LCOV - code coverage report
Current view: top level - core/animations/states - LegsRunBackAnimationState.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 % 3 0

            Line data    Source code
       1              : #include "core/animations/states/LegsRunBackAnimationState.hpp"
       2              : 
       3              : #include "core/animations/states/LegsStandAnimationState.hpp"
       4              : #include "core/animations/states/LegsRunAnimationState.hpp"
       5              : #include "core/animations/states/LegsFallAnimationState.hpp"
       6              : #include "core/animations/states/LegsJumpSideAnimationState.hpp"
       7              : #include "core/animations/states/LegsJumpAnimationState.hpp"
       8              : #include "core/animations/states/LegsProneAnimationState.hpp"
       9              : 
      10              : #include "core/animations/states/CommonAnimationStateTransitions.hpp"
      11              : 
      12              : #include "core/physics/Constants.hpp"
      13              : #include "core/entities/Soldier.hpp"
      14              : 
      15              : namespace Soldank
      16              : {
      17            0 : LegsRunBackAnimationState::LegsRunBackAnimationState(
      18            0 :   const AnimationDataManager& animation_data_manager)
      19            0 :     : AnimationState(animation_data_manager.Get(AnimationType::RunBack))
      20            0 :     , animation_data_manager_(animation_data_manager)
      21              : {
      22            0 : }
      23              : 
      24            0 : std::optional<std::shared_ptr<AnimationState>> LegsRunBackAnimationState::HandleInput(
      25              :   Soldier& soldier)
      26              : {
      27            0 :     if (soldier.control.prone) {
      28            0 :         return std::make_shared<LegsProneAnimationState>(animation_data_manager_);
      29              :     }
      30              : 
      31            0 :     if (soldier.on_ground) {
      32              :         auto maybe_rolling_animation_state =
      33            0 :           CommonAnimationStateTransitions::TryTransitionToRolling(soldier, animation_data_manager_);
      34            0 :         if (maybe_rolling_animation_state.has_value()) {
      35            0 :             return *maybe_rolling_animation_state;
      36              :         }
      37            0 :     }
      38              : 
      39            0 :     if (!soldier.control.left && !soldier.control.right) {
      40            0 :         if (soldier.on_ground) {
      41            0 :             if (soldier.control.up) {
      42            0 :                 return std::make_shared<LegsJumpAnimationState>(animation_data_manager_);
      43              :             }
      44            0 :             return std::make_shared<LegsStandAnimationState>(animation_data_manager_);
      45              :         }
      46              : 
      47            0 :         if (soldier.control.up) {
      48            0 :             return std::nullopt;
      49              :         }
      50              : 
      51            0 :         return std::make_shared<LegsFallAnimationState>(animation_data_manager_);
      52              :     }
      53              : 
      54            0 :     if (soldier.control.up && soldier.on_ground) {
      55            0 :         soldier.control.was_running_left = soldier.control.left;
      56            0 :         return std::make_shared<LegsJumpSideAnimationState>(animation_data_manager_);
      57              :     }
      58              : 
      59            0 :     if (soldier.control.left && soldier.direction == -1) {
      60            0 :         return std::make_shared<LegsRunAnimationState>(animation_data_manager_);
      61              :     }
      62              : 
      63            0 :     if (soldier.control.right && soldier.direction == 1) {
      64            0 :         return std::make_shared<LegsRunAnimationState>(animation_data_manager_);
      65              :     }
      66              : 
      67              :     // if using jets, reset animation because first frame looks like "directional" jetting
      68            0 :     if (soldier.control.jets && soldier.jets_count > 0) {
      69            0 :         if (soldier.control.up) {
      70            0 :             return std::make_shared<LegsFallAnimationState>(animation_data_manager_);
      71              :         }
      72              : 
      73            0 :         return std::make_shared<LegsRunBackAnimationState>(animation_data_manager_);
      74              :     }
      75              : 
      76            0 :     return std::nullopt;
      77              : }
      78              : 
      79            0 : void LegsRunBackAnimationState::Update(Soldier& soldier, const PhysicsEvents& /*physics_events*/)
      80              : {
      81            0 :     soldier.stance = PhysicsConstants::STANCE_STAND;
      82              : 
      83            0 :     if (soldier.control.left && !soldier.control.up && soldier.direction == 1) {
      84            0 :         glm::vec2 particle_force = soldier.particle.GetForce();
      85            0 :         if (soldier.on_ground) {
      86            0 :             particle_force.x = -PhysicsConstants::RUNSPEED;
      87            0 :             particle_force.y = -PhysicsConstants::RUNSPEEDUP;
      88              :         } else {
      89            0 :             particle_force.x = -PhysicsConstants::FLYSPEED;
      90              :         }
      91            0 :         soldier.particle.SetForce(particle_force);
      92            0 :     } else if (soldier.control.right && !soldier.control.up && soldier.direction == -1) {
      93            0 :         if (soldier.on_ground) {
      94            0 :             glm::vec2 particle_force = soldier.particle.GetForce();
      95            0 :             particle_force.x = PhysicsConstants::RUNSPEED;
      96            0 :             particle_force.y = -PhysicsConstants::RUNSPEEDUP;
      97            0 :             soldier.particle.SetForce(particle_force);
      98              :         } else {
      99            0 :             glm::vec2 particle_force = soldier.particle.GetForce();
     100            0 :             particle_force.x = PhysicsConstants::FLYSPEED;
     101            0 :             soldier.particle.SetForce(particle_force);
     102              :         }
     103              :     }
     104            0 : }
     105              : } // namespace Soldank
        

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