LCOV - code coverage report
Current view: top level - core/animations/states - BodyRollAnimationState.cpp (source / functions) Coverage Total Hit
Test: coverage-src.info Lines: 0.0 % 18 0
Test Date: 2025-05-27 23:26:07 Functions: 0.0 % 3 0

            Line data    Source code
       1              : #include "core/animations/states/BodyRollAnimationState.hpp"
       2              : 
       3              : #include "core/animations/states/BodyProneAnimationState.hpp"
       4              : #include "core/animations/states/BodyAimAnimationState.hpp"
       5              : #include "core/animations/states/BodyStandAnimationState.hpp"
       6              : 
       7              : #include "core/animations/states/CommonAnimationStateTransitions.hpp"
       8              : 
       9              : #include "core/animations/AnimationData.hpp"
      10              : #include "core/entities/Soldier.hpp"
      11              : #include "core/physics/Constants.hpp"
      12              : 
      13              : namespace Soldank
      14              : {
      15            0 : BodyRollAnimationState::BodyRollAnimationState(const AnimationDataManager& animation_data_manager)
      16            0 :     : AnimationState(animation_data_manager.Get(AnimationType::Roll))
      17            0 :     , animation_data_manager_(animation_data_manager)
      18              : {
      19            0 : }
      20              : 
      21            0 : std::optional<std::shared_ptr<AnimationState>> BodyRollAnimationState::HandleInput(Soldier& soldier)
      22              : {
      23            0 :     if (soldier.control.prone) {
      24            0 :         return std::make_shared<BodyProneAnimationState>(animation_data_manager_);
      25              :     }
      26              : 
      27            0 :     if (GetFrame() == GetFramesCount()) {
      28            0 :         if (soldier.stance == PhysicsConstants::STANCE_STAND) {
      29            0 :             return std::make_shared<BodyStandAnimationState>(animation_data_manager_);
      30              :         }
      31              : 
      32            0 :         if (soldier.stance == PhysicsConstants::STANCE_CROUCH) {
      33            0 :             return std::make_shared<BodyAimAnimationState>(animation_data_manager_);
      34              :         }
      35              : 
      36            0 :         if (soldier.stance == PhysicsConstants::STANCE_PRONE) {
      37            0 :             return std::make_shared<BodyProneAnimationState>(animation_data_manager_);
      38              :         }
      39              :     }
      40              : 
      41            0 :     return std::nullopt;
      42              : }
      43              : 
      44            0 : bool BodyRollAnimationState::IsSoldierShootingPossible(const Soldier& soldier) const
      45              : {
      46            0 :     return soldier.weapons[soldier.active_weapon].GetWeaponParameters().kind ==
      47            0 :            WeaponType::Chainsaw;
      48              : }
      49              : } // namespace Soldank
        

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