enum PumpShotgunAnimState { DEFAULT = 0, ///< default weapon state, closed and discharged }; enum PumpShotgunStableStateID { UNKNOWN = 0, Empty = 1, Fireout = 2, Loaded = 3, Jammed = 4, } class PumpShotgunEmpty extends WeaponStableState { override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " { Empty E"); } super.OnEntry(e); } override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } Empty E"); } } override int GetCurrentStateID () { return PumpShotgunStableStateID.Empty; } override bool HasBullet () { return false; } override bool HasMagazine () { return false; } override bool IsJammed () { return false; } override bool IsRepairEnabled () { return true; } override void InitMuzzleArray () { m_muzzleHasBullet = {MuzzleState.E}; } }; class PumpShotgunFireout extends WeaponStableState { override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " { Fireout F"); } super.OnEntry(e); } override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } Fireout F"); } } override int GetCurrentStateID () { return PumpShotgunStableStateID.Fireout; } override bool HasBullet () { return true; } override bool HasMagazine () { return false; } override bool IsJammed () { return false; } override bool IsRepairEnabled () { return true; } override void InitMuzzleArray () { m_muzzleHasBullet = {MuzzleState.F}; } }; class PumpShotgunLoaded extends WeaponStableState { override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " { Loaded C"); } super.OnEntry(e); } override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } Loaded C"); } } override int GetCurrentStateID () { return PumpShotgunStableStateID.Loaded; } override bool HasBullet () { return true; } override bool HasMagazine () { return false; } override bool IsJammed () { return false; } override bool IsRepairEnabled () { return true; } override void InitMuzzleArray () { m_muzzleHasBullet = {MuzzleState.L}; } }; class PumpShotgunJammed extends WeaponStateJammed { override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " { Jammed L_J"); } super.OnEntry(e); } override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } Jammed L_J"); } } override int GetCurrentStateID () { return PumpShotgunStableStateID.Jammed; } override bool HasBullet () { return true; } override bool HasMagazine () { return false; } override bool IsJammed () { return true; } override bool IsBoltOpen () { return true; } override bool IsRepairEnabled () { return true; } override void InitMuzzleArray () { m_muzzleHasBullet = {MuzzleState.F}; } }; /**@class Mp133Shotgun_Base * @brief basic mp5 submachine gun **/ class Mp133Shotgun_Base : Rifle_Base { ref WeaponStableState E; ref WeaponStableState F; ref WeaponStableState L; ref WeaponStableState J; void Mp133Shotgun () { } override RecoilBase SpawnRecoilObject() { return new Mp133Recoil(this); } override void InitStateMachine () { // setup abilities m_abilities.Insert(new AbilityRecord(WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED)); m_abilities.Insert(new AbilityRecord(WeaponActions.UNJAMMING, WeaponActionUnjammingTypes.UNJAMMING_START)); m_abilities.Insert(new AbilityRecord(WeaponActions.UNJAMMING, WeaponActionUnjammingTypes.UNJAMMING_END)); m_abilities.Insert(new AbilityRecord(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_NORMAL)); m_abilities.Insert(new AbilityRecord(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_DRY)); m_abilities.Insert(new AbilityRecord(WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_STARTLOOPABLE_SHOTGUN_COCKED)); m_abilities.Insert(new AbilityRecord(WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_STARTLOOPABLE_SHOTGUN_UNCOCKED)); m_abilities.Insert(new AbilityRecord(WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_ENDLOOPABLE)); // basic weapon states E = new PumpShotgunEmpty(this, NULL, PumpShotgunAnimState.DEFAULT); F = new