LCOV - code coverage report
Current view: top level - core/animations/states - BodyThrowAnimationState.cpp (source / functions) Coverage Total Hit
Test: coverage-src.info Lines: 0.0 % 31 0
Test Date: 2025-05-27 23:26:07 Functions: 0.0 % 4 0

            Line data    Source code
       1              : #include "core/animations/states/BodyThrowAnimationState.hpp"
       2              : 
       3              : #include "core/animations/states/BodyAimAnimationState.hpp"
       4              : #include "core/animations/states/BodyChangeAnimationState.hpp"
       5              : #include "core/animations/states/BodyGetUpAnimationState.hpp"
       6              : #include "core/animations/states/BodyProneAnimationState.hpp"
       7              : #include "core/animations/states/BodyRollAnimationState.hpp"
       8              : #include "core/animations/states/BodyRollBackAnimationState.hpp"
       9              : #include "core/animations/states/BodyStandAnimationState.hpp"
      10              : #include "core/animations/states/BodyThrowWeaponAnimationState.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              : #include <memory>
      18              : 
      19              : namespace Soldank
      20              : {
      21            0 : BodyThrowAnimationState::BodyThrowAnimationState(const AnimationDataManager& animation_data_manager)
      22            0 :     : AnimationState(animation_data_manager.Get(AnimationType::Throw))
      23            0 :     , animation_data_manager_(animation_data_manager)
      24              : {
      25            0 : }
      26              : 
      27            0 : void BodyThrowAnimationState::Enter(Soldier& soldier)
      28              : {
      29            0 :     soldier.grenade_can_throw = false;
      30            0 : }
      31              : 
      32            0 : std::optional<std::shared_ptr<AnimationState>> BodyThrowAnimationState::HandleInput(
      33              :   Soldier& soldier)
      34              : {
      35            0 :     if (soldier.legs_animation->GetType() == AnimationType::Roll) {
      36            0 :         return std::make_shared<BodyRollAnimationState>(animation_data_manager_);
      37              :     }
      38              : 
      39            0 :     if (soldier.legs_animation->GetType() == AnimationType::RollBack) {
      40            0 :         return std::make_shared<BodyRollBackAnimationState>(animation_data_manager_);
      41              :     }
      42              : 
      43              :     // Prone cancelling
      44            0 :     if (soldier.legs_animation->GetType() == AnimationType::GetUp) {
      45            0 :         auto new_state = std::make_shared<BodyGetUpAnimationState>(animation_data_manager_);
      46            0 :         new_state->SetFrame(9);
      47            0 :         return new_state;
      48            0 :     }
      49              : 
      50            0 :     if (soldier.control.change) {
      51            0 :         return std::make_shared<BodyChangeAnimationState>(animation_data_manager_);
      52              :     }
      53              : 
      54            0 :     if (GetFrame() == GetFramesCount() || !soldier.control.throw_grenade) {
      55            0 :         if (soldier.stance == PhysicsConstants::STANCE_CROUCH) {
      56            0 :             return std::make_shared<BodyAimAnimationState>(animation_data_manager_);
      57              :         }
      58              : 
      59            0 :         if (soldier.stance == PhysicsConstants::STANCE_PRONE) {
      60              :             auto prone_animation_state =
      61            0 :               std::make_shared<BodyProneAnimationState>(animation_data_manager_);
      62            0 :             prone_animation_state->SetFrame(26);
      63            0 :             return prone_animation_state;
      64            0 :         }
      65              : 
      66            0 :         if (soldier.stance == PhysicsConstants::STANCE_STAND) {
      67            0 :             return std::make_shared<BodyStandAnimationState>(animation_data_manager_);
      68              :         }
      69              :     }
      70              : 
      71            0 :     return std::nullopt;
      72              : }
      73              : 
      74            0 : void BodyThrowAnimationState::Update(Soldier& soldier, const PhysicsEvents& physics_events) {}
      75              : } // namespace Soldank
        

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