// load x bullets class LoopedChambering_EndLoop extends WeaponStartAction { override bool IsWaitingForActionFinish () { return true; } }; class LoopedChambering_Wait4ShowBullet2 extends WeaponStateBase { override bool IsWaitingForActionFinish () { return false; } }; class LoopedChambering extends WeaponStateBase { WeaponActions m_action; int m_startActionType; int m_endActionType; Magazine m_srcMagazine; /// source of the cartridge ref InventoryLocation m_srcMagazinePrevLocation; ref WeaponStateBase m_start; ref WeaponEjectCasing m_eject; ref WeaponChambering_Base m_chamber; ref LoopedChambering_Wait4ShowBullet2 m_w4sb2; ref WeaponStartAction m_endLoop; ref BulletHide_W4T m_hideB; void LoopedChambering (Weapon_Base w = NULL, WeaponStateBase parent = NULL, WeaponActions action = WeaponActions.NONE, int startActionType = -1, int endActionType = -1) { m_action = action; m_startActionType = startActionType; m_endActionType = endActionType; // setup nested state machine m_start = new WeaponChambering_Start(m_weapon, this, m_action, m_startActionType); m_eject = new WeaponEjectCasing(m_weapon, this); m_chamber = new WeaponChambering_Cartridge_ChambToMag(m_weapon, this); m_w4sb2 = LoopedChambering_Wait4ShowBullet2(m_weapon, this); m_hideB = new BulletHide_W4T(m_weapon, this); m_endLoop = new LoopedChambering_EndLoop(m_weapon, this, m_action, m_endActionType); // @NOTE: termination playing action - dummy? // events WeaponEventBase _fin_ = new WeaponEventHumanCommandActionFinished; WeaponEventContinuousLoadBulletStart __lS_ = new WeaponEventContinuousLoadBulletStart; WeaponEventContinuousLoadBulletEnd __lE_ = new WeaponEventContinuousLoadBulletEnd; WeaponEventAnimBulletShow __bs_ = new WeaponEventAnimBulletShow; WeaponEventAnimBulletHide __bh_ = new WeaponEventAnimBulletHide; WeaponEventAnimBulletEject __be_ = new WeaponEventAnimBulletEject; WeaponEventAnimBulletInMagazine __bM_ = new WeaponEventAnimBulletInMagazine; WeaponEventAnimBulletShow2 _bs2_ = new WeaponEventAnimBulletShow2; m_fsm = new WeaponFSM(this); // @NOTE: set owner of the submachine fsm m_fsm.AddTransition(new WeaponTransition(m_start, __be_, m_eject)); m_fsm.AddTransition(new WeaponTransition(m_start, __bs_, m_chamber)); m_fsm.AddTransition(new WeaponTransition(m_eject, __bs_, m_chamber)); m_fsm.AddTransition(new WeaponTransition(m_chamber, __bM_, m_w4sb2, NULL, new GuardAnd(new GuardAnd(new WeaponGuardHasAmmoInLoopedState(m_chamber), new WeaponGuardInternalMagazineHasRoomForBullet(m_weapon)),new WeaponGuardWeaponManagerWantContinue()))); m_fsm.AddTransition(new WeaponTransition(m_chamber, __bM_, m_endLoop)); m_fsm.AddTransition(new WeaponTransition(m_w4sb2, __bh_, m_hideB)); m_fsm.AddTransition(new WeaponTransition(m_hideB, __bs_, m_chamber)); m_fsm.AddTransition(new WeaponTransition(m_endLoop, _fin_, NULL)); // Safety exits m_fsm.AddTransition(new WeaponTransition(m_hideB, _fin_, null)); m_fsm.AddTransition(new WeaponTransition(m_w4sb2, _fin_, null)); m_fsm.AddTransition(new WeaponTransition(m_chamber, _fin_, null)); m_fsm.AddTransition(new WeaponTransition(m_eject , _fin_, null)); m_fsm.AddTransition(new WeaponTransition(m_start , _fin_, null)); m_fsm.SetInitialState(m_start); } override void OnEntry (WeaponEventBase e) { if (e != NULL) { m_srcMagazine = e.m_magazine; if (m_srcMagazine != NULL) { m_weapon.SelectionBulletHide(); InventoryLocation newSrc = new InventoryLocation; m_srcMagazine.GetInventory().GetCurrentInventoryLocation(newSrc); m_srcMagazinePrevLocation = newSrc; // move to LH InventoryLocation lhand = new InventoryLocation; lhand.SetAttachment(e.m_player, m_srcMagazine, InventorySlots.LEFTHAND); if (GameInventory.LocationSyncMoveEntity(newSrc, lhand)) { if (LogManager.IsWeaponLogEnable()) { wpnDebugPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChambering, ok - ammo pile removed from inv (inv->LHand)"); } } else Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChambering, error - cannot remove ammo pile from inv"); m_chamber.m_srcMagazine = m_srcMagazine; } else { Print("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChambering m_srcMagazine = NULL"); } } else { Print("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChambering (e=NULL), m_srcMagazine=" + m_srcMagazine.ToString()); } super.OnEntry(e); // @NOTE: super at the end (prevent override from submachine start) } override void OnExit (WeaponEventBase e) { bool done = false; if (m_srcMagazine) { e.m_player.GetInventory().ClearInventoryReservationEx( m_srcMagazine , m_srcMagazinePrevLocation ); InventoryLocation leftHandIl = new InventoryLocation; m_srcMagazine.GetInventory().GetCurrentInventoryLocation(leftHandIl); if (leftHandIl.IsValid()) { if (m_srcMagazinePrevLocation && m_srcMagazinePrevLocation.IsValid()) { if (vector.DistanceSq(m_srcMagazinePrevLocation.GetPos(), leftHandIl.GetPos()) < WeaponManager.MAX_DROP_MAGAZINE_DISTANCE_SQ) { if (GameInventory.LocationCanMoveEntity(leftHandIl,m_srcMagazinePrevLocation)) { if (GameInventory.LocationSyncMoveEntity(leftHandIl,m_srcMagazinePrevLocation)) { if (LogManager.IsWeaponLogEnable()) { wpnDebugPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChambering, ok - ammo pile removed from left hand to previous location (LHand->inv) - exit"); } done = true; } } } } if( !done) { InventoryLocation il = new InventoryLocation; e.m_player.GetInventory().FindFreeLocationFor( m_srcMagazine, FindInventoryLocationType.CARGO, il ); if(!il || !il.IsValid()) { if (DayZPlayerUtils.HandleDropMagazine(e.m_player, m_srcMagazine)) { if (LogManager.IsWeaponLogEnable()) { wpnDebugPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChambering, ok - no inventory space for ammo pile - dropped to ground - exit"); } } else Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChambering, error - cannot drop ammo pile from left hand after not found inventory space for ammo pile - exit"); } else { if (GameInventory.LocationSyncMoveEntity(leftHandIl, il)) { if (LogManager.IsWeaponLogEnable()) { wpnDebugPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChambering, ok - ammo pile removed from left hand (LHand->inv) - exit"); } } else Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChambering, error - cannot remove ammo pile from wpn - exit"); } } } } super.OnExit(e); m_srcMagazine = NULL; m_chamber.m_srcMagazine = NULL; m_srcMagazinePrevLocation = NULL; } override void OnAbort (WeaponEventBase e) { bool done = false; if (m_srcMagazine) { e.m_player.GetInventory().ClearInventoryReservationEx( m_srcMagazine , m_srcMagazinePrevLocation ); InventoryLocation leftHandIl = new InventoryLocation; m_srcMagazine.GetInventory().GetCurrentInventoryLocation(leftHandIl); if (leftHandIl.IsValid()) { if (m_srcMagazinePrevLocation && m_srcMagazinePrevLocation.IsValid()) { if (vector.DistanceSq(m_srcMagazinePrevLocation.GetPos(), leftHandIl.GetPos()) < WeaponManager.MAX_DROP_MAGAZINE_DISTANCE_SQ) { if (GameInventory.LocationCanMoveEntity(leftHandIl,m_srcMagazinePrevLocation)) { if (GameInventory.LocationSyncMoveEntity(leftHandIl,m_srcMagazinePrevLocation)) { if (LogManager.IsWeaponLogEnable()) { wpnDebugPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChambering, ok - ammo pile removed from left hand to previous location (LHand->inv) - abort"); } done = true; } } } } if( !done) { InventoryLocation il = new InventoryLocation; e.m_player.GetInventory().FindFreeLocationFor( m_srcMagazine, FindInventoryLocationType.CARGO, il ); if(!il || !il.IsValid()) { if (DayZPlayerUtils.HandleDropMagazine(e.m_player, m_srcMagazine)) { if (LogManager.IsWeaponLogEnable()) { wpnDebugPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChambering, ok - no inventory space for ammo pile - dropped