refactor(enemies): renombrar big_pentagon a orb i enemy_big_orb a enemy_orb
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@@ -30,7 +30,7 @@ namespace {
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if (s == "square") { return EnemyType::SQUARE; }
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if (s == "pinwheel") { return EnemyType::PINWHEEL; }
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if (s == "star") { return EnemyType::STAR; }
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if (s == "big_pentagon") { return EnemyType::BIG_PENTAGON; }
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if (s == "orb") { return EnemyType::ORB; }
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return std::nullopt;
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}
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@@ -353,8 +353,8 @@ namespace {
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out.movement.rotation_proximity_multiplier = legacy.rotation_proximity_multiplier;
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out.movement.proximity_distance = legacy.proximity_distance;
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break;
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case EnemyType::BIG_PENTAGON:
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// Sense legacy fallback: el YAML del big_pentagon ha de definir
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case EnemyType::ORB:
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// Sense legacy fallback: el YAML de l'orb ha de definir
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// ai.movement explícitament. Default chase lent perquè el switch
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// siga exhaustiu i no falli si algú omet el bloc ai.
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out.movement.type = MovementType::CHASE;
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