LCOV - code coverage report
Current view: top level - core/animations/states - LegsGetUpAnimationState.cpp (source / functions) Coverage Total Hit
Test: coverage-src.info Lines: 0.0 % 42 0
Test Date: 2025-05-27 23:26:07 Functions: 0.0 % 4 0

            Line data    Source code
       1              : #include "core/animations/states/LegsGetUpAnimationState.hpp"
       2              : 
       3              : #include "core/animations/states/LegsJumpSideAnimationState.hpp"
       4              : #include "core/animations/states/LegsJumpAnimationState.hpp"
       5              : #include "core/animations/states/LegsStandAnimationState.hpp"
       6              : #include "core/animations/states/LegsFallAnimationState.hpp"
       7              : #include "core/animations/states/LegsRunAnimationState.hpp"
       8              : 
       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 : LegsGetUpAnimationState::LegsGetUpAnimationState(const AnimationDataManager& animation_data_manager)
      17            0 :     : AnimationState(animation_data_manager.Get(AnimationType::GetUp))
      18            0 :     , animation_data_manager_(animation_data_manager)
      19              : {
      20            0 : }
      21              : 
      22            0 : std::optional<std::shared_ptr<AnimationState>> LegsGetUpAnimationState::HandleInput(
      23              :   Soldier& soldier)
      24              : {
      25            0 :     if (ShouldCancelAnimation(soldier) || GetFrame() == GetFramesCount()) {
      26            0 :         if (soldier.on_ground) {
      27            0 :             return std::make_shared<LegsStandAnimationState>(animation_data_manager_);
      28              :         }
      29              : 
      30            0 :         return std::make_shared<LegsFallAnimationState>(animation_data_manager_);
      31              :     }
      32              : 
      33              :     // Immediately switch from unprone to jump/sidejump, because the end of the
      34              :     // unprone animation can be seen as the "wind up" for the jump
      35            0 :     if (ShouldCancelAnimation(soldier) || (GetFrame() > 20 && soldier.on_ground)) {
      36            0 :         if (soldier.control.up) {
      37            0 :             if (soldier.control.left || soldier.control.right) {
      38              :                 // Set sidejump frame 1 to 4 depending on which unprone frame we're in
      39            0 :                 auto id = GetFrame() - 20;
      40              :                 auto new_state =
      41            0 :                   std::make_shared<LegsJumpSideAnimationState>(animation_data_manager_);
      42            0 :                 new_state->SetFrame(id);
      43            0 :                 return new_state;
      44            0 :             }
      45              : 
      46              :             // Set jump frame 6 to 9 depending on which unprone frame we're in
      47            0 :             auto id = GetFrame() - (23 - (9 - 1));
      48            0 :             auto new_state = std::make_shared<LegsJumpAnimationState>(animation_data_manager_);
      49            0 :             new_state->SetFrame(id);
      50            0 :             return new_state;
      51            0 :         }
      52            0 :     } else if (ShouldCancelAnimation(soldier) || GetFrame() > 23) {
      53              :         auto maybe_running_animation_state =
      54            0 :           CommonAnimationStateTransitions::TryTransitionToRunning(soldier, animation_data_manager_);
      55            0 :         if (maybe_running_animation_state.has_value()) {
      56            0 :             return *maybe_running_animation_state;
      57              :         }
      58              : 
      59            0 :         if (!soldier.on_ground && soldier.control.up) {
      60            0 :             return std::make_shared<LegsRunAnimationState>(animation_data_manager_);
      61              :         }
      62            0 :     }
      63            0 :     return std::nullopt;
      64              : }
      65              : 
      66            0 : void LegsGetUpAnimationState::Update(Soldier& soldier, const PhysicsEvents& physics_events)
      67              : {
      68            0 :     soldier.stance = PhysicsConstants::STANCE_STAND;
      69            0 : }
      70              : 
      71            0 : bool LegsGetUpAnimationState::ShouldCancelAnimation(const Soldier& soldier)
      72              : {
      73            0 :     if (soldier.control.throw_grenade) {
      74            0 :         return true;
      75              :     }
      76              : 
      77            0 :     if (soldier.control.fire &&
      78            0 :         (soldier.weapons[soldier.active_weapon].GetWeaponParameters().kind ==
      79            0 :            WeaponType::NoWeapon ||
      80            0 :          soldier.weapons[soldier.active_weapon].GetWeaponParameters().kind == WeaponType::Knife)) {
      81            0 :         return true;
      82              :     }
      83              : 
      84            0 :     return false;
      85              : }
      86              : } // namespace Soldank
        

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