PumpShotgunFireout(this, NULL, PumpShotgunAnimState.DEFAULT); L = new PumpShotgunLoaded(this, NULL, PumpShotgunAnimState.DEFAULT); J = new PumpShotgunJammed(this, NULL, PumpShotgunAnimState.DEFAULT); //-------------------------------------------------------------------------------------- WeaponStateBase Mech_E = new WeaponChargingInnerMag(this, NULL, WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED); WeaponStateBase Mech_F = new WeaponChargingInnerMag(this, NULL, WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED); WeaponStateBase Mech_L = new WeaponChargingInnerMag(this, NULL, WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED); LoopedChamberingEjectLast Chamber_E = new LoopedChamberingEjectLast(this, NULL, WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_STARTLOOPABLE_SHOTGUN_UNCOCKED, WeaponActionChamberingTypes.CHAMBERING_ENDLOOPABLE); LoopedChamberingEjectLast Chamber_F = new LoopedChamberingEjectLast(this, NULL, WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_STARTLOOPABLE_SHOTGUN_UNCOCKED, WeaponActionChamberingTypes.CHAMBERING_ENDLOOPABLE); LoopedChamberingEjectLast Chamber_L = new LoopedChamberingEjectLast(this, NULL, WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_STARTLOOPABLE_SHOTGUN_COCKED, WeaponActionChamberingTypes.CHAMBERING_ENDLOOPABLE); WeaponStateBase Unjam_J = new WeaponUnjamming(this, NULL, WeaponActions.UNJAMMING, WeaponActionUnjammingTypes.UNJAMMING_START); WeaponStateBase Trigger_E = new WeaponDryFire(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_DRY); WeaponStateBase Trigger_F = new WeaponDryFire(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_DRY); WeaponStateBase Trigger_L = new WeaponFire(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_NORMAL); WeaponStateBase Trigger_J = new WeaponDryFire(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_DRY); WeaponStateBase Trigger_LJ = new WeaponFire(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_JAM); WeaponEventBase _fin_ = new WeaponEventHumanCommandActionFinished; WeaponEventBase __L__ = new WeaponEventLoad1Bullet; WeaponEventBase __T__ = new WeaponEventTrigger; WeaponEventBase __TJ_ = new WeaponEventTriggerToJam; WeaponEventBase __U__ = new WeaponEventUnjam; WeaponEventBase __M__ = new WeaponEventMechanism; WeaponEventBase _abt_ = new WeaponEventHumanCommandActionAborted; WeaponEventBase _rto_ = new WeaponEventReloadTimeout; WeaponEventBase _dto_ = new WeaponEventDryFireTimeout; m_fsm = new WeaponFSM(); // Mechanism m_fsm.AddTransition(new WeaponTransition( E, __M__, Mech_L)); //---------------------------------------- m_fsm.AddTransition(new WeaponTransition( L, __M__, Mech_L)); m_fsm.AddTransition(new WeaponTransition( Mech_L, _fin_, E, NULL, new WeaponGuardCurrentChamberEmpty(this))); m_fsm.AddTransition(new WeaponTransition( Mech_L, _fin_, L)); m_fsm.AddTransition(new WeaponTransition( Mech_L, _abt_, E, NULL, new WeaponGuardCurrentChamberEmpty(this))); m_fsm.AddTransition(new WeaponTransition( Mech_L, _abt_, L)); m_fsm.AddTransition(new WeaponTransition( F, __M__, Mech_F)); m_fsm.AddTransition(new WeaponTransition( Mech_F, _fin_, E, NULL, new WeaponGuardCurrentChamberEmpty(this))); m_fsm.AddTransition(new WeaponTransition( Mech_F, _fin_, F, NULL, new WeaponGuardCurrentChamberFiredOut(this))); m_fsm.AddTransition(new WeaponTransition( Mech_F, _fin_, L)); m_fsm.AddTransition(new WeaponTransition( Mech_F, _abt_, E, NULL, new WeaponGuardCurrentChamberEmpty(this))); m_fsm.AddTransition(new WeaponTransition( Mech_F, _abt_, F, NULL, new WeaponGuardCurrentChamberFiredOut(this))); m_fsm.AddTransition(new WeaponTransition( Mech_F, _abt_, L)); //---------------------------------------- m_fsm.AddTransition(new WeaponTransition( E, __L__, Chamber_E)); m_fsm.AddTransition(new WeaponTransition( Chamber_E, _fin_, E, NULL, new WeaponGuardCurrentChamberEmpty(this))); m_fsm.AddTransition(new