Title: clang-tidy readability-function-cognitive-complexity

This commit is contained in:
2025-07-23 16:53:30 +02:00
parent 2dbb78c4d4
commit 877d54c555
6 changed files with 235 additions and 171 deletions

View File

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