316 lines
11 KiB
C++
316 lines
11 KiB
C++
#include "game/gameplay/room.hpp"
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#include <utility> // Para std::move
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#include "core/rendering/surface.hpp" // Para Surface
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#include "core/resources/resource_cache.hpp" // Para Resource
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#include "game/defaults.hpp" // Para Defaults::Game
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#include "game/gameplay/collision_map.hpp" // Para CollisionMap
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#include "game/gameplay/door_manager.hpp" // Para DoorManager
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#include "game/gameplay/door_tracker.hpp" // Para DoorTracker
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#include "game/gameplay/enemy_manager.hpp" // Para EnemyManager
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#include "game/gameplay/item_manager.hpp" // Para ItemManager
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#include "game/gameplay/item_tracker.hpp" // Para ItemTracker
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#include "game/gameplay/key_manager.hpp" // Para KeyManager
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#include "game/gameplay/key_tracker.hpp" // Para KeyTracker
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#include "game/gameplay/platform_manager.hpp" // Para PlatformManager
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#include "game/gameplay/room_format.hpp" // Para RoomFormat
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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
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#include "game/gameplay/tilemap_renderer.hpp" // Para TilemapRenderer
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#include "utils/defines.hpp" // Para TILE_SIZE
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#include "utils/utils.hpp"
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// Constructor
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Room::Room(const std::string& room_path, std::shared_ptr<Scoreboard::Data> data)
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: data_(std::move(data)) {
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auto room = Resource::Cache::get()->getRoom(room_path);
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// Gestor de actores sólidos dinámicos (AABBs): puertas, plataformas móviles,
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// y otros actores que participan en la resolución de colisión del Player
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// sin escribir en el tilemap. Debe ir antes que DoorManager/PlatformManager
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// para poder pasarles su puntero.
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solid_actor_manager_ = std::make_unique<SolidActorManager>();
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// Crea los managers de enemigos, items, plataformas y llaves
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enemy_manager_ = std::make_unique<EnemyManager>();
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item_manager_ = std::make_unique<ItemManager>(room->number, data_);
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platform_manager_ = std::make_unique<PlatformManager>(solid_actor_manager_.get());
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key_manager_ = std::make_unique<KeyManager>(room->number);
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// Crea el mapa de colisiones desde el collision_tile_map
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collision_map_ = std::make_unique<CollisionMap>(room->collision_tile_map);
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// Crea el manager de puertas (registra los Door como SolidActor en el
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// SolidActorManager; ya no escribe tiles en el CollisionMap).
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door_manager_ = std::make_unique<DoorManager>(room->number, solid_actor_manager_.get());
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initializeRoom(*room);
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// Crea el renderizador del tilemap. Se inicializa con el collision tile map ya
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// modificado por las puertas (que han marcado sus celdas como WALL en el
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// collision_map_, pero el renderer solo lo usa para detectar superficies de
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// dibujo, no para colisión).
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tilemap_renderer_ = std::make_unique<TilemapRenderer>(tile_map_, tile_set_width_, surface_, bg_color_);
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tilemap_renderer_->initialize(collision_map_->getCollisionTileMap());
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}
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// Destructor
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Room::~Room() = default;
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void Room::initializeRoom(const Data& room) {
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// Asignar valores a las variables miembro
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number_ = room.number;
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bg_color_ = room.bg_color;
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upper_room_ = room.upper_room;
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lower_room_ = room.lower_room;
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left_room_ = room.left_room;
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right_room_ = room.right_room;
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zone_ = room.zone;
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tile_set_file_ = room.tile_set_file;
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music_ = room.music;
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tile_map_ = room.tile_map; // Tilemap viene embebido en el YAML
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surface_ = Resource::Cache::get()->getSurface(room.tile_set_file);
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tile_set_width_ = surface_->getWidth() / TILE_SIZE;
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is_paused_ = false;
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// Crear los enemigos usando el manager
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for (const auto& enemy_data : room.enemies) {
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enemy_manager_->addEnemy(Enemy::create(enemy_data));
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}
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// Crear las plataformas usando el manager
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for (const auto& plat_data : room.platforms) {
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platform_manager_->addPlatform(std::make_shared<MovingPlatform>(plat_data));
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}
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// Crear los items usando el manager. Cada item lleva sus propios colores
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// (con defaults si el yaml no los especificó); ya no hay color por habitación.