to ground - abort"); } } else Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChambering, error - cannot drop ammo pile from left hand after not found inventory space for ammo pile - abort"); } else { if (GameInventory.LocationSyncMoveEntity(leftHandIl, il)) { if (LogManager.IsWeaponLogEnable()) { wpnDebugPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChambering, ok - ammo pile removed from left hand (LHand->inv) - abort"); } } else Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChambering, error - cannot remove ammo pile from wpn - abort"); } } } } super.OnAbort(e); m_srcMagazine = NULL; m_chamber.m_srcMagazine = NULL; m_srcMagazinePrevLocation = NULL; } override bool SaveCurrentFSMState (ParamsWriteContext ctx) { if (!super.SaveCurrentFSMState(ctx)) return false; if (!ctx.Write(m_srcMagazine)) { Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChambering.SaveCurrentFSMState: cannot save m_srcMagazine for weapon=" + m_weapon); return false; } if (!OptionalLocationWriteToContext(m_srcMagazinePrevLocation, ctx)) { Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChambering.SaveCurrentFSMState: cannot write m_srcMagazinePrevLocation for weapon=" + m_weapon); return false; } return true; } override bool LoadCurrentFSMState (ParamsReadContext ctx, int version) { if (!super.LoadCurrentFSMState(ctx, version)) return false; if (!ctx.Read(m_srcMagazine)) { Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChambering.LoadCurrentFSMState: cannot read m_srcMagazine for weapon=" + m_weapon); return false; } if (!OptionalLocationReadFromContext(m_srcMagazinePrevLocation, ctx)) { Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChambering.LoadCurrentFSMState: cannot read m_srcMagazinePrevLocation for weapon=" + m_weapon); return false; } return true; } }; class LoopedChamberingEjectLast extends WeaponStateBase { WeaponActions m_action; int m_startActionType; int m_endActionType; Magazine m_srcMagazine; /// source of the cartridge ref InventoryLocation m_srcMagazinePrevLocation; ref WeaponStateBase m_start; ref WeaponEjectCasing m_eject; ref WeaponChambering_Base m_chamber; ref LoopedChambering_Wait4ShowBullet2 m_w4sb2; ref WeaponStartAction m_endLoop; ref BulletHide_W4T m_hideB; ref WeaponChamberFromInnerMag_W4T m_chamberFromInnerMag; void LoopedChamberingEjectLast (Weapon_Base w = NULL, WeaponStateBase parent = NULL, WeaponActions action = WeaponActions.NONE, int startActionType = -1, int endActionType = -1) { m_action = action; m_startActionType = startActionType; m_endActionType = endActionType; // setup nested state machine m_start = new WeaponChambering_Start(m_weapon, this, m_action, m_startActionType); m_eject = new WeaponEjectCasing(m_weapon, this); m_chamber = new WeaponChambering_Cartridge_InnerMag(m_weapon, this); m_w4sb2 = new LoopedChambering_Wait4ShowBullet2(m_weapon, this); m_hideB = new BulletHide_W4T(m_weapon, this); m_chamberFromInnerMag = new WeaponChamberFromInnerMag_W4T(m_weapon, this); m_endLoop = new LoopedChambering_EndLoop(m_weapon, this, m_action, m_endActionType); // @NOTE: termination playing action - dummy? // events WeaponEventBase _fin_ = new WeaponEventHumanCommandActionFinished; WeaponEventContinuousLoadBulletStart __lS_ = new WeaponEventContinuousLoadBulletStart; WeaponEventContinuousLoadBulletEnd __lE_ = new WeaponEventContinuousLoadBulletEnd; WeaponEventAnimCocked __wc_ = new WeaponEventAnimCocked; WeaponEventAnimBulletShow __bs_ = new WeaponEventAnimBulletShow; WeaponEventAnimBulletHide __bh_ = new WeaponEventAnimBulletHide; WeaponEventAnimBulletEject __be_ = new WeaponEventAnimBulletEject; WeaponEventAnimBulletInMagazine __bM_ = new WeaponEventAnimBulletInMagazine; WeaponEventAnimBulletShow2 _bs2_ = new WeaponEventAnimBulletShow2; m_fsm = new WeaponFSM(this); // @NOTE: set owner of the submachine fsm m_fsm.AddTransition(new