LCOV - code coverage report
Current view: top level - core/animations/states - BodyPunchAnimationState.cpp (source / functions) Coverage Total Hit
Test: coverage-src.info Lines: 0.0 % 30 0
Test Date: 2025-05-27 23:26:07 Functions: 0.0 % 3 0

            Line data    Source code
       1              : #include "core/animations/states/BodyPunchAnimationState.hpp"
       2              : 
       3              : #include "core/animations/states/BodyAimAnimationState.hpp"
       4              : #include "core/animations/states/BodyChangeAnimationState.hpp"
       5              : #include "core/animations/states/BodyProneAnimationState.hpp"
       6              : #include "core/animations/states/BodyGetUpAnimationState.hpp"
       7              : #include "core/animations/states/BodyProneMoveAnimationState.hpp"
       8              : #include "core/animations/states/BodyRollAnimationState.hpp"
       9              : #include "core/animations/states/BodyRollBackAnimationState.hpp"
      10              : #include "core/animations/states/BodyStandAnimationState.hpp"
      11              : 
      12              : #include "core/animations/states/CommonAnimationStateTransitions.hpp"
      13              : 
      14              : #include "core/animations/AnimationData.hpp"
      15              : #include "core/entities/Soldier.hpp"
      16              : #include "core/physics/Constants.hpp"
      17              : 
      18              : namespace Soldank
      19              : {
      20            0 : BodyPunchAnimationState::BodyPunchAnimationState(const AnimationDataManager& animation_data_manager)
      21            0 :     : AnimationState(animation_data_manager.Get(AnimationType::Punch))
      22            0 :     , animation_data_manager_(animation_data_manager)
      23              : {
      24            0 : }
      25              : 
      26            0 : std::optional<std::shared_ptr<AnimationState>> BodyPunchAnimationState::HandleInput(
      27              :   Soldier& soldier)
      28              : {
      29            0 :     if (soldier.legs_animation->GetType() == AnimationType::Roll) {
      30            0 :         return std::make_shared<BodyRollAnimationState>(animation_data_manager_);
      31              :     }
      32              : 
      33            0 :     if (soldier.legs_animation->GetType() == AnimationType::RollBack) {
      34            0 :         return std::make_shared<BodyRollBackAnimationState>(animation_data_manager_);
      35              :     }
      36              : 
      37            0 :     if (soldier.legs_animation->GetType() == AnimationType::ProneMove) {
      38            0 :         return std::make_shared<BodyProneMoveAnimationState>(animation_data_manager_);
      39              :     }
      40              : 
      41              :     // Prone cancelling
      42            0 :     if (soldier.legs_animation->GetType() == AnimationType::GetUp) {
      43            0 :         auto new_state = std::make_shared<BodyGetUpAnimationState>(animation_data_manager_);
      44            0 :         new_state->SetFrame(9);
      45            0 :         return new_state;
      46            0 :     }
      47              : 
      48            0 :     if (soldier.control.change) {
      49            0 :         return std::make_shared<BodyChangeAnimationState>(animation_data_manager_);
      50              :     }
      51              : 
      52            0 :     if (GetFrame() == GetFramesCount()) {
      53            0 :         if (soldier.stance == PhysicsConstants::STANCE_CROUCH) {
      54            0 :             return std::make_shared<BodyAimAnimationState>(animation_data_manager_);
      55              :         }
      56              : 
      57            0 :         if (soldier.stance == PhysicsConstants::STANCE_PRONE) {
      58              :             auto prone_animation_state =
      59            0 :               std::make_shared<BodyProneAnimationState>(animation_data_manager_);
      60            0 :             prone_animation_state->SetFrame(26);
      61            0 :             return prone_animation_state;
      62            0 :         }
      63              : 
      64            0 :         if (soldier.stance == PhysicsConstants::STANCE_STAND) {
      65            0 :             return std::make_shared<BodyStandAnimationState>(animation_data_manager_);
      66              :         }
      67              :     }
      68            0 :     return std::nullopt;
      69              : }
      70              : 
      71            0 : void BodyPunchAnimationState::Update(Soldier& soldier, const PhysicsEvents& physics_events) {}
      72              : } // namespace Soldank
        

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