LCOV - code coverage report
Current view: top level - core/animations/states - LegsStandAnimationState.cpp (source / functions) Coverage Total Hit
Test: coverage-src.info Lines: 0.0 % 23 0
Test Date: 2025-12-21 01:16:59 Functions: 0.0 % 3 0

            Line data    Source code
       1              : #include "core/animations/states/LegsStandAnimationState.hpp"
       2              : 
       3              : #include "core/animations/states/LegsCrouchAnimationState.hpp"
       4              : #include "core/animations/states/LegsProneAnimationState.hpp"
       5              : #include "core/animations/states/LegsRunBackAnimationState.hpp"
       6              : #include "core/animations/states/LegsRunAnimationState.hpp"
       7              : #include "core/animations/states/LegsFallAnimationState.hpp"
       8              : #include "core/animations/states/LegsJumpAnimationState.hpp"
       9              : #include "core/animations/states/LegsJumpSideAnimationState.hpp"
      10              : 
      11              : #include "core/animations/states/CommonAnimationStateTransitions.hpp"
      12              : 
      13              : #include "core/animations/AnimationData.hpp"
      14              : #include "core/entities/Soldier.hpp"
      15              : #include "core/physics/Constants.hpp"
      16              : 
      17              : namespace Soldank
      18              : {
      19            0 : LegsStandAnimationState::LegsStandAnimationState(const AnimationDataManager& animation_data_manager)
      20            0 :     : AnimationState(animation_data_manager.Get(AnimationType::Stand))
      21            0 :     , animation_data_manager_(animation_data_manager)
      22              : {
      23            0 : }
      24              : 
      25            0 : std::optional<std::shared_ptr<AnimationState>> LegsStandAnimationState::HandleInput(
      26              :   Soldier& soldier)
      27              : {
      28            0 :     if (soldier.control.prone) {
      29            0 :         return std::make_shared<LegsProneAnimationState>(animation_data_manager_);
      30              :     }
      31              : 
      32            0 :     if (soldier.control.up && soldier.on_ground) {
      33            0 :         if (soldier.control.left || soldier.control.right) {
      34            0 :             return std::make_shared<LegsJumpSideAnimationState>(animation_data_manager_);
      35              :         }
      36            0 :         return std::make_shared<LegsJumpAnimationState>(animation_data_manager_);
      37              :     }
      38              : 
      39              :     auto maybe_running_animation_state =
      40            0 :       CommonAnimationStateTransitions::TryTransitionToRunning(soldier, animation_data_manager_);
      41            0 :     if (maybe_running_animation_state.has_value()) {
      42            0 :         return *maybe_running_animation_state;
      43              :     }
      44              : 
      45            0 :     if (!soldier.on_ground) {
      46            0 :         return std::make_shared<LegsFallAnimationState>(animation_data_manager_);
      47              :     }
      48              : 
      49            0 :     if (soldier.control.down) {
      50            0 :         return std::make_shared<LegsCrouchAnimationState>(animation_data_manager_);
      51              :     }
      52              : 
      53            0 :     return std::nullopt;
      54            0 : }
      55              : 
      56            0 : void LegsStandAnimationState::Update(Soldier& soldier, const PhysicsEvents& physics_events)
      57              : {
      58            0 :     soldier.stance = PhysicsConstants::STANCE_STAND;
      59            0 : }
      60              : } // namespace Soldank
        

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