LCOV - code coverage report
Current view: top level - core/animations/states - BodyGetUpAnimationState.cpp (source / functions) Coverage Total Hit
Test: coverage-src.info Lines: 0.0 % 29 0
Test Date: 2025-12-21 01:16:59 Functions: 0.0 % 2 0

            Line data    Source code
       1              : #include "core/animations/states/BodyGetUpAnimationState.hpp"
       2              : 
       3              : #include "core/animations/states/BodyChangeAnimationState.hpp"
       4              : #include "core/animations/states/BodyProneAnimationState.hpp"
       5              : #include "core/animations/states/BodyPunchAnimationState.hpp"
       6              : #include "core/animations/states/BodyStandAnimationState.hpp"
       7              : #include "core/animations/states/BodyAimAnimationState.hpp"
       8              : #include "core/animations/states/BodyThrowWeaponAnimationState.hpp"
       9              : 
      10              : #include "core/animations/states/CommonAnimationStateTransitions.hpp"
      11              : 
      12              : #include "core/animations/AnimationData.hpp"
      13              : #include "core/entities/Soldier.hpp"
      14              : #include "core/physics/Constants.hpp"
      15              : #include <memory>
      16              : 
      17              : namespace Soldank
      18              : {
      19            0 : BodyGetUpAnimationState::BodyGetUpAnimationState(const AnimationDataManager& animation_data_manager)
      20            0 :     : AnimationState(animation_data_manager.Get(AnimationType::GetUp))
      21            0 :     , animation_data_manager_(animation_data_manager)
      22              : {
      23            0 : }
      24              : 
      25            0 : std::optional<std::shared_ptr<AnimationState>> BodyGetUpAnimationState::HandleInput(
      26              :   Soldier& soldier)
      27              : {
      28            0 :     if (soldier.control.change) {
      29            0 :         return std::make_shared<BodyChangeAnimationState>(animation_data_manager_);
      30              :     }
      31              : 
      32            0 :     if (soldier.control.drop &&
      33            0 :         soldier.weapons[0].GetWeaponParameters().kind != WeaponType::NoWeapon) {
      34            0 :         return std::make_shared<BodyThrowWeaponAnimationState>(animation_data_manager_);
      35              :     }
      36              : 
      37              :     // Prone cancelling
      38            0 :     if (soldier.control.throw_grenade) {
      39            0 :         soldier.grenade_can_throw = true;
      40              :         auto maybe_throw_grenade_animation_state =
      41              :           CommonAnimationStateTransitions::TryTransitionToThrowingGrenade(soldier,
      42            0 :                                                                           animation_data_manager_);
      43            0 :         if (maybe_throw_grenade_animation_state.has_value()) {
      44            0 :             return *maybe_throw_grenade_animation_state;
      45              :         }
      46            0 :     }
      47              : 
      48            0 :     if (soldier.control.fire &&
      49            0 :         (soldier.weapons[soldier.active_weapon].GetWeaponParameters().kind ==
      50            0 :            WeaponType::NoWeapon ||
      51            0 :          soldier.weapons[soldier.active_weapon].GetWeaponParameters().kind == WeaponType::Knife)) {
      52            0 :         return std::make_shared<BodyPunchAnimationState>(animation_data_manager_);
      53              :     }
      54              : 
      55            0 :     if (GetFrame() == GetFramesCount()) {
      56            0 :         if (soldier.stance == PhysicsConstants::STANCE_STAND) {
      57            0 :             return std::make_shared<BodyStandAnimationState>(animation_data_manager_);
      58              :         }
      59              : 
      60            0 :         if (soldier.stance == PhysicsConstants::STANCE_CROUCH) {
      61            0 :             return std::make_shared<BodyAimAnimationState>(animation_data_manager_);
      62              :         }
      63              : 
      64            0 :         if (soldier.stance == PhysicsConstants::STANCE_PRONE) {
      65            0 :             return std::make_shared<BodyProneAnimationState>(animation_data_manager_);
      66              :         }
      67              :     }
      68              : 
      69            0 :     return std::nullopt;
      70              : }
      71              : } // namespace Soldank
        

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