WeaponTransition(m_start , __bs_, m_chamber)); m_fsm.AddTransition(new WeaponTransition(m_chamber, __bM_, m_w4sb2, NULL, new GuardAnd(new GuardAnd(new WeaponGuardHasAmmoInLoopedState(m_chamber), new WeaponGuardInternalMagazineHasRoomForBullet(m_weapon)),new WeaponGuardWeaponManagerWantContinue()))); m_fsm.AddTransition(new WeaponTransition(m_chamber, __bM_, m_endLoop)); m_fsm.AddTransition(new WeaponTransition(m_w4sb2, __bh_, m_hideB)); m_fsm.AddTransition(new WeaponTransition(m_hideB, __bs_, m_chamber)); m_fsm.AddTransition(new WeaponTransition(m_endLoop, _fin_, NULL)); m_fsm.AddTransition(new WeaponTransition(m_hideB, __be_, m_eject)); m_fsm.AddTransition(new WeaponTransition(m_endLoop, __be_, m_eject)); m_fsm.AddTransition(new WeaponTransition(m_eject, __wc_, m_chamberFromInnerMag)); m_fsm.AddTransition(new WeaponTransition(m_chamberFromInnerMag, _fin_, NULL)); // Safety exits m_fsm.AddTransition(new WeaponTransition(m_hideB, _fin_, null)); m_fsm.AddTransition(new WeaponTransition(m_w4sb2, _fin_, null)); m_fsm.AddTransition(new WeaponTransition(m_chamber, _fin_, null)); m_fsm.AddTransition(new WeaponTransition(m_eject , _fin_, null)); m_fsm.AddTransition(new WeaponTransition(m_start , _fin_, null)); m_fsm.SetInitialState(m_start); } override void OnEntry (WeaponEventBase e) { if (e != NULL) { m_srcMagazine = e.m_magazine; if (m_srcMagazine != NULL) { InventoryLocation newSrc = new InventoryLocation; m_srcMagazine.GetInventory().GetCurrentInventoryLocation(newSrc); m_srcMagazinePrevLocation = newSrc; // move to LH InventoryLocation lhand = new InventoryLocation; lhand.SetAttachment(e.m_player, m_srcMagazine, InventorySlots.LEFTHAND); if (GameInventory.LocationSyncMoveEntity(newSrc, lhand)) { if (LogManager.IsWeaponLogEnable()) { wpnDebugPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChamberingEjectLast, ok - ammo pile removed from inv (inv->LHand)"); } } else Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChamberingEjectLast, error - cannot remove ammo pile from inv"); m_chamber.m_srcMagazine = m_srcMagazine; } else { Print("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChamberingEjectLast m_srcMagazine = NULL"); } } else { Print("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChamberingEjectLast (e=NULL), m_srcMagazine=" + m_srcMagazine.ToString()); } super.OnEntry(e); // @NOTE: super at the end (prevent override from submachine start) } override void OnExit (WeaponEventBase e) { bool done = false; if (m_srcMagazine) { e.m_player.GetInventory().ClearInventoryReservationEx( m_srcMagazine , m_srcMagazinePrevLocation ); InventoryLocation leftHandIl = new InventoryLocation; m_srcMagazine.GetInventory().GetCurrentInventoryLocation(leftHandIl); if (leftHandIl.IsValid()) { if (m_srcMagazinePrevLocation && m_srcMagazinePrevLocation.IsValid()) { if (vector.DistanceSq(m_srcMagazinePrevLocation.GetPos(), leftHandIl.GetPos()) < WeaponManager.MAX_DROP_MAGAZINE_DISTANCE_SQ) { if (GameInventory.LocationCanMoveEntity(leftHandIl,m_srcMagazinePrevLocation)) { if (GameInventory.LocationSyncMoveEntity(leftHandIl,m_srcMagazinePrevLocation)) { if (LogManager.IsWeaponLogEnable()) { wpnDebugPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChamberingEjectLast, ok - ammo pile removed from left hand to previous location (LHand->inv) - exit"); } done = true; } } } } if (!done) { InventoryLocation il = new InventoryLocation; e.m_player.GetInventory().FindFreeLocationFor( m_srcMagazine, FindInventoryLocationType.CARGO, il ); if (!il || !il.IsValid()) { if (DayZPlayerUtils.HandleDropMagazine(e.m_player, m_srcMagazine)) { if (LogManager.IsWeaponLogEnable()) { wpnDebugPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChamberingEjectLast, ok - no inventory space for ammo pile - dropped to ground - exit"); } } else Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChamberingEjectLast, error - cannot drop ammo pile from left hand after not found inventory space for ammo pile - exit"); } else { if (GameInventory.LocationSyncMoveEntity(leftHandIl, il)) { if (LogManager.IsWeaponLogEnable()) { wpnDebugPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChamberingEjectLast, ok - ammo pile removed from left hand (LHand->inv) - exit"); } } else Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChamberingEjectLast, error - cannot remove ammo pile from wpn - exit"); } } } } super.OnExit(e); m_srcMagazine = NULL; m_chamber.m_srcMagazine = NULL; m_srcMagazinePrevLocation = NULL; } override void OnAbort (WeaponEventBase e) { bool done = false; if (m_srcMagazine) { e.m_player.GetInventory().ClearInventoryReservationEx( m_srcMagazine , m_srcMagazinePrevLocation ); InventoryLocation leftHandIl = new InventoryLocation; m_srcMagazine.GetInventory().GetCurrentInventoryLocation(leftHandIl); if (leftHandIl.IsValid()) { if (m_srcMagazinePrevLocation && m_srcMagazinePrevLocation.IsValid()) { if (vector.DistanceSq(m_srcMagazinePrevLocation.GetPos(), leftHandIl.GetPos()) < WeaponManager.MAX_DROP_MAGAZINE_DISTANCE_SQ) { if (GameInventory.LocationCanMoveEntity(leftHandIl,m_srcMagazinePrevLocation)) { if (GameInventory.LocationSyncMoveEntity(leftHandIl,m_srcMagazinePrevLocation)) { if (LogManager.IsWeaponLogEnable()) { wpnDebugPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChamberingEjectLast, ok - ammo pile removed from left hand to previous location (LHand->inv) - abort"); } done = true; } } } } if (!done) { InventoryLocation il = new InventoryLocation; e.m_player.GetInventory().FindFreeLocationFor( m_srcMagazine, FindInventoryLocationType.CARGO, il ); if (!il || !il.IsValid()) { if (DayZPlayerUtils.HandleDropMagazine(e.m_player, m_srcMagazine)) { if (LogManager.IsWeaponLogEnable()) { wpnDebugPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChamberingEjectLast, ok - no inventory space for ammo pile - dropped to ground - abort"); } } else Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChamberingEjectLast, error - cannot drop ammo pile from left hand after not found inventory space for ammo pile - abort"); } else { if (GameInventory.LocationSyncMoveEntity(leftHandIl, il)) { if (LogManager.IsWeaponLogEnable()) { wpnDebugPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChamberingEjectLast, ok - ammo pile removed from left hand (LHand->inv) - abort"); } } else Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChamberingEjectLast, error - cannot remove ammo pile from wpn - abort"); } } } } super.OnAbort(e); m_srcMagazine = NULL; m_chamber.m_srcMagazine = NULL; m_srcMagazinePrevLocation = NULL; } override bool SaveCurrentFSMState (ParamsWriteContext ctx) { if (!super.SaveCurrentFSMState(ctx)) return false; if (!ctx.Write(m_srcMagazine)) { Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChamberingEjectLast.SaveCurrentFSMState: cannot save m_srcMagazine for weapon=" + m_weapon); return false; } if (!OptionalLocationWriteToContext(m_srcMagazinePrevLocation, ctx)) { Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChamberingEjectLast.SaveCurrentFSMState: cannot write m_srcMagazinePrevLocation for weapon=" + m_weapon); return false; } return true; } override bool LoadCurrentFSMState (ParamsReadContext ctx, int version) { if (!super.LoadCurrentFSMState(ctx, version)) return false; if (!ctx.Read(m_srcMagazine)) { Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChamberingEjectLast.LoadCurrentFSMState: cannot read m_srcMagazine for weapon=" + m_weapon); return false; } if (!OptionalLocationReadFromContext(m_srcMagazinePrevLocation, ctx)) { Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChamberingEjectLast.LoadCurrentFSMState: cannot read m_srcMagazinePrevLocation for weapon=" + m_weapon); return false; } return true; } };