refactor(game): COUP-02 inject MapInfo snapshot into Player
Afegit `Map::Info` (POD trivialment copiable) que empaqueta playfield, pitch, grid, tile_size, tilemap_origin + 2 punters a funció (collides, inside_playfield). `Map::makeInfo()` el construeix a partir dels globals del namespace. `Player` ara rep `const Map::Info&` al ctor i en guarda una còpia plana (`map_`), substituint totes les lectures de `Map::*` per `map_.*`. La inclusió `#include "game/map/map.hpp"` puja al header per la dependència de `Map::Info`; player.cpp deixa d'incloure'l (transitiu). Només el Player es desacobla — momies, roques i `loadFromLevel` continuen llegint `Map::*` directament, com diu la nota original del audit (mentre hi hagi un Map global actiu, l'acoblament és acceptable). Si quan s'acabi PATCH-01 algun consumidor extra chirría, COUP-02b en una rama nova. Smoke tests 13/13 OK; log Game start → Bye! sota xvfb-run idèntic al baseline. clang-tidy i cppcheck nets sobre els fitxers modificats. Refs: docs/audit-game.md (COUP-02). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -11,7 +11,6 @@
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#include "core/resources/resource_cache.hpp"
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#include "external/fkyaml_node.hpp"
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#include "game/entities/event_bus.hpp"
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#include "game/map/map.hpp"
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#include "utils/defaults.hpp"
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namespace {
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@@ -47,9 +46,10 @@ void Player::loadFrom(const std::string& yaml_path) {
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collision_y_offset = (sprite_h - base_size) - collision_padding;
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}
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Player::Player(const std::string& anim_key, float x, float y, const Controls& controls)
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Player::Player(const std::string& anim_key, float x, float y, const Controls& controls, const Map::Info& map_info)
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: AnimatedSprite(Resource::Cache::get().getAnimationData(anim_key)),
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controls_(controls) {
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controls_(controls),
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map_(map_info) {
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setPos(x, y);
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setCurrentAnimation("stand");
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}
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@@ -117,9 +117,9 @@ void Player::update(float delta_time) {
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setPos(OLD_X, OLD_Y);
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setPosX(NEW_X);
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if (Map::collides(baseBox())) { setPosX(OLD_X); }
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if (map_.collides(baseBox())) { setPosX(OLD_X); }
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setPosY(NEW_Y);
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if (Map::collides(baseBox())) { setPosY(OLD_Y); }
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if (map_.collides(baseBox())) { setPosY(OLD_Y); }
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clampToPlayfield();
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@@ -157,28 +157,28 @@ auto Player::animationName(bool moving) const -> const char* {
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}
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auto Player::getCurrentTile() const -> std::pair<int, int> {
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// El grid del tilemap és de `Map::tile_size` píxels i està 16-alineat
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// El grid del tilemap és de `tile_size` píxels i està 16-alineat
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// respecte a l'origen del tilemap (pot ser negatiu per overscan). El
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// centre de la caixa de col·lisió ens dóna el tile on "està" el Player.
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const auto BOX = baseBox();
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const float CX = BOX.x + (BOX.w * 0.5F);
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const float CY = BOX.y + (BOX.h * 0.5F);
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const int COL = static_cast<int>(std::floor(
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(CX - static_cast<float>(Map::tilemap_origin_x)) / static_cast<float>(Map::tile_size)));
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(CX - static_cast<float>(map_.tilemap_origin_x)) / static_cast<float>(map_.tile_size)));
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const int ROW = static_cast<int>(std::floor(
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(CY - static_cast<float>(Map::tilemap_origin_y)) / static_cast<float>(Map::tile_size)));
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(CY - static_cast<float>(map_.tilemap_origin_y)) / static_cast<float>(map_.tile_size)));
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return {COL, ROW};
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}
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void Player::clampToPlayfield() {
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// Límits de la zona jugable: la caixa de col·lisió no pot eixir del
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// playfield (muros). El cap del sprite sí pot sobresortir per damunt.
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const auto MIN_X = static_cast<float>(Map::playfield_x - collision_x_offset);
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const auto MIN_X = static_cast<float>(map_.playfield_x - collision_x_offset);
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const auto MAX_X = static_cast<float>(
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Map::playfield_x + Map::playfield_w - collision_x_offset - collision_size);
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const auto MIN_Y = static_cast<float>(Map::playfield_y - collision_y_offset);
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map_.playfield_x + map_.playfield_w - collision_x_offset - collision_size);
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const auto MIN_Y = static_cast<float>(map_.playfield_y - collision_y_offset);
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const auto MAX_Y = static_cast<float>(
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Map::playfield_y + Map::playfield_h - collision_y_offset - collision_size);
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map_.playfield_y + map_.playfield_h - collision_y_offset - collision_size);
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setPosX(std::clamp(getPosX(), MIN_X, MAX_X));
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setPosY(std::clamp(getPosY(), MIN_Y, MAX_Y));
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}
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@@ -214,24 +214,24 @@ void Player::snapToLane(
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const float STEP = std::min(std::abs(DELTA), SPEED_PX_PER_S * delta_time);
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const float SAVED = (this->*get_pos)();
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(this->*set_pos)(SAVED + std::copysign(STEP, DELTA));
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if (Map::collides(baseBox())) { (this->*set_pos)(SAVED); }
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if (map_.collides(baseBox())) { (this->*set_pos)(SAVED); }
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}
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}
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void Player::snapToHorizontalLane(float delta_time) {
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snapToLane(delta_time,
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static_cast<float>(Map::playfield_y - collision_y_offset),
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static_cast<float>(Map::pitch_y),
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Map::grid_rows,
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static_cast<float>(map_.playfield_y - collision_y_offset),
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static_cast<float>(map_.pitch_y),
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map_.grid_rows,
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&Player::getPosY,
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&Player::setPosY);
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}
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void Player::snapToVerticalLane(float delta_time) {
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snapToLane(delta_time,
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static_cast<float>(Map::playfield_x - collision_x_offset),
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static_cast<float>(Map::pitch_x),
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Map::grid_cols,
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static_cast<float>(map_.playfield_x - collision_x_offset),
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static_cast<float>(map_.pitch_x),
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map_.grid_cols,
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&Player::getPosX,
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&Player::setPosX);
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}
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@@ -7,6 +7,7 @@
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#include <utility>
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#include "core/rendering/sprite/animated_sprite.hpp"
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#include "game/map/map.hpp"
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class EventBus;
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@@ -40,7 +41,7 @@ class Player : public AnimatedSprite {
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// Ha de cridar-se abans d'instanciar Player; GameScene ho fa al ctor.
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static void loadFrom(const std::string& yaml_path);
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Player(const std::string& anim_key, float x, float y, const Controls& controls);
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Player(const std::string& anim_key, float x, float y, const Controls& controls, const Map::Info& map_info);
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void update(float delta_time) override;
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@@ -95,6 +96,12 @@ class Player : public AnimatedSprite {
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void (Player::*set_pos)(float));
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Controls controls_;
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// Còpia plana de la geometria del mapa + punters a `collides`/
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// `inside_playfield`. POD trivial; copiada al ctor i no muta durant
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// la vida del Player. Vol dir que aquest Player només és vàlid per
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// a un mapa concret — si el mapa canvia, la Scene ha de
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// reinstanciar-lo.
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Map::Info map_;
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// Direcció "cap on mira" el jugador. Governa quin conjunt d'animacions
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// s'aplica (lateral, amunt, avall) i si el sprite es flipeja o no. Els
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