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

            Line data    Source code
       1              : #include "core/animations/states/LegsFallAnimationState.hpp"
       2              : 
       3              : #include "core/animations/states/LegsCrouchRunAnimationState.hpp"
       4              : #include "core/animations/states/LegsJumpAnimationState.hpp"
       5              : #include "core/animations/states/LegsStandAnimationState.hpp"
       6              : #include "core/animations/states/LegsRunBackAnimationState.hpp"
       7              : #include "core/animations/states/LegsRunAnimationState.hpp"
       8              : #include "core/animations/states/LegsProneAnimationState.hpp"
       9              : #include "core/animations/states/CommonAnimationStateTransitions.hpp"
      10              : 
      11              : #include "core/physics/Constants.hpp"
      12              : #include "core/entities/Soldier.hpp"
      13              : 
      14              : namespace Soldank
      15              : {
      16            0 : LegsFallAnimationState::LegsFallAnimationState(const AnimationDataManager& animation_data_manager)
      17            0 :     : AnimationState(animation_data_manager.Get(AnimationType::Fall))
      18            0 :     , animation_data_manager_(animation_data_manager)
      19              : {
      20            0 : }
      21              : 
      22            0 : std::optional<std::shared_ptr<AnimationState>> LegsFallAnimationState::HandleInput(Soldier& soldier)
      23              : {
      24            0 :     if (soldier.control.prone) {
      25            0 :         return std::make_shared<LegsProneAnimationState>(animation_data_manager_);
      26              :     }
      27              : 
      28            0 :     if (soldier.control.up && !soldier.on_ground) {
      29            0 :         return std::nullopt;
      30              :     }
      31              : 
      32              :     auto maybe_running_animation_state =
      33            0 :       CommonAnimationStateTransitions::TryTransitionToRunning(soldier, animation_data_manager_);
      34            0 :     if (maybe_running_animation_state.has_value()) {
      35            0 :         return *maybe_running_animation_state;
      36              :     }
      37              : 
      38            0 :     if (soldier.on_ground) {
      39            0 :         if (soldier.control.up) {
      40            0 :             return std::make_shared<LegsJumpAnimationState>(animation_data_manager_);
      41              :         }
      42              : 
      43            0 :         if (soldier.control.down) {
      44            0 :             return std::make_shared<LegsCrouchRunAnimationState>(animation_data_manager_);
      45              :         }
      46              : 
      47            0 :         return std::make_shared<LegsStandAnimationState>(animation_data_manager_);
      48              :     }
      49              : 
      50            0 :     return std::nullopt;
      51            0 : }
      52              : 
      53            0 : void LegsFallAnimationState::Update(Soldier& soldier, const PhysicsEvents& physics_events)
      54              : {
      55            0 :     soldier.stance = PhysicsConstants::STANCE_STAND;
      56            0 : }
      57              : } // namespace Soldank
        

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