LCOV - code coverage report
Current view: top level - core/animations/states - LegsProneAnimationState.cpp (source / functions) Coverage Total Hit
Test: coverage-src.info Lines: 0.0 % 25 0
Test Date: 2025-05-27 23:26:07 Functions: 0.0 % 3 0

            Line data    Source code
       1              : #include "core/animations/states/LegsProneAnimationState.hpp"
       2              : 
       3              : #include "core/animations/states/LegsGetUpAnimationState.hpp"
       4              : #include "core/animations/states/LegsProneMoveAnimationState.hpp"
       5              : 
       6              : #include "core/animations/states/CommonAnimationStateTransitions.hpp"
       7              : 
       8              : #include "core/entities/Soldier.hpp"
       9              : #include "core/physics/Constants.hpp"
      10              : 
      11              : namespace Soldank
      12              : {
      13            0 : LegsProneAnimationState::LegsProneAnimationState(const AnimationDataManager& animation_data_manager)
      14            0 :     : AnimationState(animation_data_manager.Get(AnimationType::Prone))
      15            0 :     , animation_data_manager_(animation_data_manager)
      16              : {
      17            0 : }
      18              : 
      19            0 : std::optional<std::shared_ptr<AnimationState>> LegsProneAnimationState::HandleInput(
      20              :   Soldier& soldier)
      21              : {
      22              :     // Set old direction when entering state
      23            0 :     if (GetFrame() == 2) {
      24            0 :         soldier.old_direction = soldier.direction;
      25              :     }
      26              : 
      27            0 :     if (GetFrame() > 23) {
      28            0 :         if (soldier.control.prone || soldier.direction != soldier.old_direction) {
      29            0 :             auto new_state = std::make_shared<LegsGetUpAnimationState>(animation_data_manager_);
      30            0 :             new_state->SetFrame(9);
      31            0 :             return new_state;
      32            0 :         }
      33              : 
      34            0 :         if (soldier.on_ground) {
      35              :             auto maybe_rolling_animation_state =
      36              :               CommonAnimationStateTransitions::TryTransitionToRolling(soldier,
      37            0 :                                                                       animation_data_manager_);
      38            0 :             if (maybe_rolling_animation_state.has_value()) {
      39            0 :                 return *maybe_rolling_animation_state;
      40              :             }
      41            0 :         }
      42              :     }
      43              : 
      44            0 :     if (GetFrame() > 25 && soldier.on_ground) {
      45            0 :         if (soldier.control.left || soldier.control.right) {
      46            0 :             return std::make_shared<LegsProneMoveAnimationState>(animation_data_manager_);
      47              :         }
      48              :     }
      49              : 
      50            0 :     return std::nullopt;
      51              : }
      52              : 
      53            0 : void LegsProneAnimationState::Update(Soldier& soldier, const PhysicsEvents& physics_events)
      54              : {
      55            0 :     soldier.stance = PhysicsConstants::STANCE_PRONE;
      56            0 : }
      57              : } // namespace Soldank
        

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