LCOV - code coverage report
Current view: top level - core/animations/states - LegsRollBackAnimationState.cpp (source / functions) Coverage Total Hit
Test: coverage-src.info Lines: 0.0 % 52 0
Test Date: 2025-05-27 23:26:07 Functions: 0.0 % 4 0

            Line data    Source code
       1              : #include "core/animations/states/LegsRollBackAnimationState.hpp"
       2              : 
       3              : #include "core/animations/states/LegsCrouchAnimationState.hpp"
       4              : #include "core/animations/states/LegsGetUpAnimationState.hpp"
       5              : #include "core/animations/states/LegsProneAnimationState.hpp"
       6              : #include "core/animations/states/LegsJumpAnimationState.hpp"
       7              : #include "core/animations/states/LegsStandAnimationState.hpp"
       8              : #include "core/animations/states/LegsFallAnimationState.hpp"
       9              : 
      10              : #include "core/animations/states/CommonAnimationStateTransitions.hpp"
      11              : 
      12              : #include "core/entities/Soldier.hpp"
      13              : #include "core/physics/Constants.hpp"
      14              : 
      15              : namespace Soldank
      16              : {
      17            0 : LegsRollBackAnimationState::LegsRollBackAnimationState(
      18            0 :   const AnimationDataManager& animation_data_manager)
      19            0 :     : AnimationState(animation_data_manager.Get(AnimationType::RollBack))
      20            0 :     , animation_data_manager_(animation_data_manager)
      21              : {
      22            0 : }
      23              : 
      24            0 : void LegsRollBackAnimationState::Enter(Soldier& soldier)
      25              : {
      26            0 :     if (soldier.on_ground) {
      27            0 :         glm::vec2 particle_force = soldier.particle.GetForce();
      28            0 :         soldier.particle.SetForce(
      29            0 :           { -(float)soldier.direction * 2.0F * PhysicsConstants::CROUCHRUNSPEED,
      30              :             particle_force.y });
      31              :     }
      32            0 : }
      33              : 
      34            0 : std::optional<std::shared_ptr<AnimationState>> LegsRollBackAnimationState::HandleInput(
      35              :   Soldier& soldier)
      36              : {
      37            0 :     if (soldier.control.prone) {
      38            0 :         return std::make_shared<LegsProneAnimationState>(animation_data_manager_);
      39              :     }
      40              : 
      41            0 :     if (GetFrame() == GetFramesCount()) {
      42              :         auto maybe_crouch_run_animation_state =
      43              :           CommonAnimationStateTransitions::TryTransitionToCrouchRunning(soldier,
      44            0 :                                                                         animation_data_manager_);
      45            0 :         if (maybe_crouch_run_animation_state.has_value()) {
      46            0 :             return *maybe_crouch_run_animation_state;
      47              :         }
      48              : 
      49            0 :         if (soldier.control.down) {
      50            0 :             return std::make_shared<LegsCrouchAnimationState>(animation_data_manager_);
      51              :         }
      52              : 
      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) {
      60            0 :             if (soldier.control.up) {
      61            0 :                 return std::make_shared<LegsJumpAnimationState>(animation_data_manager_);
      62              :             }
      63              : 
      64            0 :             if (soldier.control.down) {
      65            0 :                 return std::make_shared<LegsCrouchAnimationState>(animation_data_manager_);
      66              :             }
      67              : 
      68            0 :             return std::make_shared<LegsStandAnimationState>(animation_data_manager_);
      69              :         }
      70              : 
      71            0 :         return std::make_shared<LegsFallAnimationState>(animation_data_manager_);
      72            0 :     }
      73              : 
      74            0 :     return std::nullopt;
      75              : }
      76              : 
      77            0 : void LegsRollBackAnimationState::Update(Soldier& soldier, const PhysicsEvents& physics_events)
      78              : {
      79            0 :     soldier.stance = PhysicsConstants::STANCE_STAND;
      80              : 
      81            0 :     if (GetSpeed() > 1) {
      82            0 :         soldier.particle.velocity_.x /= (float)GetSpeed();
      83            0 :         soldier.particle.velocity_.y /= (float)GetSpeed();
      84              :     }
      85              : 
      86            0 :     if (soldier.on_ground) {
      87            0 :         glm::vec2 particle_force = soldier.particle.GetForce();
      88            0 :         soldier.particle.SetForce(
      89            0 :           { -(float)soldier.direction * PhysicsConstants::ROLLSPEED, particle_force.y });
      90              :     } else {
      91            0 :         glm::vec2 particle_force = soldier.particle.GetForce();
      92            0 :         soldier.particle.SetForce(
      93            0 :           { -(float)soldier.direction * 2.0F * PhysicsConstants::FLYSPEED, particle_force.y });
      94              :     }
      95              : 
      96            0 :     if ((GetFrame() > 1) && (GetFrame() < 8)) {
      97              :         // so apparently in soldat there's no difference between a RollBack and a backflip
      98              :         // if you press W during a Rollback in those frames then it pushes you up and therefore
      99              :         // it turns into a backflip. That's how also cannonballs works, if we release W fast enough,
     100              :         // it will turn into a RollBack
     101            0 :         if (soldier.control.up) {
     102            0 :             glm::vec2 particle_force = soldier.particle.GetForce();
     103            0 :             particle_force.y -= PhysicsConstants::JUMPDIRSPEED * 1.5F;
     104            0 :             particle_force.x *= 0.5;
     105            0 :             soldier.particle.SetForce(particle_force);
     106            0 :             soldier.particle.velocity_.x *= 0.8;
     107              :         }
     108              :     }
     109            0 : }
     110              : } // namespace Soldank
        

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