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
+1 -3
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@@ -34,9 +34,7 @@ class Ship : public Entities::Entity {
return !is_hit_ && invulnerable_timer_ <= 0.0F; return !is_hit_ && invulnerable_timer_ <= 0.0F;
} }
// Getters (API pública sin cambios) // Getters
[[nodiscard]] auto isAlive() const -> bool { return !is_hit_; }
[[nodiscard]] auto isHit() const -> bool { return is_hit_; }
[[nodiscard]] auto isInvulnerable() const -> bool { return invulnerable_timer_ > 0.0F; } [[nodiscard]] auto isInvulnerable() const -> bool { return invulnerable_timer_ > 0.0F; }
// Velocidad como vector cartesiano (ahora viene directa del body_). // Velocidad como vector cartesiano (ahora viene directa del body_).
[[nodiscard]] auto getVelocityVector() const -> Vec2 { return body_.velocity; } [[nodiscard]] auto getVelocityVector() const -> Vec2 { return body_.velocity; }
+3 -3
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@@ -573,11 +573,11 @@ void GameScene::drawInitHudState() {
Systems::InitHud::drawScoreboardAnimated(text_, buildScoreboard(), score_progress); 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(); 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(); ships_[1].draw();
} }
} }
@@ -820,7 +820,7 @@ void GameScene::fireBullet(uint8_t player_id) {
if (hit_timer_per_player_[player_id] > 0.0F) { if (hit_timer_per_player_[player_id] > 0.0F) {
return; return;
} }
if (!ships_[player_id].isAlive()) { if (!ships_[player_id].isActive()) {
return; return;
} }
+20 -15
View File
@@ -10,7 +10,7 @@
namespace Systems::Collision { namespace Systems::Collision {
void detectBulletEnemy(Context& ctx) { void detectBulletEnemy(Context& ctx) {
constexpr float AMPLIFIER = Defaults::Game::COLLISION_BULLET_ENEMY_AMPLIFIER; constexpr float AMPLIFIER = Defaults::Game::COLLISION_BULLET_ENEMY_AMPLIFIER;
constexpr float VELOCITAT_EXPLOSIO = 80.0F; // px/s (explosión suau) constexpr float VELOCITAT_EXPLOSIO = 80.0F; // px/s (explosión suau)
@@ -44,9 +44,15 @@ void detectBulletEnemy(Context& ctx) {
// 2. Destruir enemy + crear explosión (debris hereda color del enemy) // 2. Destruir enemy + crear explosión (debris hereda color del enemy)
SDL_Color enemy_color{}; SDL_Color enemy_color{};
switch (enemy.getType()) { switch (enemy.getType()) {
case EnemyType::PENTAGON: enemy_color = Defaults::Palette::PENTAGON; break; case EnemyType::PENTAGON:
case EnemyType::QUADRAT: enemy_color = Defaults::Palette::QUADRAT; break; enemy_color = Defaults::Palette::PENTAGON;
case EnemyType::MOLINILLO: enemy_color = Defaults::Palette::MOLINILLO; break; break;
case EnemyType::QUADRAT:
enemy_color = Defaults::Palette::QUADRAT;
break;
case EnemyType::MOLINILLO:
enemy_color = Defaults::Palette::MOLINILLO;
break;
} }
enemy.destruir(); enemy.destruir();
Vec2 vel_enemic = enemy.getVelocityVector(); Vec2 vel_enemic = enemy.getVelocityVector();
@@ -61,23 +67,22 @@ void detectBulletEnemy(Context& ctx) {
enemy.getRotationDelta(), enemy.getRotationDelta(),
0.0F, // sin herencia visual 0.0F, // sin herencia visual
Defaults::Sound::EXPLOSION, Defaults::Sound::EXPLOSION,
enemy_color enemy_color);
);
// 3. Desactivar bullet (solo destruye 1 enemy) // 3. Desactivar bullet (solo destruye 1 enemy)
bullet.desactivar(); bullet.desactivar();
break; break;
} }
} }
} }
void detectShipEnemy(Context& ctx) { void detectShipEnemy(Context& ctx) {
constexpr float AMPLIFIER = Defaults::Game::COLLISION_SHIP_ENEMY_AMPLIFIER; constexpr float AMPLIFIER = Defaults::Game::COLLISION_SHIP_ENEMY_AMPLIFIER;
for (uint8_t i = 0; i < 2; i++) { for (uint8_t i = 0; i < 2; i++) {
// Skip si ya tocado / muerto / invulnerable // Skip si ya tocado / muerto / invulnerable
if (ctx.hit_timer_per_player[i] > 0.0F || if (ctx.hit_timer_per_player[i] > 0.0F ||
!ctx.ships[i].isAlive() || !ctx.ships[i].isActive() ||
ctx.ships[i].isInvulnerable()) { ctx.ships[i].isInvulnerable()) {
continue; continue;
} }
@@ -92,9 +97,9 @@ void detectShipEnemy(Context& ctx) {
} }
} }
} }
} }
void detectBulletPlayer(Context& ctx) { void detectBulletPlayer(Context& ctx) {
if (!Defaults::Game::FRIENDLY_FIRE_ENABLED) { if (!Defaults::Game::FRIENDLY_FIRE_ENABLED) {
return; return;
} }
@@ -109,7 +114,7 @@ void detectBulletPlayer(Context& ctx) {
for (uint8_t player_id = 0; player_id < 2; player_id++) { for (uint8_t player_id = 0; player_id < 2; player_id++) {
if (ctx.hit_timer_per_player[player_id] > 0.0F || if (ctx.hit_timer_per_player[player_id] > 0.0F ||
!ctx.ships[player_id].isAlive() || !ctx.ships[player_id].isActive() ||
ctx.ships[player_id].isInvulnerable()) { ctx.ships[player_id].isInvulnerable()) {
continue; continue;
} }
@@ -139,12 +144,12 @@ void detectBulletPlayer(Context& ctx) {
break; // Una bullet solo impacta una vez por frame break; // Una bullet solo impacta una vez por frame
} }
} }
} }
void detectAll(Context& ctx) { void detectAll(Context& ctx) {
detectBulletEnemy(ctx); detectBulletEnemy(ctx);
detectShipEnemy(ctx); detectShipEnemy(ctx);
detectBulletPlayer(ctx); detectBulletPlayer(ctx);
} }
} // namespace Systems::Collision } // namespace Systems::Collision