refactor: consolidar Ship::isAlive/isHit/isActive en isActive()
Els tres mètodes retornaven el mateix bool a partir d'is_hit_: isActive() = !is_hit_ (override de Entity) isAlive() = !is_hit_ isHit() = is_hit_ Eren tres formes diferents de preguntar el mateix, repartides sense criteri pels call-sites (collision_system, game_scene). Conservem isActive() perquè és l'override polimòrfic d'Entity i esborrem els altres dos. Actualitzats els 5 call-sites externs. Hallazgo #11 de CODE_REVIEW.md. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -573,11 +573,11 @@ void GameScene::drawInitHudState() {
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Systems::InitHud::drawScoreboardAnimated(text_, buildScoreboard(), score_progress);
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}
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if (ship1_progress > 0.0F && match_config_.jugador1_actiu && !ships_[0].isHit()) {
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if (ship1_progress > 0.0F && match_config_.jugador1_actiu && ships_[0].isActive()) {
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ships_[0].draw();
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}
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if (ship2_progress > 0.0F && match_config_.jugador2_actiu && !ships_[1].isHit()) {
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if (ship2_progress > 0.0F && match_config_.jugador2_actiu && ships_[1].isActive()) {
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ships_[1].draw();
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}
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}
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@@ -820,7 +820,7 @@ void GameScene::fireBullet(uint8_t player_id) {
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if (hit_timer_per_player_[player_id] > 0.0F) {
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return;
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}
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if (!ships_[player_id].isAlive()) {
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if (!ships_[player_id].isActive()) {
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return;
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}
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