handanimatedforceswapping.c 9.5 KB

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  1. // When editing this, take a look at HandAnimatedMoveToDst_W4T_Basic as well
  2. // They can not be inherited from each other because of different inheritance
  3. class HandAnimatedMoveToDst_W4T_Basic extends HandStateBase
  4. {
  5. ref InventoryLocation m_Dst;
  6. override void OnEntry(HandEventBase e)
  7. {
  8. Man player = e.m_Player;
  9. if (m_Dst && m_Dst.IsValid())
  10. {
  11. EntityAI item = m_Dst.GetItem();
  12. InventoryLocation src = new InventoryLocation;
  13. if (item.GetInventory().GetCurrentInventoryLocation(src))
  14. {
  15. if (GameInventory.LocationSyncMoveEntity(src, m_Dst))
  16. {
  17. player.OnItemInHandsChanged();
  18. }
  19. else
  20. {
  21. #ifdef ENABLE_LOGGING
  22. if ( LogManager.IsInventoryHFSMLogEnable() )
  23. {
  24. Debug.InventoryHFSMLog("[hndfsm] HandAnimatedMoveToDst_W4T_Basic - not allowed");
  25. }
  26. #endif
  27. }
  28. }
  29. else
  30. Error("[hndfsm] " + Object.GetDebugName(e.m_Player) + " STS = " + e.m_Player.GetSimulationTimeStamp() + " HandAnimatedMoveToDst_W4T_Basic - item " + item + " has no Inventory or Location, inv=" + item.GetInventory());
  31. }
  32. else
  33. Error("[hndfsm] HandAnimatedMoveToDst_W4T_Basic - event has no valid m_Dst");
  34. super.OnEntry(e);
  35. }
  36. override void OnAbort(HandEventBase e)
  37. {
  38. m_Dst = null;
  39. super.OnAbort(e);
  40. }
  41. override void OnExit(HandEventBase e)
  42. {
  43. m_Dst = null;
  44. super.OnExit(e);
  45. }
  46. override bool IsWaitingForActionFinish() { return true; }
  47. };
  48. class HandForceSwappingAnimated_Show extends HandStartAction
  49. {
  50. ref InventoryLocation m_Src1 = null;
  51. ref InventoryLocation m_Src2 = null;
  52. ref InventoryLocation m_Dst1 = null;
  53. ref InventoryLocation m_Dst2 = null;
  54. void HandForceSwapingAnimated_Show(Man player = null, HandStateBase parent = null, WeaponActions action = WeaponActions.NONE, int actionType = -1) { }
  55. override void OnEntry(HandEventBase e)
  56. {
  57. if (m_Src1 && m_Src2 && m_Dst1 && m_Dst2)
  58. {
  59. //InventoryLocation dummy;
  60. //dummy.Copy(m_Dst2);
  61. //if (GameInventory.CanForceSwapEntitiesEx(m_Src1.GetItem(), m_Dst1, m_Src2.GetItem(), dummy) && dummy == m_Dst2)
  62. //{
  63. //! TODO(kumarjac): THIS IS WHAT IS BEING CALLED FOR SOME REASON!!!!!
  64. GameInventory.LocationSwap(m_Src1, m_Src2, m_Dst1, m_Dst2);
  65. e.m_Player.OnItemInHandsChanged();
  66. //}
  67. //else
  68. //{
  69. // if (LogManager.IsInventoryHFSMLogEnable()) hndDebugPrint("[hndfsm] HandForceSwapingAnimated_Show - not allowed");
  70. //}
  71. }
  72. else
  73. Error("[hndfsm] HandForceSwappingAnimated_Show is not properly configured!");
  74. super.OnEntry(e);
  75. }
  76. override void OnAbort(HandEventBase e)
  77. {
  78. m_Src1 = null;
  79. m_Src2 = null;
  80. m_Dst1 = null;
  81. m_Dst2 = null;
  82. super.OnAbort(e);
  83. }
  84. override void OnExit(HandEventBase e)
  85. {
  86. m_Src1 = null;
  87. m_Src2 = null;
  88. m_Dst1 = null;
  89. m_Dst2 = null;
  90. super.OnExit(e);
  91. }
  92. override bool IsWaitingForActionFinish() { return true; }
  93. };
  94. class HandAnimatedForceSwapping extends HandStateBase
  95. {
  96. ref InventoryLocation m_Src1 = null;
