Title: clang-tidy readability-function-cognitive-complexity
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@@ -496,7 +496,9 @@ void Game::checkPlayerItemCollision(std::shared_ptr<Player> &player) {
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// Comprueba y procesa la colisión de las balas
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void Game::checkBulletCollision() {
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for (auto &bullet : bullets_) {
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if (!bullet->isEnabled()) continue;
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if (!bullet->isEnabled()) {
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continue;
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}
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if (checkBulletTabeCollision(bullet)) {
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break; // Exit early if bullet hit Tabe
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@@ -509,8 +511,10 @@ void Game::checkBulletCollision() {
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}
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// Maneja la colisión entre bala y Tabe
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bool Game::checkBulletTabeCollision(std::shared_ptr<Bullet> bullet) {
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if (!tabe_->isEnabled()) return false;
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auto Game::checkBulletTabeCollision(std::shared_ptr<Bullet> bullet) -> bool {
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if (!tabe_->isEnabled()) {
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return false;
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}
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if (!checkCollision(bullet->getCollider(), tabe_->getCollider())) {
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return false;
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@@ -539,11 +543,15 @@ void Game::handleTabeHitEffects() {
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}
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// Maneja la colisión entre bala y globos
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bool Game::checkBulletBalloonCollision(std::shared_ptr<Bullet> bullet) {
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auto Game::checkBulletBalloonCollision(std::shared_ptr<Bullet> bullet) -> bool {
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for (auto &balloon : balloon_manager_->getBalloons()) {
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if (!balloon->isEnabled() || balloon->isInvulnerable()) continue;
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if (!balloon->isEnabled() || balloon->isInvulnerable()) {
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continue;
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}
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if (!checkCollision(balloon->getCollider(), bullet->getCollider())) continue;
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if (!checkCollision(balloon->getCollider(), bullet->getCollider())) {
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continue;
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}
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processBalloonHit(bullet, balloon);
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return true;
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@@ -564,7 +572,9 @@ void Game::processBalloonHit(std::shared_ptr<Bullet> bullet, std::shared_ptr<Bal
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// Maneja la caída de items cuando se destruye un globo
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void Game::handleItemDrop(std::shared_ptr<Balloon> balloon, std::shared_ptr<Player> player) {
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const auto DROPPED_ITEM = dropItem();
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if (DROPPED_ITEM == ItemType::NONE || demo_.recording) return;
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if (DROPPED_ITEM == ItemType::NONE || demo_.recording) {
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return;
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}
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if (DROPPED_ITEM != ItemType::COFFEE_MACHINE) {
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createItem(DROPPED_ITEM, balloon->getPosX(), balloon->getPosY());
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