style: aplicar todos los checks readability-* (225 fixes)

Cambios aplicados:
- readability-braces-around-statements (añadir llaves en ifs/fors)
- readability-implicit-bool-conversion (puntero → bool explícito)
- readability-container-size-empty (.empty() en lugar de .size()==0)
- readability-container-contains (.contains() C++20)
- readability-make-member-function-const (métodos const)
- readability-else-after-return (5 casos adicionales)
- Añadido #include <cmath> en defaults.hpp

Checks excluidos (justificados):
- identifier-naming: Cascada de 300+ cambios
- identifier-length: Nombres cortos son OK en este proyecto
- magic-numbers: Demasiados falsos positivos
- convert-member-functions-to-static: Rompe encapsulación
- use-anyofallof: C++20 ranges no universal
- function-cognitive-complexity: Complejidad aceptable
- clang-analyzer-security.insecureAPI.rand: rand() suficiente para juegos
This commit is contained in:
2025-12-18 19:51:43 +01:00
parent 2088ccdcc6
commit fdfb84170f
28 changed files with 258 additions and 167 deletions

View File

@@ -4,6 +4,7 @@
#include "game/entities/enemic.hpp"
#include <algorithm>
#include <cmath>
#include <cstdlib>
#include <iostream>
@@ -37,7 +38,8 @@ void Enemic::inicialitzar(TipusEnemic tipus, const Punt* ship_pos) {
// Carregar forma segons el tipus
const char* shape_file;
float drotacio_min, drotacio_max;
float drotacio_min;
float drotacio_max;
switch (tipus_) {
case TipusEnemic::PENTAGON:
@@ -70,7 +72,10 @@ void Enemic::inicialitzar(TipusEnemic tipus, const Punt* ship_pos) {
}
// [MODIFIED] Posició aleatòria amb comprovació de seguretat
float min_x, max_x, min_y, max_y;
float min_x;
float max_x;
float min_y;
float max_y;
Constants::obtenir_limits_zona_segurs(Defaults::Entities::ENEMY_RADIUS,
min_x,
max_x,
@@ -82,7 +87,8 @@ void Enemic::inicialitzar(TipusEnemic tipus, const Punt* ship_pos) {
bool found_safe_position = false;
for (int attempt = 0; attempt < Defaults::Enemies::Spawn::MAX_SPAWN_ATTEMPTS; attempt++) {
float candidate_x, candidate_y;
float candidate_x;
float candidate_y;
if (intent_spawn_safe(*ship_pos, candidate_x, candidate_y)) {
centre_.x = candidate_x;
@@ -138,9 +144,7 @@ void Enemic::actualitzar(float delta_time) {
if (timer_invulnerabilitat_ > 0.0F) {
timer_invulnerabilitat_ -= delta_time;
if (timer_invulnerabilitat_ < 0.0F) {
timer_invulnerabilitat_ = 0.0F;
}
timer_invulnerabilitat_ = std::max(timer_invulnerabilitat_, 0.0F);
// [NEW] Update brightness with LERP during invulnerability
float t_inv = timer_invulnerabilitat_ / Defaults::Enemies::Spawn::INVULNERABILITY_DURATION;
@@ -202,7 +206,10 @@ void Enemic::comportament_pentagon(float delta_time) {
float new_x = centre_.x + dx;
// Obtenir límits segurs
float min_x, max_x, min_y, max_y;
float min_x;
float max_x;
float min_y;
float max_y;
Constants::obtenir_limits_zona_segurs(Defaults::Entities::ENEMY_RADIUS,
min_x,
max_x,
@@ -242,7 +249,7 @@ void Enemic::comportament_quadrat(float delta_time) {
if (tracking_timer_ >= Defaults::Enemies::Quadrat::TRACKING_INTERVAL) {
tracking_timer_ = 0.0F;
if (ship_position_) {
if (ship_position_ != nullptr) {
// Calculate angle to ship
float dx = ship_position_->x - centre_.x;
float dy = ship_position_->y - centre_.y;
@@ -252,8 +259,12 @@ void Enemic::comportament_quadrat(float delta_time) {
float angle_diff = target_angle - angle_;
// Normalize angle difference to [-π, π]
while (angle_diff > Constants::PI) angle_diff -= 2.0F * Constants::PI;
while (angle_diff < -Constants::PI) angle_diff += 2.0F * Constants::PI;
while (angle_diff > Constants::PI) {
angle_diff -= 2.0F * Constants::PI;
}
while (angle_diff < -Constants::PI) {
angle_diff += 2.0F * Constants::PI;
}
// Apply tracking strength (uses member variable, defaults to 0.5)
angle_ += angle_diff * tracking_strength_;
@@ -269,7 +280,10 @@ void Enemic::comportament_quadrat(float delta_time) {
float new_x = centre_.x + dx;
// Obtenir límits segurs
float min_x, max_x, min_y, max_y;
float min_x;
float max_x;
float min_y;
float max_y;
Constants::obtenir_limits_zona_segurs(Defaults::Entities::ENEMY_RADIUS,
min_x,
max_x,
@@ -294,7 +308,7 @@ void Enemic::comportament_molinillo(float delta_time) {
// Molinillo: agressiu (fast, straight lines, proximity spin-up)
// Check proximity to ship for spin-up effect
if (ship_position_) {
if (ship_position_ != nullptr) {
float dx = ship_position_->x - centre_.x;
float dy = ship_position_->y - centre_.y;
float distance = std::sqrt((dx * dx) + (dy * dy));
@@ -318,7 +332,10 @@ void Enemic::comportament_molinillo(float delta_time) {
float new_x = centre_.x + dx;
// Obtenir límits segurs
float min_x, max_x, min_y, max_y;
float min_x;
float max_x;
float min_y;
float max_y;
Constants::obtenir_limits_zona_segurs(Defaults::Entities::ENEMY_RADIUS,
min_x,
max_x,
@@ -491,7 +508,10 @@ void Enemic::set_tracking_strength(float strength) {
// [NEW] Safe spawn helper - checks if position is away from ship
bool Enemic::intent_spawn_safe(const Punt& ship_pos, float& out_x, float& out_y) {
// Generate random position within safe bounds
float min_x, max_x, min_y, max_y;
float min_x;
float max_x;
float min_y;
float max_y;
Constants::obtenir_limits_zona_segurs(Defaults::Entities::ENEMY_RADIUS,
min_x,
max_x,