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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@@ -48,7 +48,7 @@ Bullet::Bullet(Rendering::Renderer* renderer)
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void Bullet::init() {
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// Inicialment inactiva
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esta_ = false;
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is_active_ = false;
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center_ = {.x = 0.0F, .y = 0.0F};
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angle_ = 0.0F;
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grace_timer_ = 0.0F;
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@@ -63,7 +63,7 @@ void Bullet::init() {
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void Bullet::disparar(const Vec2& position, float angle, uint8_t owner_id) {
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// Activar bullet
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esta_ = true;
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is_active_ = true;
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// Almacenar propietario (0=P1, 1=P2)
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owner_id_ = owner_id;
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@@ -90,7 +90,7 @@ void Bullet::disparar(const Vec2& position, float angle, uint8_t owner_id) {
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}
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void Bullet::update(float delta_time) {
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if (!esta_) {
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if (!is_active_) {
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return;
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}
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@@ -106,7 +106,7 @@ void Bullet::update(float delta_time) {
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float max_x;
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float min_y;
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float max_y;
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Constants::obtenir_limits_zona_segurs(Defaults::Entities::BULLET_RADIUS,
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Constants::getSafePlayAreaBounds(Defaults::Entities::BULLET_RADIUS,
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min_x,
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max_x,
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min_y,
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@@ -125,16 +125,16 @@ void Bullet::postUpdate(float /*delta_time*/) {
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}
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void Bullet::desactivar() {
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esta_ = false;
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is_active_ = false;
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// Detener el cuerpo físico para que no acumule deriva mientras inactiva.
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body_.velocity = Vec2{};
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body_.angular_velocity = 0.0F;
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}
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void Bullet::draw() const {
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if (esta_ && shape_) {
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if (is_active_ && shape_) {
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// Les bales roten segons l'angle de trayectòria (estático tras disparo)
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Rendering::render_shape(renderer_, shape_, center_, angle_, 1.0F, 1.0F, brightness_,
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Rendering::renderShape(renderer_, shape_, center_, angle_, 1.0F, 1.0F, brightness_,
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/*rotation_3d=*/nullptr, Defaults::Palette::BULLET);
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}
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}
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@@ -23,18 +23,17 @@ class Bullet : public Entities::Entity {
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void draw() const override;
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// Override: Interfaz de Entity
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[[nodiscard]] auto isActive() const -> bool override { return esta_; }
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[[nodiscard]] auto isActive() const -> bool override { return is_active_; }
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// Override: Interfaz de colisión (gameplay-level: PLAYAREA bounds-check)
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[[nodiscard]] auto getCollisionRadius() const -> float override {
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return Defaults::Entities::BULLET_RADIUS;
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}
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[[nodiscard]] auto isCollidable() const -> bool override {
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return esta_ && grace_timer_ <= 0.0F;
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return is_active_ && grace_timer_ <= 0.0F;
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}
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// Getters (API pública sin cambios)
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[[nodiscard]] auto esta_activa() const -> bool { return esta_; }
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[[nodiscard]] auto getOwnerId() const -> uint8_t { return owner_id_; }
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[[nodiscard]] auto getGraceTimer() const -> float { return grace_timer_; }
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void desactivar();
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@@ -43,7 +42,7 @@ class Bullet : public Entities::Entity {
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// Miembros específicos de Bullet (heredados: renderer_, shape_, center_, angle_, brightness_, body_).
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// Inicializados en la declaración para que tanto el ctor por defecto como el que toma renderer
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// dejen el objeto en estado coherente (proyectil inactivo, sin owner, sin grace timer).
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bool esta_{false};
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bool is_active_{false};
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uint8_t owner_id_{0}; // 0=P1, 1=P2
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float grace_timer_{0.0F}; // Grace period timer (0.0 = vulnerable)
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};
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@@ -113,7 +113,7 @@ void Enemy::init(EnemyType type, const Vec2* ship_pos) {
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float max_x;
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float min_y;
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float max_y;
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Constants::obtenir_limits_zona_segurs(Defaults::Entities::ENEMY_RADIUS, min_x, max_x, min_y, max_y);
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Constants::getSafePlayAreaBounds(Defaults::Entities::ENEMY_RADIUS, min_x, max_x, min_y, max_y);
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if (ship_pos != nullptr) {
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bool found_safe_position = false;
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@@ -229,7 +229,7 @@ void Enemy::draw() const {
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case EnemyType::QUADRAT: color = Defaults::Palette::QUADRAT; break;
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case EnemyType::MOLINILLO: color = Defaults::Palette::MOLINILLO; break;
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}
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Rendering::render_shape(renderer_, shape_, center_, rotacio_, SCALE, 1.0F, brightness_,
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Rendering::renderShape(renderer_, shape_, center_, rotacio_, SCALE, 1.0F, brightness_,
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/*rotation_3d=*/nullptr, color);
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}
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@@ -436,7 +436,7 @@ auto Enemy::attemptSafeSpawn(const Vec2& ship_pos, float& out_x, float& out_y) -
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float max_x;
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float min_y;
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float max_y;
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Constants::obtenir_limits_zona_segurs(Defaults::Entities::ENEMY_RADIUS, min_x, max_x, min_y, max_y);
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Constants::getSafePlayAreaBounds(Defaults::Entities::ENEMY_RADIUS, min_x, max_x, min_y, max_y);
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const int RANGE_X = static_cast<int>(max_x - min_x);
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const int RANGE_Y = static_cast<int>(max_y - min_y);
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@@ -46,7 +46,7 @@ void Ship::init(const Vec2* spawn_point, bool activar_invulnerabilitat) {
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} else {
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float centre_x;
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float centre_y;
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Constants::obtenir_centre_zona(centre_x, centre_y);
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Constants::getPlayAreaCenter(centre_x, centre_y);
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center_ = {.x = centre_x, .y = centre_y};
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}
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@@ -158,6 +158,6 @@ void Ship::draw() const {
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const float VISUAL_PUSH = SPEED / 33.33F;
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const float SCALE = 1.0F + (VISUAL_PUSH / 12.0F);
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Rendering::render_shape(renderer_, shape_, center_, angle_, SCALE, 1.0F, brightness_,
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Rendering::renderShape(renderer_, shape_, center_, angle_, SCALE, 1.0F, brightness_,
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/*rotation_3d=*/nullptr, Defaults::Palette::SHIP);
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}
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