  97. ref InventoryLocation m_Src2 = null;
  98. ref InventoryLocation m_Dst1 = null;
  99. ref InventoryLocation m_Dst2 = null;
  100. ref HandStartHidingAnimated m_Start;
  101. ref HandAnimatedMoveToDst_W4T m_Show;
  102. ref HandAnimatedMoveToDst_W4T_Basic m_Hide;
  103. void HandAnimatedForceSwapping(Man player = null, HandStateBase parent = null)
  104. {
  105. // setup nested state machine
  106. m_Start = new HandStartHidingAnimated(player, this, WeaponActions.HIDE, -1);
  107. m_Show = new HandAnimatedMoveToDst_W4T(player, this, WeaponActions.SHOW, -1);
  108. m_Hide = new HandAnimatedMoveToDst_W4T_Basic(player, this);
  109. // events:
  110. HandEventBase _fin_ = new HandEventHumanCommandActionFinished;
  111. HandEventBase _AEh_ = new HandAnimEventChanged;
  112. HandEventBase __Xd_ = new HandEventDestroyed;
  113. m_FSM = new HandFSM(this); // @NOTE: set owner of the submachine fsm
  114. m_FSM.AddTransition(new HandTransition( m_Start, _AEh_, m_Hide ));
  115. m_FSM.AddTransition(new HandTransition( m_Hide, _AEh_, m_Show )); // no animation in Hide step
  116. m_FSM.AddTransition(new HandTransition( m_Show, _fin_, null ));
  117. m_FSM.AddTransition(new HandTransition( m_Hide, _fin_, null ));
  118. m_FSM.AddTransition(new HandTransition( m_Show, __Xd_, null ));
  119. m_FSM.AddTransition(new HandTransition( m_Hide, __Xd_, null ));
  120. m_FSM.SetInitialState(m_Start);
  121. }
  122. override void OnEntry(HandEventBase e)
  123. {
  124. HandEventForceSwap efs = HandEventForceSwap.Cast(e);
  125. if (efs)
  126. {
  127. if ( efs.GetSrc().GetType() == InventoryLocationType.HANDS )
  128. {
  129. m_Start.m_ActionType = efs.m_AnimationID;
  130. m_Src1 = efs.GetSrc();
  131. m_Src2 = efs.m_Src2;
  132. m_Dst1 = efs.GetDst();
  133. m_Dst2 = efs.m_Dst2;
  134. m_Show.m_ActionType = efs.m_Animation2ID;
  135. }
  136. else
  137. {
  138. m_Start.m_ActionType = efs.m_Animation2ID;
  139. m_Src1 = efs.m_Src2;
  140. m_Src2 = efs.GetSrc();
  141. m_Dst1 = efs.m_Dst2;
  142. m_Dst2 = efs.GetDst();
  143. m_Show.m_ActionType = efs.m_AnimationID;
  144. }
  145. m_Hide.m_Dst = m_Dst1;
  146. m_Show.m_Dst = m_Dst2;
  147. if (!GetGame().IsDedicatedServer())
  148. {
  149. e.m_Player.GetHumanInventory().AddInventoryReservationEx(m_Dst1.GetItem(), m_Dst1, GameInventory.c_InventoryReservationTimeoutShortMS);
  150. e.m_Player.GetHumanInventory().AddInventoryReservationEx(m_Dst2.GetItem(), m_Dst2, GameInventory.c_InventoryReservationTimeoutShortMS);
  151. }
  152. }
  153. super.OnEntry(e); // @NOTE: super at the end (prevent override from submachine start)
  154. }
  155. override void OnAbort(HandEventBase e)
  156. {
  157. if ( !GetGame().IsDedicatedServer())
  158. {
  159. if (m_Dst1)
  160. {
  161. e.m_Player.GetHumanInventory().ClearInventoryReservationEx(m_Dst1.GetItem(), m_Dst1);
  162. e.m_Player.GetHumanInventory().ClearInventoryReservationEx(m_Dst2.GetItem(), m_Dst2);
  163. }
  164. }
  165. else
  166. {
  167. if (m_Dst1)
  168. {
  169. GetGame().ClearJuncture(e.m_Player, m_Dst1.GetItem());
  170. GetGame().ClearJuncture(e.m_Player, m_Dst2.GetItem());
  171. }
  172. }
  173. m_Src1 = null;
  174. m_Src2 = null;
  175. m_Dst1 = null;
  176. m_Dst2 = null;
  177. super.OnAbort(e);
  178. }
  179. override void OnExit(HandEventBase e)
  180. {
  181. if ( !GetGame().IsDedicatedServer())