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for (const auto& item : room.items) {
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const SDL_FPoint ITEM_POS = {item.x, item.y};
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if (!ItemTracker::get()->hasBeenPicked(room.number, ITEM_POS)) {
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item_manager_->addItem(std::make_shared<Item>(item));
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}
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}
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// Crear las llaves usando el manager (saltar las ya recogidas)
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for (const auto& key_data : room.keys) {
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const SDL_FPoint KEY_POS{.x = key_data.x, .y = key_data.y};
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if (!KeyTracker::get()->hasBeenPicked(room.number, KEY_POS)) {
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key_manager_->addKey(std::make_shared<Key>(key_data));
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}
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}
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// Crear las puertas usando el manager. Las que ya hayan sido abiertas
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// antes (DoorTracker) se construyen directamente en estado OPENED y no
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// pintan WALLs en el collision_map_.
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for (const auto& door_data : room.doors) {
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const SDL_FPoint DOOR_POS{.x = door_data.x, .y = door_data.y};
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const bool ALREADY_OPENED = DoorTracker::get()->hasBeenOpened(room.number, DOOR_POS);
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door_manager_->addDoor(std::make_shared<Door>(door_data, ALREADY_OPENED));
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}
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}
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// Dibuja el mapa en pantalla
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void Room::renderMap() {
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tilemap_renderer_->render();
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}
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// Dibuja las plataformas en pantalla
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void Room::renderPlatforms() {
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platform_manager_->render();
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}
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// Dibuja los enemigos en pantalla
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void Room::renderEnemies() {
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enemy_manager_->render();
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}
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// Dibuja los objetos en pantalla
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void Room::renderItems() {
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item_manager_->render();
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}
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// Dibuja las llaves en pantalla
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void Room::renderKeys() {
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key_manager_->render();
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}
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// Dibuja las puertas en pantalla
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void Room::renderDoors() {
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door_manager_->render();
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}
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#ifdef _DEBUG
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// Redibuja el mapa (para actualizar modo debug)
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void Room::redrawMap() {
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tilemap_renderer_->redrawMap(collision_map_->getCollisionTileMap());
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}
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// Actualiza animaciones sin mover enemigos (para editor de mapas)
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void Room::updateEditorMode(float delta_time) {
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tilemap_renderer_->update(delta_time);
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enemy_manager_->updateAnimations(delta_time);
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platform_manager_->updateAnimations(delta_time);
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item_manager_->update(delta_time);
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}
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// Resetea enemigos a posiciones iniciales (para editor de mapas)
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void Room::resetEnemyPositions(const std::vector<Enemy::Data>& enemy_data) {
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enemy_manager_->resetPositions(enemy_data);
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}
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// Cambia un tile y repinta la celda (para editor)
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void Room::setTile(int index, int tile_value) {
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if (index >= 0 && index < static_cast<int>(tile_map_.size())) {
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tile_map_[index] = tile_value;
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tilemap_renderer_->setTile(index, tile_value);
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}
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}
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// Cambia un collision tile en vivo (para editor)
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void Room::setCollisionTile(int index, int value) {
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collision_map_->setCollisionTile(index, value);
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}
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// Cambia una conexión de habitación en vivo (para editor)
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void Room::setConnection(Border border, const std::string& room_name) {
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switch (border) {
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case Border::TOP:
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upper_room_ = room_name;
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break;
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case Border::BOTTOM:
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lower_room_ = room_name;
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break;
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case Border::LEFT:
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left_room_ = room_name;
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break;
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case Border::RIGHT:
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right_room_ = room_name;
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break;
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default:
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break;
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}
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}
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// Cambia el tileset en vivo (para editor)
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void Room::setTileSet(const std::string& tile_set_file) {
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tile_set_file_ = tile_set_file;
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surface_ = Resource::Cache::get()->getSurface(tile_set_file);
