LCOV - code coverage report
Current view: top level - core/animations/states - BodyThrowWeaponAnimationState.cpp (source / functions) Coverage Total Hit
Test: coverage-src.info Lines: 0.0 % 48 0
Test Date: 2025-05-27 23:26:07 Functions: 0.0 % 4 0

            Line data    Source code
       1              : #include "core/animations/states/BodyThrowWeaponAnimationState.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/BodyPunchAnimationState.hpp"
       7              : #include "core/animations/states/BodyRollAnimationState.hpp"
       8              : #include "core/animations/states/BodyRollBackAnimationState.hpp"
       9              : #include "core/animations/states/BodyStandAnimationState.hpp"
      10              : 
      11              : #include "core/animations/states/BodyThrowAnimationState.hpp"
      12              : #include "core/animations/states/CommonAnimationStateTransitions.hpp"
      13              : 
      14              : #include "core/animations/AnimationData.hpp"
      15              : #include "core/entities/Soldier.hpp"
      16              : #include "core/physics/PhysicsEvents.hpp"
      17              : #include "core/physics/Constants.hpp"
      18              : 
      19              : #include <memory>
      20              : 
      21              : namespace Soldank
      22              : {
      23            0 : BodyThrowWeaponAnimationState::BodyThrowWeaponAnimationState(
      24            0 :   const AnimationDataManager& animation_data_manager)
      25            0 :     : AnimationState(animation_data_manager.Get(AnimationType::ThrowWeapon))
      26            0 :     , animation_data_manager_(animation_data_manager)
      27            0 :     , should_throw_weapon_(true)
      28              : {
      29            0 : }
      30              : 
      31            0 : void BodyThrowWeaponAnimationState::Enter(Soldier& soldier)
      32              : {
      33            0 :     if (soldier.weapons[soldier.active_weapon].GetWeaponParameters().kind == WeaponType::Knife) {
      34            0 :         SetSpeed(2);
      35              :     }
      36            0 : }
      37              : 
      38            0 : std::optional<std::shared_ptr<AnimationState>> BodyThrowWeaponAnimationState::HandleInput(
      39              :   Soldier& soldier)
      40              : {
      41            0 :     should_throw_weapon_ = true;
      42              : 
      43            0 :     if (soldier.legs_animation->GetType() == AnimationType::Roll) {
      44            0 :         should_throw_weapon_ = false;
      45            0 :         return std::make_shared<BodyRollAnimationState>(animation_data_manager_);
      46              :     }
      47              : 
      48            0 :     if (soldier.legs_animation->GetType() == AnimationType::RollBack) {
      49            0 :         should_throw_weapon_ = false;
      50            0 :         return std::make_shared<BodyRollBackAnimationState>(animation_data_manager_);
      51              :     }
      52              : 
      53            0 :     if (soldier.control.throw_grenade) {
      54            0 :         should_throw_weapon_ = false;
      55            0 :         return std::make_shared<BodyThrowAnimationState>(animation_data_manager_);
      56              :     }
      57              : 
      58            0 :     if (soldier.control.change) {
      59            0 :         should_throw_weapon_ = false;
      60            0 :         return std::make_shared<BodyChangeAnimationState>(animation_data_manager_);
      61              :     }
      62              : 
      63            0 :     if (soldier.weapons[soldier.active_weapon].GetWeaponParameters().kind == WeaponType::Knife) {
      64            0 :         if (soldier.control.fire && soldier.control.drop) {
      65            0 :             should_throw_weapon_ = false;
      66            0 :             return std::make_shared<BodyThrowWeaponAnimationState>(animation_data_manager_);
      67              :         }
      68              : 
      69            0 :         if (soldier.control.fire) {
      70            0 :             should_throw_weapon_ = false;
      71            0 :             return std::make_shared<BodyPunchAnimationState>(animation_data_manager_);
      72              :         }
      73              :     }
      74              : 
      75            0 :     if ((soldier.weapons[soldier.active_weapon].GetWeaponParameters().kind == WeaponType::Knife &&
      76            0 :          (!soldier.control.drop || GetFrame() == 16)) ||
      77            0 :         GetFrame() == GetFramesCount()) {
      78              : 
      79            0 :         if (soldier.stance == PhysicsConstants::STANCE_CROUCH) {
      80            0 :             return std::make_shared<BodyAimAnimationState>(animation_data_manager_);
      81              :         }
      82              : 
      83            0 :         if (soldier.stance == PhysicsConstants::STANCE_PRONE) {
      84              :             auto prone_animation_state =
      85            0 :               std::make_shared<BodyProneAnimationState>(animation_data_manager_);
      86            0 :             prone_animation_state->SetFrame(26);
      87            0 :             return prone_animation_state;
      88            0 :         }
      89              : 
      90            0 :         if (soldier.stance == PhysicsConstants::STANCE_STAND) {
      91            0 :             return std::make_shared<BodyStandAnimationState>(animation_data_manager_);
      92              :         }
      93              :     }
      94              : 
      95            0 :     return std::nullopt;
      96              : }
      97              : 
      98            0 : void BodyThrowWeaponAnimationState::Exit(Soldier& soldier, const PhysicsEvents& physics_events)
      99              : {
     100            0 :     if (should_throw_weapon_) {
     101            0 :         physics_events.soldier_throws_active_weapon.Notify(soldier);
     102              :     }
     103            0 : }
     104              : } // namespace Soldank
        

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