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>
This commit is contained in:
2026-05-20 17:37:37 +02:00
parent e1d6cd1bb9
commit 97c98272c9
3 changed files with 167 additions and 164 deletions
+3 -3
View File
@@ -573,11 +573,11 @@ void GameScene::drawInitHudState() {
Systems::InitHud::drawScoreboardAnimated(text_, buildScoreboard(), score_progress);
}
if (ship1_progress > 0.0F && match_config_.jugador1_actiu && !ships_[0].isHit()) {
if (ship1_progress > 0.0F && match_config_.jugador1_actiu && ships_[0].isActive()) {
ships_[0].draw();
}
if (ship2_progress > 0.0F && match_config_.jugador2_actiu && !ships_[1].isHit()) {
if (ship2_progress > 0.0F && match_config_.jugador2_actiu && ships_[1].isActive()) {
ships_[1].draw();
}
}
@@ -820,7 +820,7 @@ void GameScene::fireBullet(uint8_t player_id) {
if (hit_timer_per_player_[player_id] > 0.0F) {
return;
}
if (!ships_[player_id].isAlive()) {
if (!ships_[player_id].isActive()) {
return;
}