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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@@ -75,15 +75,15 @@ class ShipAnimator {
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void draw() const;
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// Control de state (cridat per TitleScene)
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void start_entry_animation();
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void trigger_exit_animation(); // Anima todas las naves
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void trigger_exit_animation_for_player(int player_id); // Anima solo una ship (P1=1, P2=2)
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void skip_to_floating_state(); // Salta directament a FLOATING sin animación
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void startEntryAnimation();
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void triggerExitAnimation(); // Anima todas las naves
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void triggerExitAnimationForPlayer(int player_id); // Anima solo una ship (P1=1, P2=2)
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void skipToFloatingState(); // Salta directament a FLOATING sin animación
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// Control de visibilitat
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void set_visible(bool visible);
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[[nodiscard]] auto is_animation_complete() const -> bool;
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[[nodiscard]] auto is_visible() const -> bool; // Comprova si alguna ship es visible
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void setVisible(bool visible);
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[[nodiscard]] auto isAnimationComplete() const -> bool;
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[[nodiscard]] auto isVisible() const -> bool; // Comprova si alguna ship es visible
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private:
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Rendering::Renderer* renderer_;
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