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>
This commit is contained in:
JailDesignerandClaude Opus 4.7 committed 2026-04-22 08:46:34 +02:00
1 parent a3b03b87be
commit 64e0178ee9
5 files changed
+77 -21

No files matched your search

+19 -19
View File
@@ -11,7 +11,6 @@
#include "core/resources/resource_cache.hpp"
#include "external/fkyaml_node.hpp"
#include "game/entities/event_bus.hpp"
#include "game/map/map.hpp"
#include "utils/defaults.hpp"
namespace {
@@ -47,9 +46,10 @@ void Player::loadFrom(const std::string& yaml_path) {
collision_y_offset = (sprite_h - base_size) - collision_padding;
}
Player::Player(const std::string& anim_key, float x, float y, const Controls& controls)
Player::Player(const std::string& anim_key, float x, float y, const Controls& controls, const Map::Info& map_info)
: AnimatedSprite(Resource::Cache::get().getAnimationData(anim_key)),
controls_(controls) {
controls_(controls),
map_(map_info) {
setPos(x, y);
setCurrentAnimation("stand");
}
@@ -117,9 +117,9 @@ void Player::update(float delta_time) {
setPos(OLD_X, OLD_Y);
setPosX(NEW_X);
if (Map::collides(baseBox())) { setPosX(OLD_X); }
if (map_.collides(baseBox())) { setPosX(OLD_X); }
setPosY(NEW_Y);
if (Map::collides(baseBox())) { setPosY(OLD_Y); }
if (map_.collides(baseBox())) { setPosY(OLD_Y); }
clampToPlayfield();
@@ -157,28 +157,28 @@ auto Player::animationName(bool moving) const -> const char* {
}
auto Player::getCurrentTile() const -> std::pair<int, int> {
// El grid del tilemap és de `Map::tile_size` píxels i està 16-alineat
// El grid del tilemap és de `tile_size` píxels i està 16-alineat
// respecte a l'origen del tilemap (pot ser negatiu per overscan). El
// centre de la caixa de col·lisió ens dóna el tile on "està" el Player.
const auto BOX = baseBox();
const float CX = BOX.x + (BOX.w * 0.5F);
const float CY = BOX.y + (BOX.h * 0.5F);
const int COL = static_cast<int>(std::floor(
(CX - static_cast<float>(Map::tilemap_origin_x)) / static_cast<float>(Map::tile_size)));
(CX - static_cast<float>(map_.tilemap_origin_x)) / static_cast<float>(map_.tile_size)));
const int ROW = static_cast<int>(std::floor(
(CY - static_cast<float>(Map::tilemap_origin_y)) / static_cast<float>(Map::tile_size)));
(CY - static_cast<float>(map_.tilemap_origin_y)) / static_cast<float>(map_.tile_size)));
return {COL, ROW};
}
void Player::clampToPlayfield() {
// Límits de la zona jugable: la caixa de col·lisió no pot eixir del
// playfield (muros). El cap del sprite sí pot sobresortir per damunt.
const auto MIN_X = static_cast<float>(Map::playfield_x - collision_x_offset);
const auto MIN_X = static_cast<float>(map_.playfield_x - collision_x_offset);
const auto MAX_X = static_cast<float>(
Map::playfield_x + Map::playfield_w - collision_x_offset - collision_size);
const auto MIN_Y = static_cast<float>(Map::playfield_y - collision_y_offset);
map_.playfield_x + map_.playfield_w - collision_x_offset - collision_size);
const auto MIN_Y = static_cast<float>(map_.playfield_y - collision_y_offset);
const auto MAX_Y = static_cast<float>(
Map::playfield_y + Map::playfield_h - collision_y_offset - collision_size);
map_.playfield_y + map_.playfield_h - collision_y_offset - collision_size);
setPosX(std::clamp(getPosX(), MIN_X, MAX_X));
setPosY(std::clamp(getPosY(), MIN_Y, MAX_Y));
}
@@ -214,24 +214,24 @@ void Player::snapToLane(
const float STEP = std::min(std::abs(DELTA), SPEED_PX_PER_S * delta_time);
const float SAVED = (this->*get_pos)();
(this->*set_pos)(SAVED + std::copysign(STEP, DELTA));
if (Map::collides(baseBox())) { (this->*set_pos)(SAVED); }
if (map_.collides(baseBox())) { (this->*set_pos)(SAVED); }
}
}
void Player::snapToHorizontalLane(float delta_time) {
snapToLane(delta_time,
static_cast<float>(Map::playfield_y - collision_y_offset),
static_cast<float>(Map::pitch_y),
Map::grid_rows,
static_cast<float>(map_.playfield_y - collision_y_offset),
static_cast<float>(map_.pitch_y),
map_.grid_rows,
&Player::getPosY,
&Player::setPosY);
}
void Player::snapToVerticalLane(float delta_time) {
snapToLane(delta_time,
static_cast<float>(Map::playfield_x - collision_x_offset),
static_cast<float>(Map::pitch_x),
Map::grid_cols,
static_cast<float>(map_.playfield_x - collision_x_offset),
static_cast<float>(map_.pitch_x),
map_.grid_cols,
&Player::getPosX,
&Player::setPosX);
}