LCOV - code coverage report
Current view: top level - core/animations/states - BodyProneMoveAnimationState.cpp (source / functions) Coverage Total Hit
Test: coverage-src.info Lines: 0.0 % 37 0
Test Date: 2025-12-21 01:16:59 Functions: 0.0 % 2 0

            Line data    Source code
       1              : #include "core/animations/states/BodyProneMoveAnimationState.hpp"
       2              : 
       3              : #include "core/animations/states/BodyChangeAnimationState.hpp"
       4              : #include "core/animations/states/BodyGetUpAnimationState.hpp"
       5              : #include "core/animations/states/BodyProneAnimationState.hpp"
       6              : #include "core/animations/states/BodyRollAnimationState.hpp"
       7              : #include "core/animations/states/BodyRollBackAnimationState.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              : 
      16              : namespace Soldank
      17              : {
      18            0 : BodyProneMoveAnimationState::BodyProneMoveAnimationState(
      19            0 :   const AnimationDataManager& animation_data_manager)
      20            0 :     : AnimationState(animation_data_manager.Get(AnimationType::ProneMove))
      21            0 :     , animation_data_manager_(animation_data_manager)
      22              : {
      23            0 : }
      24              : 
      25            0 : std::optional<std::shared_ptr<AnimationState>> BodyProneMoveAnimationState::HandleInput(
      26              :   Soldier& soldier)
      27              : {
      28            0 :     if (soldier.control.prone || soldier.direction != soldier.old_direction) {
      29            0 :         auto new_state = std::make_shared<BodyGetUpAnimationState>(animation_data_manager_);
      30            0 :         new_state->SetFrame(9);
      31            0 :         return new_state;
      32            0 :     }
      33              : 
      34            0 :     if (soldier.on_ground) {
      35            0 :         if (soldier.control.down && (soldier.control.left || soldier.control.right)) {
      36            0 :             if (soldier.legs_animation->GetType() == AnimationType::Roll) {
      37            0 :                 return std::make_shared<BodyRollAnimationState>(animation_data_manager_);
      38              :             }
      39              : 
      40            0 :             if (soldier.legs_animation->GetType() == AnimationType::RollBack) {
      41            0 :                 return std::make_shared<BodyRollBackAnimationState>(animation_data_manager_);
      42              :             }
      43              :         }
      44              :     }
      45              : 
      46            0 :     if (soldier.control.change) {
      47            0 :         return std::make_shared<BodyChangeAnimationState>(animation_data_manager_);
      48              :     }
      49              : 
      50            0 :     if (soldier.control.drop &&
      51            0 :         soldier.weapons[0].GetWeaponParameters().kind != WeaponType::NoWeapon) {
      52            0 :         return std::make_shared<BodyThrowWeaponAnimationState>(animation_data_manager_);
      53              :     }
      54              : 
      55              :     auto maybe_throw_grenade_animation_state =
      56              :       CommonAnimationStateTransitions::TryTransitionToThrowingGrenade(soldier,
      57            0 :                                                                       animation_data_manager_);
      58            0 :     if (maybe_throw_grenade_animation_state.has_value()) {
      59            0 :         return *maybe_throw_grenade_animation_state;
      60              :     }
      61              : 
      62            0 :     if (!soldier.control.left && !soldier.control.right) {
      63            0 :         auto new_state = std::make_shared<BodyProneAnimationState>(animation_data_manager_);
      64            0 :         new_state->SetFrame(26);
      65            0 :         return new_state;
      66            0 :     }
      67              : 
      68            0 :     if (GetFrame() == GetFramesCount()) {
      69            0 :         auto new_state = std::make_shared<BodyProneAnimationState>(animation_data_manager_);
      70            0 :         new_state->SetFrame(26);
      71            0 :         return new_state;
      72            0 :     }
      73              : 
      74            0 :     return std::nullopt;
      75            0 : }
      76              : } // namespace Soldank
        

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