WeaponTransition( Chamber_E, _fin_, L)); m_fsm.AddTransition(new WeaponTransition( Chamber_E, _abt_, E, NULL, new WeaponGuardCurrentChamberEmpty(this))); m_fsm.AddTransition(new WeaponTransition( Chamber_E, _abt_, L)); m_fsm.AddTransition(new WeaponTransition( L, __L__, Chamber_L, NULL, new GuardNot(new WeaponGuardInnerMagazineFull(this)))); m_fsm.AddTransition(new WeaponTransition( Chamber_L, _fin_, L)); m_fsm.AddTransition(new WeaponTransition( Chamber_L, _abt_, L)); m_fsm.AddTransition(new WeaponTransition( F, __L__, Chamber_F, NULL, new GuardNot(new WeaponGuardInnerMagazineFull(this)))); m_fsm.AddTransition(new WeaponTransition( Chamber_F, _fin_, F, NULL, new WeaponGuardCurrentChamberFiredOut(this))); m_fsm.AddTransition(new WeaponTransition( Chamber_F, _fin_, L)); m_fsm.AddTransition(new WeaponTransition( Chamber_F, _abt_, F, NULL, new WeaponGuardCurrentChamberFiredOut(this))); m_fsm.AddTransition(new WeaponTransition( Chamber_F, _abt_, L)); //------------------------------------------- m_fsm.AddTransition(new WeaponTransition( J, __U__, Unjam_J)); m_fsm.AddTransition(new WeaponTransition( Unjam_J, _fin_, J, NULL, new WeaponGuardJammed(this))); m_fsm.AddTransition(new WeaponTransition( Unjam_J, _fin_, E, NULL, new WeaponGuardCurrentChamberEmpty(this))); m_fsm.AddTransition(new WeaponTransition( Unjam_J, _fin_, L)); m_fsm.AddTransition(new WeaponTransition( Unjam_J, _abt_, J, NULL, new WeaponGuardJammed(this))); m_fsm.AddTransition(new WeaponTransition( Unjam_J, _abt_, E, NULL, new WeaponGuardCurrentChamberEmpty(this))); m_fsm.AddTransition(new WeaponTransition( Unjam_J, _abt_, L)); //----------------------------------------- // fire m_fsm.AddTransition(new WeaponTransition( E, __T__, Trigger_E)); // fire.cocked m_fsm.AddTransition(new WeaponTransition( Trigger_E, _fin_, E)); m_fsm.AddTransition(new WeaponTransition( Trigger_E, _dto_, E)); m_fsm.AddTransition(new WeaponTransition( Trigger_E, _abt_, E)); m_fsm.AddTransition(new WeaponTransition( L, __T__, Trigger_L)); // fire.cocked m_fsm.AddTransition(new WeaponTransition( Trigger_L, _fin_, F)); m_fsm.AddTransition(new WeaponTransition( Trigger_L, _rto_, F)); m_fsm.AddTransition(new WeaponTransition( Trigger_L, _abt_, F)); m_fsm.AddTransition(new WeaponTransition( L, __TJ_, Trigger_LJ)); // fire.cocked m_fsm.AddTransition(new WeaponTransition( Trigger_LJ, _fin_, J)); m_fsm.AddTransition(new WeaponTransition( Trigger_LJ, _rto_, J)); m_fsm.AddTransition(new WeaponTransition( Trigger_LJ, _abt_, J)); m_fsm.AddTransition(new WeaponTransition( F, __T__, Trigger_F)); // fire.cocked m_fsm.AddTransition(new WeaponTransition( Trigger_F, _fin_, F)); m_fsm.AddTransition(new WeaponTransition( Trigger_F, _dto_, F)); m_fsm.AddTransition(new WeaponTransition( Trigger_F, _abt_, F)); m_fsm.AddTransition(new WeaponTransition( J, __T__, Trigger_J)); // fire.cocked m_fsm.AddTransition(new WeaponTransition( Trigger_J, _fin_, J)); m_fsm.AddTransition(new WeaponTransition( Trigger_J, _dto_, J)); m_fsm.AddTransition(new WeaponTransition( Trigger_J, _abt_, J)); //----------------------------------------- SetInitialState(E); SelectionBulletHide(); HideMagazine(); m_fsm.Start(); } override bool CanChamberBullet (int muzzleIndex, Magazine mag) { return CanChamberFromMag(muzzleIndex, mag) && !IsInternalMagazineFull(muzzleIndex); } override void SetActions() { super.SetActions(); AddAction(FirearmActionLoadMultiBullet); RemoveAction(FirearmActionLoadBulletQuick); // Easy reload AddAction(FirearmActionLoadMultiBulletQuick); // Easy reload } //Debug menu Spawn Ground Special override void OnDebugSpawn() { super.OnDebugSpawn(); GameInventory inventory = GetInventory(); inventory.CreateInInventory( "FNP45_MRDSOptic" ); inventory.CreateInInventory( "Battery9V" ); EntityAI entity; if ( Class.CastTo(entity, this) ) { entity.SpawnEntityOnGroundPos("Ammo_12gaPellets", entity.GetPosition()); } } };