROOM com a info; warns als casos d'àudio absent o música no arrencada. - hud (3 logs): init i events com a info. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -4,7 +4,6 @@
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#include <algorithm>
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#include <cstdint>
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#include <iostream>
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#include <string>
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#include <utility>
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@@ -26,6 +25,7 @@
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#include "utils/defaults.hpp"
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#include "utils/defines.hpp"
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#include "utils/easing.hpp"
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#include "utils/log.hpp"
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namespace {
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@@ -72,7 +72,7 @@ TitleScene::TitleScene(std::shared_ptr<Text> condensed_font, std::shared_ptr<Tex
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game_logo_(std::move(game_logo)),
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mini_logo_(std::move(mini_logo)),
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timer_ms_(UiConfig::get().titleDurationMs()) {
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std::cout << "[scene] " << SCENE_NAME << " start\n";
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Log::info("scene", "{} start", SCENE_NAME);
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const auto& hh = UiConfig::get().titleHeatHaze();
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if (hh.enabled) {
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heat_haze_.emplace(Effects::HeatHaze::Params{
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@@ -190,7 +190,7 @@ void TitleScene::enterStarting(DebugConfig::StartingPlayers players) {
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if (auto* audio = Audio::get(); audio != nullptr) {
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audio->fadeOutMusic(UiConfig::get().titleMusicFadeOutMs());
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}
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std::cout << "[scene] " << SCENE_NAME << " STARTING (players=" << DebugConfig::toString(players) << ")\n";
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Log::info("scene", "{} STARTING (players={})", SCENE_NAME, DebugConfig::toString(players));
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}
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void TitleScene::tickIdle(int delta_ms, bool p1_start, bool p2_start) {
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@@ -255,7 +255,7 @@ void TitleScene::enterAttract() {
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if (attract_fade_) {
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attract_fade_->begin(UiConfig::get().titleAttractFadeToBlackMs());
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}
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std::cout << "[scene] " << SCENE_NAME << " ATTRACT_OUT\n";
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Log::info("scene", "{} ATTRACT_OUT", SCENE_NAME);
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}
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void TitleScene::advanceToIntro(DebugConfig::StartingPlayers players) {
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