refactor(room): Fase 5 - Final cleanup and optimization
## Summary Final cleanup phase of Room class refactoring. Optimized dependencies, fixed code quality issues, and improved maintainability. ## Changes Made ### Import Optimization Reduced includes from 16 to 12 by removing unused dependencies: - Removed STL: <algorithm>, <exception>, <fstream>, <iostream>, <sstream> - Removed project headers: audio.hpp, debug.hpp, surface_sprite.hpp, resource_helper.hpp, options.hpp - Retained only essential includes for Room's coordinator role ### Code Quality Fixes - Fixed double std::move in constructor: data_(std::move(std::move(data))) → data_(std::move(data)) - Simplified getRoom() switch statement (removed redundant breaks) - Improved code clarity and adherence to C++ best practices ### Style Consistency - Standardized comment style in collision_map.hpp (=== → ---) ## Testing ✓ Compilation successful ✓ Game execution verified (asset loading, room parsing working) ✓ Linters run: - clang-tidy: 3 style warnings (false positives on const naming) - cppcheck: Clean (no warnings) ## Metrics - room.cpp: 259 lines (down from 277 after Phase 4) - Dependencies minimized to essential coordinator responsibilities - Zero functional issues introduced ## Related Part of Room class refactoring (God Object → Coordinator pattern) - Phase 1: Entity management (EnemyManager, ItemManager) - Phase 2: Collision system (CollisionMap) - Phase 3: Tilemap rendering (TilemapRenderer) - Phase 4: File parsing (RoomLoader) - Phase 5: Final cleanup (this commit) 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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@@ -43,32 +43,32 @@ class CollisionMap {
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CollisionMap(CollisionMap&&) = delete;
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auto operator=(CollisionMap&&) -> CollisionMap& = delete;
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// === Queries de tipo de tile ===
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// --- Queries de tipo de tile ---
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auto getTile(SDL_FPoint point) const -> Tile; // Devuelve el tipo de tile en un punto (pixel)
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auto getTile(int index) const -> Tile; // Devuelve el tipo de tile en un índice del tilemap
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// === Queries de colisión con superficies ===
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// --- Queries de colisión con superficies ---
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auto checkRightSurfaces(SDL_FRect& rect) -> int; // Colisión con paredes derechas (retorna X)
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auto checkLeftSurfaces(SDL_FRect& rect) -> int; // Colisión con paredes izquierdas (retorna X)
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auto checkTopSurfaces(SDL_FRect& rect) -> int; // Colisión con techos (retorna Y)
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auto checkTopSurfaces(SDL_FPoint& p) -> bool; // Colisión punto con techos
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auto checkBottomSurfaces(SDL_FRect& rect) -> int; // Colisión con suelos (retorna Y)
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// === Queries de colisión con superficies automáticas (conveyor belts) ===
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// --- Queries de colisión con superficies automáticas (conveyor belts) ---
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auto checkAutoSurfaces(SDL_FRect& rect) -> int; // Colisión con conveyor belts (retorna Y)
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auto checkConveyorBelts(SDL_FPoint& p) -> bool; // Colisión punto con conveyor belts
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// === Queries de colisión con rampas ===
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// --- Queries de colisión con rampas ---
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auto checkLeftSlopes(const LineVertical& line) -> int; // Colisión línea con rampas izquierdas (retorna Y)
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auto checkLeftSlopes(SDL_FPoint& p) -> bool; // Colisión punto con rampas izquierdas
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auto checkRightSlopes(const LineVertical& line) -> int; // Colisión línea con rampas derechas (retorna Y)
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auto checkRightSlopes(SDL_FPoint& p) -> bool; // Colisión punto con rampas derechas
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// === Métodos estáticos ===
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// --- Métodos estáticos ---
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static auto getTileSize() -> int { return TILE_SIZE; } // Tamaño del tile en pixels
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static auto getSlopeHeight(SDL_FPoint p, Tile slope) -> int; // Altura de rampa en un punto
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// === Getters ===
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// --- Getters ---
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[[nodiscard]] auto getConveyorBeltDirection() const -> int { return conveyor_belt_direction_; }
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// Getters para debug visualization
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@@ -81,17 +81,17 @@ class CollisionMap {
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[[nodiscard]] auto getConveyorBeltFloors() const -> const std::vector<LineHorizontal>& { return conveyor_belt_floors_; }
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private:
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// === Constantes ===
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// --- Constantes ---
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static constexpr int TILE_SIZE = 8; // Tamaño del tile en pixels
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static constexpr int MAP_WIDTH = 32; // Ancho del mapa en tiles
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static constexpr int MAP_HEIGHT = 16; // Alto del mapa en tiles
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// === Datos de la habitación ===
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// --- Datos de la habitación ---
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std::vector<int> tile_map_; // Índices de tiles de la habitación
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int tile_set_width_; // Ancho del tileset en tiles
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int conveyor_belt_direction_; // Dirección de conveyor belts
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// === Geometría de colisión ===
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// --- Geometría de colisión ---
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std::vector<LineHorizontal> bottom_floors_; // Superficies inferiores (suelos)
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std::vector<LineHorizontal> top_floors_; // Superficies superiores (techos)
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std::vector<LineVertical> left_walls_; // Paredes izquierdas
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@@ -100,7 +100,7 @@ class CollisionMap {
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std::vector<LineDiagonal> right_slopes_; // Rampas que suben hacia la derecha
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std::vector<LineHorizontal> conveyor_belt_floors_; // Superficies automáticas (conveyor belts)
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// === Métodos privados de generación de geometría ===
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// --- Métodos privados de generación de geometría ---
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void initializeSurfaces(); // Inicializa todas las superficies de colisión
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// Helpers para recopilar tiles
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