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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@@ -5,7 +5,6 @@
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#include <SDL3/SDL.h>
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#include <algorithm>
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#include <cstdint>
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#include <string>
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#include "core/defaults.hpp"
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@@ -30,7 +29,7 @@ auto computeRangeProgress(float global_progress,
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}
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auto computeShipPosition(float progress, const Vec2& final_position) -> Vec2 {
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const float EASED = Easing::ease_out_quad(progress);
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const float EASED = Easing::easeOutQuad(progress);
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const SDL_FRect& zone = Defaults::Zones::PLAYAREA;
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// Y inicial: 50 px bajo la zona de juego.
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const float Y_INI = zone.y + zone.h + 50.0F;
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@@ -40,7 +39,7 @@ auto computeShipPosition(float progress, const Vec2& final_position) -> Vec2 {
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void drawBordersAnimated(Rendering::Renderer* renderer, float progress) {
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const SDL_FRect& zone = Defaults::Zones::PLAYAREA;
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const float EASED = Easing::ease_out_quad(progress);
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const float EASED = Easing::easeOutQuad(progress);
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const int X1 = static_cast<int>(zone.x);
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const int Y1 = static_cast<int>(zone.y);
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@@ -81,7 +80,7 @@ void drawBordersAnimated(Rendering::Renderer* renderer, float progress) {
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void drawScoreboardAnimated(const Graphics::VectorText& text,
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const std::string& scoreboard_text,
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float progress) {
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const float EASED = Easing::ease_out_quad(progress);
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const float EASED = Easing::easeOutQuad(progress);
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constexpr float SCALE = 0.85F;
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constexpr float SPACING = 0.0F;
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