LCOV - code coverage report
Current view: top level - core/animations/states - BodyRollBackAnimationState.cpp (source / functions) Coverage Total Hit
Test: coverage-src.info Lines: 0.0 % 19 0
Test Date: 2025-12-21 01:16:59 Functions: 0.0 % 3 0

            Line data    Source code
       1              : #include "core/animations/states/BodyRollBackAnimationState.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 : BodyRollBackAnimationState::BodyRollBackAnimationState(
      16            0 :   const AnimationDataManager& animation_data_manager)
      17            0 :     : AnimationState(animation_data_manager.Get(AnimationType::RollBack))
      18            0 :     , animation_data_manager_(animation_data_manager)
      19              : {
      20            0 : }
      21              : 
      22            0 : std::optional<std::shared_ptr<AnimationState>> BodyRollBackAnimationState::HandleInput(
      23              :   Soldier& soldier)
      24              : {
      25            0 :     if (soldier.control.prone) {
      26            0 :         return std::make_shared<BodyProneAnimationState>(animation_data_manager_);
      27              :     }
      28              : 
      29            0 :     if (GetFrame() == GetFramesCount()) {
      30            0 :         if (soldier.stance == PhysicsConstants::STANCE_STAND) {
      31            0 :             return std::make_shared<BodyStandAnimationState>(animation_data_manager_);
      32              :         }
      33              : 
      34            0 :         if (soldier.stance == PhysicsConstants::STANCE_CROUCH) {
      35            0 :             return std::make_shared<BodyAimAnimationState>(animation_data_manager_);
      36              :         }
      37              : 
      38            0 :         if (soldier.stance == PhysicsConstants::STANCE_PRONE) {
      39            0 :             return std::make_shared<BodyProneAnimationState>(animation_data_manager_);
      40              :         }
      41              :     }
      42              : 
      43            0 :     return std::nullopt;
      44              : }
      45              : 
      46            0 : bool BodyRollBackAnimationState::IsSoldierShootingPossible(const Soldier& soldier) const
      47              : {
      48            0 :     return soldier.weapons[soldier.active_weapon].GetWeaponParameters().kind ==
      49            0 :            WeaponType::Chainsaw;
      50              : }
      51              : } // namespace Soldank
        

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