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tile_set_width_ = surface_->getWidth() / TILE_SIZE;
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tilemap_renderer_ = std::make_unique<TilemapRenderer>(
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tile_map_,
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tile_set_width_,
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surface_,
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bg_color_);
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tilemap_renderer_->initialize(collision_map_->getCollisionTileMap());
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}
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// Cambia el color de fondo en vivo (para editor)
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void Room::setBgColor(Uint8 bg_color) {
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bg_color_ = bg_color;
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tilemap_renderer_ = std::make_unique<TilemapRenderer>(
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tile_map_,
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tile_set_width_,
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surface_,
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bg_color_);
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tilemap_renderer_->initialize(collision_map_->getCollisionTileMap());
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}
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#endif
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// Actualiza las variables y objetos de la habitación
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void Room::update(float delta_time) { // NOLINT(readability-make-member-function-const)
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if (is_paused_) {
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// Si está en modo pausa no se actualiza nada
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return;
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}
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// Actualiza los tiles animados usando el renderer
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tilemap_renderer_->update(delta_time);
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// Actualiza los enemigos usando el manager
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enemy_manager_->update(delta_time);
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// Actualiza las plataformas usando el manager
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platform_manager_->update(delta_time);
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// Actualiza los items usando el manager
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item_manager_->update(delta_time);
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// Actualiza las llaves usando el manager
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key_manager_->update(delta_time);
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// Actualiza las puertas usando el manager (procesa transiciones a OPENED)
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door_manager_->update(delta_time);
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}
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// Pone el mapa en modo pausa
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void Room::setPaused(bool value) {
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is_paused_ = value;
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tilemap_renderer_->setPaused(value);
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item_manager_->setPaused(value);
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key_manager_->setPaused(value);
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door_manager_->setPaused(value);
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}
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auto Room::getTileCollider() const -> const TileCollider& {
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return collision_map_->getTileCollider();
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}
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auto Room::getSolidActors() const -> const SolidActorManager& {
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return *solid_actor_manager_;
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}
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auto Room::getSolidActors() -> SolidActorManager& {
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return *solid_actor_manager_;
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}
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auto Room::getCollisionTileMap() const -> const std::vector<int>& {
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return collision_map_->getCollisionTileMap();
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}
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void Room::updateCollisionBorders(const CollisionMap::AdjacentData& adjacent) {
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collision_map_->updateBorders(adjacent);
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}
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void Room::updateSolidActorBorders(const SolidActorManager::AdjacentActors& adjacent) {
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solid_actor_manager_->setAdjacent(adjacent);
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}
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// Devuelve la cadena del fichero de la habitación contigua segun el borde
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auto Room::getRoom(Border border) -> std::string {
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switch (border) {
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case Border::TOP:
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return upper_room_;
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case Border::BOTTOM:
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return lower_room_;
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case Border::RIGHT:
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return right_room_;
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case Border::LEFT:
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return left_room_;
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default:
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return "";
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}
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}
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auto Room::enemyCollision(SDL_FRect& rect) -> bool {
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return enemy_manager_->checkCollision(rect);
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}
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auto Room::itemCollision(SDL_FRect& rect) -> bool {
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return item_manager_->checkCollision(rect);
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}
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auto Room::keyCollision(SDL_FRect& rect) -> bool {
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return key_manager_->checkCollision(rect);
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}
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void Room::tryUnlockDoors(const SDL_FRect& player_rect) {
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door_manager_->tryUnlock(player_rect);
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}
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// Carga una habitación desde un archivo YAML (delegado a RoomFormat)
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auto Room::loadYAML(const std::string& file_path, bool verbose) -> Data {
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return RoomFormat::loadYAML(file_path, verbose);
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}
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