feat(decals): tiles de decal de sòl compten com a pintats des del load
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@@ -37,5 +37,4 @@ class Hole : public StaticHazard {
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};
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// TODO(hole-feature): afegir reset de `falling_through_hole_` i `hole_clip_bottom_y_` a `Player::disable()` per simetria.
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// TODO(hole-feature): si apareix un quart callsite del càlcul "pixel→tile" o "tileRect", factoritzar a `Map::` (avui: Mummy::reactToCurrentTile, Mummy::isDecalAheadInDir, Player::integrateJump).
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// TODO(hole-feature): afegir tests dedicats del comportament de la mòmia amb forats (no requereixen Player real).
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@@ -291,13 +291,9 @@ void Mummy::reactToCurrentTile() {
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// per a una direcció negativa, el menor (`x`); per a zero, qualsevol
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// (no hi ha avenç en aquest eix).
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const auto BOX = getCollisionRect();
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const auto TS = static_cast<float>(Map::tile_size);
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const auto ORIG_X = static_cast<float>(Map::tilemap_origin_x);
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const auto ORIG_Y = static_cast<float>(Map::tilemap_origin_y);
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const float LEAD_X = (dir_x_ > 0.0F) ? (BOX.x + BOX.w - 1.0F) : BOX.x;
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const float LEAD_Y = (dir_y_ > 0.0F) ? (BOX.y + BOX.h - 1.0F) : BOX.y;
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const int CUR_COL = static_cast<int>(std::floor((LEAD_X - ORIG_X) / TS));
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const int CUR_ROW = static_cast<int>(std::floor((LEAD_Y - ORIG_Y) / TS));
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const auto [CUR_COL, CUR_ROW] = Map::pixelToTile(LEAD_X, LEAD_Y);
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// Sense canvi de tile no hi ha res a fer — això filtra també tots els
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// ticks intra-tile (la majoria, ~16 frames per tile a velocitats típiques).
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@@ -318,9 +314,10 @@ void Mummy::reactToCurrentTile() {
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// Si el tile nou conté un decal trigger (Hole o futur pinchos plans,
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// plaques, etc.), mitja volta immediata. `changeDirection` també
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// selecciona l'animació cardinal corresponent.
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const auto TS = static_cast<float>(Map::tile_size);
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const SDL_FRect TILE_RECT{
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.x = (static_cast<float>(CUR_COL) * TS) + ORIG_X,
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.y = (static_cast<float>(CUR_ROW) * TS) + ORIG_Y,
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.x = (static_cast<float>(CUR_COL) * TS) + static_cast<float>(Map::tilemap_origin_x),
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.y = (static_cast<float>(CUR_ROW) * TS) + static_cast<float>(Map::tilemap_origin_y),
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.w = TS,
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.h = TS,
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};
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@@ -444,8 +441,6 @@ auto Mummy::isDecalAheadInDir(float dx_signed, float dy_signed) const -> bool {
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// tile abans del veritablement adjacent al decal.
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const auto BOX = getCollisionRect();
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const auto TS = static_cast<float>(Map::tile_size);
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const auto ORIG_X = static_cast<float>(Map::tilemap_origin_x);
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const auto ORIG_Y = static_cast<float>(Map::tilemap_origin_y);
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const auto SIGN_OF = [](float v) -> float {
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if (v > 0.0F) { return 1.0F; }
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if (v < 0.0F) { return -1.0F; }
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@@ -453,8 +448,9 @@ auto Mummy::isDecalAheadInDir(float dx_signed, float dy_signed) const -> bool {
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};
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const float CENTER_X = BOX.x + (BOX.w * 0.5F);
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const float CENTER_Y = BOX.y + (BOX.h * 0.5F);
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const float TILE_X = (std::floor((CENTER_X - ORIG_X) / TS) * TS) + ORIG_X;
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const float TILE_Y = (std::floor((CENTER_Y - ORIG_Y) / TS) * TS) + ORIG_Y;
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const auto [CUR_COL, CUR_ROW] = Map::pixelToTile(CENTER_X, CENTER_Y);
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const float TILE_X = (static_cast<float>(CUR_COL) * TS) + static_cast<float>(Map::tilemap_origin_x);
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const float TILE_Y = (static_cast<float>(CUR_ROW) * TS) + static_cast<float>(Map::tilemap_origin_y);
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const SDL_FRect NEXT{
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.x = TILE_X + (SIGN_OF(dx_signed) * TS),
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.y = TILE_Y + (SIGN_OF(dy_signed) * TS),
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@@ -420,6 +420,32 @@ void EntityManager::loadFromLevel(const std::string& level_yaml_path) {
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if (OK) { ++loaded; }
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}
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// Broadcast inicial: marca com a "pintats" tots els tiles ocupats per
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// decals de sòl (Hole, i futurs pinchos plans, plaques, charcos...).
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// Imprescindible perquè el jugador no pot trepitjar aquests tiles
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// (cauria al forat) i els sarcòfags vecins no podrien completar el
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// perímetre — la sala seria incompletable. Usa el canal semàntic
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// `tile_painted` (lògica de joc), no `on_tile_entered` (presència
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// física del jugador). Ho fem aquí, després del bucle de spawns,
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// perquè tots els sarcòfags ja estan registrats al fan-out (la
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// subscripció del manager és al ctor, anterior a qualsevol load).
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int decal_broadcast = 0;
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for (const auto& entity : entities_) {
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if (!entity->isFloorDecal()) { continue; }
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const auto BOX = entity->getCollisionRect();
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const auto [COL, ROW] = Map::pixelToTile(BOX.x, BOX.y);
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bus_.publish(Event{
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.name = "tile_painted",
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.payload = TilePos{.col = COL, .row = ROW},
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.player_id = -1,
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});
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++decal_broadcast;
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}
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if (decal_broadcast > 0) {
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std::cout << "EntityManager: " << decal_broadcast
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<< " tile_painted broadcast inicial (decals de sòl)\n";
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}
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std::cout << "EntityManager: " << loaded << " entitats carregades des de "
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<< level_yaml_path << '\n';
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}
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