migrades portes i plataformes a solidActor
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@@ -6,15 +6,16 @@
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#include <string> // Para string
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#include <vector> // Para vector
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#include "game/defaults.hpp" // Para Defaults::Game::Room
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#include "game/entities/door.hpp" // Para Door::Data
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#include "game/entities/enemy.hpp" // Para EnemyData
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#include "game/entities/item.hpp" // Para ItemData
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#include "game/entities/key.hpp" // Para Key::Data
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#include "game/entities/moving_platform.hpp" // Para MovingPlatform::Data
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#include "game/gameplay/collision_map.hpp" // Para CollisionMap::AdjacentData
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#include "game/gameplay/scoreboard.hpp" // Para Scoreboard::Data
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#include "utils/defines.hpp" // Para Tile::SIZE, Map::WIDTH, Map::HEIGHT
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#include "game/defaults.hpp" // Para Defaults::Game::Room
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#include "game/entities/door.hpp" // Para Door::Data
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#include "game/entities/enemy.hpp" // Para EnemyData
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#include "game/entities/item.hpp" // Para ItemData
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#include "game/entities/key.hpp" // Para Key::Data
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#include "game/entities/moving_platform.hpp" // Para MovingPlatform::Data
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#include "game/gameplay/collision_map.hpp" // Para CollisionMap::AdjacentData
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#include "game/gameplay/scoreboard.hpp" // Para Scoreboard::Data
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#include "game/gameplay/solid_actor_manager.hpp" // Para SolidActorManager::AdjacentActors
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#include "utils/defines.hpp" // Para Tile::SIZE, Map::WIDTH, Map::HEIGHT
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class Surface;
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class EnemyManager;
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class ItemManager;
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@@ -82,6 +83,7 @@ class Room {
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auto getPlatformManager() -> PlatformManager* { return platform_manager_.get(); }
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auto getKeyManager() -> KeyManager* { return key_manager_.get(); }
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auto getDoorManager() -> DoorManager* { return door_manager_.get(); }
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auto getSolidActorManager() -> SolidActorManager* { return solid_actor_manager_.get(); }
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void setTile(int index, int tile_value);
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void setCollisionTile(int index, int value);
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void setConnection(Border border, const std::string& room_name);
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@@ -95,11 +97,13 @@ class Room {
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auto itemCollision(SDL_FRect& rect) -> bool;
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auto keyCollision(SDL_FRect& rect) -> bool;
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void tryUnlockDoors(const SDL_FRect& player_rect);
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auto checkPlayerOnPlatform(const SDL_FRect& player_collider, float player_vy) -> MovingPlatform*;
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void setPaused(bool value);
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[[nodiscard]] auto getTileCollider() const -> const TileCollider&;
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[[nodiscard]] auto getSolidActors() const -> const SolidActorManager&;
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[[nodiscard]] auto getSolidActors() -> SolidActorManager&;
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[[nodiscard]] auto getCollisionTileMap() const -> const std::vector<int>&;
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void updateCollisionBorders(const CollisionMap::AdjacentData& adjacent);
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void updateSolidActorBorders(const SolidActorManager::AdjacentActors& adjacent);
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// Método de carga de archivos YAML (delegado a RoomFormat)
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static auto loadYAML(const std::string& file_path, bool verbose = false) -> Data;
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@@ -114,6 +118,7 @@ class Room {
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std::unique_ptr<PlatformManager> platform_manager_;
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std::unique_ptr<KeyManager> key_manager_;
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std::unique_ptr<DoorManager> door_manager_;
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std::unique_ptr<SolidActorManager> solid_actor_manager_;
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std::unique_ptr<CollisionMap> collision_map_;
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std::unique_ptr<TilemapRenderer> tilemap_renderer_;
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std::shared_ptr<Surface> surface_;
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