feat(entities): andamiatge del sistema d'entitats (classes, factory, bus, YAML, placeholders, smoke tests)
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#include "game/entities/entity.hpp"
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#include <utility>
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Entity::Entity(std::string name, TilePos tile, SDL_FRect pixel_rect)
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: name_(std::move(name)),
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tile_(tile),
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pixel_rect_(pixel_rect) {}
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void Entity::update(float delta_time) {
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if (anim_.has_value()) { anim_->tick(delta_time); }
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}
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void Entity::render() {
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// Andamiatge: el render real es cablejarà quan s'integri al GameScene.
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// Les subclasses poden sobreescriure si volen lògica especial (p.ex.
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// no dibuixar-se en estat inactiu); de moment la base no fa res.
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}
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void Entity::onPlayerContact(Player* /*player*/) {
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// No-op per defecte.
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}
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void Entity::notifyTileEntered(int /*col*/, int /*row*/) {
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// No-op per defecte; només `Sarcophagus` l'usa.
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}
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