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>