Lint: rename públicos al inglés + refactor cognitive-complexity + unused-includes
Identifier-naming: rename de métodos públicos y cross-file al inglés
(camelBack), traducción de campos y locales en el proceso (TitleShip,
StageManager, SpawnController, ShipAnimator, helpers de PlayArea, etc.).
Refactor por cognitive-complexity (>25): GameScene::draw (59→3) con 9
helpers de estado, PhysicsWorld::resolveBodyCollisions (35→5) extrayendo
resolveBodyPair, Options::load{Window,Physics,Audio}ConfigFromYaml
(32/49/57→5/2/3) con templates readField, TitleScene::update (68→4) con
5 sub-pasos por estado + handleSkipInput/handleStartInput +
triggerExitForJoinedPlayers, DebrisManager::explode (39→3) con
extractSegments/spawnDebris/applyAngularVelocity/applyVisualRotation.
use-anyofallof: bucles → std::ranges::any_of/all_of en Input,
ShipAnimator y SpawnController.
readability-static-accessed-through-instance: Director::run y
VectorText::getTextWidth/Height invocados por clase.
readability-convert-member-functions-to-static: ResourcePack::decryptData.
unused-includes: eliminación de <utility>, <cstdint>, <vector>,
<iostream>, defaults.hpp y otros no usados directamente en headers y
unidades de traducción. Restablecido core/defaults.hpp en title_scene.cpp
(falsa "unused" del header).
Bug fix: eliminado isActive() duplicado en Bullet (redeclaración tras
rename de esta_activa→isActive que chocaba con el override de Entity).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -2,11 +2,11 @@
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#include <SDL3/SDL.h> // Para SDL_GetGamepadAxis, SDL_GamepadAxis, SDL_GamepadButton, SDL_GetError, SDL_JoystickID, SDL_AddGamepadMappingsFromFile, SDL_Event, SDL_EventType, SDL_GetGamepadButton, SDL_GetKeyboardState, SDL_INIT_GAMEPAD, SDL_InitSubSystem, SDL_LogError, SDL_OpenGamepad, SDL_PollEvent, SDL_WasInit, Sint16, SDL_Gamepad, SDL_LogCategory, SDL_Scancode
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#include <algorithm> // Para std::ranges::any_of
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#include <iostream> // Para basic_ostream, operator<<, cout, cerr
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#include <memory> // Para shared_ptr, __shared_ptr_access, allocator, operator==, make_shared
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#include <ranges> // Para __find_if_fn, find_if
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#include <unordered_map> // Para unordered_map, _Node_iterator, operator==, _Node_iterator_base, _Node_const_iterator
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#include <utility> // Para pair, move
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#include <utility> // Para move
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#include "game/options.hpp" // Para Options::controls
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@@ -190,12 +190,9 @@ auto Input::checkAnyButton(bool repeat) -> bool {
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// Comprueba si algún player (P1 o P2) presionó alguna acción de una lista
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auto Input::checkAnyPlayerAction(const std::span<const InputAction>& actions, bool repeat) -> bool {
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for (const auto& action : actions) {
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if (checkActionPlayer1(action, repeat) || checkActionPlayer2(action, repeat)) {
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return true;
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}
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}
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return false;
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return std::ranges::any_of(actions, [this, repeat](const InputAction& action) {
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return checkActionPlayer1(action, repeat) || checkActionPlayer2(action, repeat);
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});
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}
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// Comprueba si hay algun mando conectado
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