From 9e3b9609390a75357fe43c1f3130ab9af02ab0b7 Mon Sep 17 00:00:00 2001 From: Sergio Valor Date: Sun, 17 May 2026 17:32:29 +0200 Subject: [PATCH] elimina NOLINT(cognitive-complexity) obsolets en editor/console --- source/game/editor/map_editor.cpp | 14 +++++++------- source/game/editor/room_saver.cpp | 2 +- source/game/ui/console_commands.cpp | 8 ++++---- 3 files changed, 12 insertions(+), 12 deletions(-) diff --git a/source/game/editor/map_editor.cpp b/source/game/editor/map_editor.cpp index 401430f..813b273 100644 --- a/source/game/editor/map_editor.cpp +++ b/source/game/editor/map_editor.cpp @@ -383,7 +383,7 @@ void MapEditor::render() { } // Maneja eventos del editor -void MapEditor::handleEvent(const SDL_Event& event) { // NOLINT(readability-function-cognitive-complexity) +void MapEditor::handleEvent(const SDL_Event& event) { // Si el tile picker está abierto, los eventos van a él if (tile_picker_.isOpen()) { tile_picker_.handleEvent(event); @@ -549,7 +549,7 @@ void MapEditor::handleMouseDown(float game_x, float game_y) { } // Procesa soltar el ratón: commit del drag -void MapEditor::handleMouseUp() { // NOLINT(readability-function-cognitive-complexity) +void MapEditor::handleMouseUp() { if (drag_.target == DragTarget::NONE) { return; } const int IDX = drag_.index; @@ -832,7 +832,7 @@ void MapEditor::updateMousePosition() { } // Actualiza la información de la barra de estado -void MapEditor::updateStatusBarInfo() { // NOLINT(readability-function-cognitive-complexity) +void MapEditor::updateStatusBarInfo() { if (!statusbar_) { return; } statusbar_->setMouseTile(mouse_tile_x_, mouse_tile_y_); @@ -945,7 +945,7 @@ auto MapEditor::getSetCompletions() const -> std::vector { } // Modifica una propiedad del enemigo seleccionado -auto MapEditor::setEnemyProperty(const std::string& property, const std::string& value) -> std::string { // NOLINT(readability-function-cognitive-complexity) +auto MapEditor::setEnemyProperty(const std::string& property, const std::string& value) -> std::string { if (!active_) { return "Editor not active"; } if (!hasSelectedEnemy()) { return "No enemy selected"; } @@ -1125,7 +1125,7 @@ auto MapEditor::duplicateEnemy() -> std::string { } // Modifica una propiedad de la habitación -auto MapEditor::setRoomProperty(const std::string& property, const std::string& value) -> std::string { // NOLINT(readability-function-cognitive-complexity) +auto MapEditor::setRoomProperty(const std::string& property, const std::string& value) -> std::string { if (!active_) { return "Editor not active"; } std::string val = toLower(value); @@ -1268,7 +1268,7 @@ auto MapEditor::setRoomProperty(const std::string& property, const std::string& } // Crea una nueva habitación -auto MapEditor::createNewRoom(const std::string& direction) -> std::string { // NOLINT(readability-function-cognitive-complexity) +auto MapEditor::createNewRoom(const std::string& direction) -> std::string { if (!active_) { return "Editor not active"; } // Validar dirección si se proporcionó @@ -1406,7 +1406,7 @@ auto MapEditor::createNewRoom(const std::string& direction) -> std::string { // } // Elimina la habitación actual -auto MapEditor::deleteRoom() -> std::string { // NOLINT(readability-function-cognitive-complexity) +auto MapEditor::deleteRoom() -> std::string { if (!active_) { return "Editor not active"; } std::string deleted_name = room_path_; diff --git a/source/game/editor/room_saver.cpp b/source/game/editor/room_saver.cpp index fc96305..9cad879 100644 --- a/source/game/editor/room_saver.cpp +++ b/source/game/editor/room_saver.cpp @@ -36,7 +36,7 @@ auto RoomSaver::conveyorBeltToString(int direction) -> std::string { } // Genera el YAML completo como texto con formato compacto -auto RoomSaver::buildYAML(const fkyaml::node& original_yaml, const Room::Data& room_data) -> std::string { // NOLINT(readability-function-cognitive-complexity) +auto RoomSaver::buildYAML(const fkyaml::node& original_yaml, const Room::Data& room_data) -> std::string { std::ostringstream out; // --- Cabecera: nombre como comentario --- diff --git a/source/game/ui/console_commands.cpp b/source/game/ui/console_commands.cpp index 5c91455..44f30a0 100644 --- a/source/game/ui/console_commands.cpp +++ b/source/game/ui/console_commands.cpp @@ -497,7 +497,7 @@ static auto cmdSound(const std::vector& args) -> std::string { #ifdef _DEBUG // DEBUG [MODE [ON|OFF]|START [HERE|ROOM|POS|SCENE ]] -static auto cmdDebug(const std::vector& args) -> std::string { // NOLINT(readability-function-cognitive-complexity) +static auto cmdDebug(const std::vector& args) -> std::string { // --- START subcommands (START SCENE works from any scene) --- if (!args.empty() && args[0] == "START") { // START SCENE [] — works from any scene @@ -611,7 +611,7 @@ static auto changeRoomWithEditor(const std::string& room_file) -> std::string { return std::string("Room: ") + room_file; } -static auto cmdRoom(const std::vector& args) -> std::string { // NOLINT(readability-function-cognitive-complexity) +static auto cmdRoom(const std::vector& args) -> std::string { if (SceneManager::current != SceneManager::Scene::GAME) { return "Only available in GAME scene"; } if (args.empty()) { return "usage: room <1-60>|next|prev|left|right|up|down"; } @@ -704,7 +704,7 @@ static auto cmdScene(const std::vector& args) -> std::string { } // EDIT [ON|OFF|REVERT] -static auto cmdEdit(const std::vector& args) -> std::string { // NOLINT(readability-function-cognitive-complexity) +static auto cmdEdit(const std::vector& args) -> std::string { if (args.empty()) { // Toggle: si está activo → off, si no → on if ((MapEditor::get() != nullptr) && MapEditor::get()->isActive()) { @@ -987,7 +987,7 @@ static auto cmdSize(const std::vector& /*unused*/) -> std::string { // ── CommandRegistry ────────────────────────────────────────────────────────── -void CommandRegistry::registerHandlers() { // NOLINT(readability-function-cognitive-complexity) +void CommandRegistry::registerHandlers() { handlers_["cmd_ss"] = cmdSs; handlers_["cmd_shader"] = cmdShader; handlers_["cmd_border"] = cmdBorder;