feat(orb): contra-atac amb bullet_double dirigida al jugador en rebre impacte
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@@ -114,6 +114,6 @@ void Bullet::desactivar() {
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void Bullet::draw() const {
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if (is_active_ && shape_) {
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Rendering::renderShape(renderer_, shape_, center_, angle_, 1.0F, 1.0F, brightness_, config_->colors.normal);
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Rendering::renderShape(renderer_, shape_, center_, angle_, config_->shape.scale, 1.0F, brightness_, config_->colors.normal);
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}
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}
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@@ -186,6 +186,11 @@ namespace {
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}
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}
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// Forward-decl: aimModeFromString viu més avall (junt amb la resta de
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// helpers d'AI) però parseActionList el necessita per al payload de
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// FIRE_BULLET. Evita reordenar tot el bloc.
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auto aimModeFromString(const std::string& s) -> std::optional<AimMode>;
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auto actionTypeFromString(const std::string& s) -> std::optional<EnemyActionType> {
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if (s == "set_hurt") { return EnemyActionType::SET_HURT; }
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if (s == "destroy") { return EnemyActionType::DESTROY; }
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@@ -197,6 +202,7 @@ namespace {
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if (s == "apply_impulse") { return EnemyActionType::APPLY_IMPULSE; }
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if (s == "decrease_health") { return EnemyActionType::DECREASE_HEALTH; }
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if (s == "flash") { return EnemyActionType::FLASH; }
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if (s == "fire_bullet") { return EnemyActionType::FIRE_BULLET; }
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return std::nullopt;
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}
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@@ -219,19 +225,50 @@ namespace {
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<< event_name << " (" << enemy_name << ")\n";
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return false;
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}
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out.push_back({*PARSED});
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EnemyAction action;
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action.type = *PARSED;
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// Payload de FIRE_BULLET. Camps opcionals; els defaults són els del struct.
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if (action.type == EnemyActionType::FIRE_BULLET) {
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if (item.contains("bullet")) {
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action.bullet_config_name = item["bullet"].get_value<std::string>();
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}
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if (item.contains("bullet_speed")) {
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action.bullet_speed = item["bullet_speed"].get_value<float>();
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}
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if (item.contains("aim_mode")) {
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const auto AIM_STR = item["aim_mode"].get_value<std::string>();
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const auto AIM = aimModeFromString(AIM_STR);
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if (!AIM) {
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std::cerr << "[EnemyConfig] Error: aim_mode desconegut '" << AIM_STR
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<< "' a " << event_name << " (" << enemy_name << ")\n";
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return false;
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}
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action.aim_mode = *AIM;
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}
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if (item.contains("jitter_rad")) {
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action.jitter_rad = item["jitter_rad"].get_value<float>();
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}
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}
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out.push_back(action);
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}
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return true;
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}
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// Defaults: replica el flux hardcoded actual (set_hurt → destroy → score+debris+fireworks).
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// Construïm via mutació per esquivar warnings de designated-init parcial sobre
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// l'EnemyAction (que té payload de FIRE_BULLET no rellevant ací).
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void fillLegacyDefaults(EnemyEventConfig& events) {
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events.on_hit = {{EnemyActionType::SET_HURT}};
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events.on_hurt_end = {{EnemyActionType::DESTROY}};
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const auto MAKE = [](EnemyActionType type) {
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EnemyAction a;
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a.type = type;
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return a;
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};
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events.on_hit = {MAKE(EnemyActionType::SET_HURT)};
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events.on_hurt_end = {MAKE(EnemyActionType::DESTROY)};
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events.on_destroy = {
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{EnemyActionType::ADD_SCORE},
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{EnemyActionType::CREATE_DEBRIS},
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{EnemyActionType::CREATE_FIREWORKS},
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MAKE(EnemyActionType::ADD_SCORE),
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MAKE(EnemyActionType::CREATE_DEBRIS),
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MAKE(EnemyActionType::CREATE_FIREWORKS),
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};
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}
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@@ -8,8 +8,11 @@
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#pragma once
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#include <cstdint>
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#include <string>
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#include <vector>
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#include "game/entities/enemy_ai.hpp" // AimMode
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enum class EnemyEventType : uint8_t {
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ON_HIT, // Impactat per una bala
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ON_NO_HEALTH, // health ha arribat a 0 o menys aquest frame (via DECREASE_HEALTH)
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@@ -28,10 +31,18 @@ enum class EnemyActionType : uint8_t {
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APPLY_IMPULSE, // Aplica l'impuls de la bala impactant
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DECREASE_HEALTH, // Decrementa health_; si <=0, dispatcha ON_NO_HEALTH
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FLASH, // Flash visual breu (feedback per impacte parcial)
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FIRE_BULLET, // Dispara una bala (config per nom) dirigida o aleatòria
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};
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struct EnemyAction {
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EnemyActionType type;
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// Payload de FIRE_BULLET (ignorat per altres tipus). Paral·lel a AiTickAction
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// perquè un futur refactor pugui compartir doShoot/doFireBullet si val la pena.
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std::string bullet_config_name;
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float bullet_speed{200.0F};
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AimMode aim_mode{AimMode::RANDOM};
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float jitter_rad{0.0F};
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};
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struct EnemyEventConfig {
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