  182. {
  183. e.m_Player.GetHumanInventory().ClearInventoryReservationEx(m_Dst1.GetItem(), m_Dst1);
  184. e.m_Player.GetHumanInventory().ClearInventoryReservationEx(m_Dst2.GetItem(), m_Dst2);
  185. }
  186. else
  187. {
  188. GetGame().ClearJuncture(e.m_Player, m_Dst1.GetItem());
  189. GetGame().ClearJuncture(e.m_Player, m_Dst2.GetItem());
  190. }
  191. m_Src1 = null;
  192. m_Src2 = null;
  193. m_Dst1 = null;
  194. m_Dst2 = null;
  195. super.OnExit(e);
  196. }
  197. };
  198. class HandAnimatedForceSwapping_Inst extends HandStateBase
  199. {
  200. ref InventoryLocation m_Src1 = null;
  201. ref InventoryLocation m_Src2 = null;
  202. ref InventoryLocation m_Dst1 = null;
  203. ref InventoryLocation m_Dst2 = null;
  204. ref HandStartHidingAnimated m_Start;
  205. ref HandForceSwappingAnimated_Show m_Swap;
  206. void HandAnimatedForceSwapping_Inst(Man player = null, HandStateBase parent = null)
  207. {
  208. // setup nested state machine
  209. m_Start = new HandStartHidingAnimated(player, this, WeaponActions.HIDE, -1);
  210. m_Swap = new HandForceSwappingAnimated_Show(player, this, WeaponActions.SHOW, -1);
  211. // events:
  212. HandEventBase _fin_ = new HandEventHumanCommandActionFinished;
  213. HandEventBase _AEh_ = new HandAnimEventChanged;
  214. HandEventBase __Xd_ = new HandEventDestroyed;
  215. m_FSM = new HandFSM(this); // @NOTE: set owner of the submachine fsm
  216. m_FSM.AddTransition(new HandTransition( m_Start, _AEh_, m_Swap ));
  217. m_FSM.AddTransition(new HandTransition( m_Swap, _fin_, null ));
  218. m_FSM.AddTransition(new HandTransition( m_Swap, __Xd_, null ));
  219. m_FSM.SetInitialState(m_Start);
  220. }
  221. override void OnEntry(HandEventBase e)
  222. {
  223. HandEventForceSwap efs = HandEventForceSwap.Cast(e);
  224. if (efs)
  225. {
  226. if ( efs.GetSrc().GetType() == InventoryLocationType.HANDS )
  227. {
  228. m_Start.m_ActionType = efs.m_AnimationID;
  229. m_Src1 = efs.GetSrc();
  230. m_Src2 = efs.m_Src2;
  231. m_Dst1 = efs.GetDst();
  232. m_Dst2 = efs.m_Dst2;
  233. m_Swap.m_ActionType = efs.m_Animation2ID;
  234. }
  235. else
  236. {
  237. m_Start.m_ActionType = efs.m_Animation2ID;
  238. m_Src1 = efs.m_Src2;
  239. m_Src2 = efs.GetSrc();
  240. m_Dst1 = efs.m_Dst2;
  241. m_Dst2 = efs.GetDst();
  242. m_Swap.m_ActionType = efs.m_AnimationID;
  243. }
  244. m_Swap.m_Src1 = m_Src1;
  245. m_Swap.m_Dst1 = m_Dst1;
  246. m_Swap.m_Src2 = m_Src2;
  247. m_Swap.m_Dst2 = m_Dst2;
  248. if (!GetGame().IsDedicatedServer())
  249. {
  250. e.m_Player.GetHumanInventory().AddInventoryReservationEx(m_Dst1.GetItem(), m_Dst1, GameInventory.c_InventoryReservationTimeoutShortMS);
  251. e.m_Player.GetHumanInventory().AddInventoryReservationEx(m_Dst2.GetItem(), m_Dst2, GameInventory.c_InventoryReservationTimeoutShortMS);
  252. }
  253. }
  254. super.OnEntry(e); // @NOTE: super at the end (prevent override from submachine start)
  255. }
  256. override void OnAbort(HandEventBase e)
  257. {
  258. if ( !GetGame().IsDedicatedServer())
  259. {
  260. if (m_Dst1)
  261. {
  262. e.m_Player.GetHumanInventory().ClearInventoryReservationEx(m_Dst1.GetItem(), m_Dst1);
  263. }
  264. if (m_Dst2)
  265. {
  266. e.m_Player.GetHumanInventory().ClearInventoryReservationEx(m_Dst2.GetItem(), m_Dst2);
  267. }
  268. }
  269. else
  270. {
  271. if (m_Dst1)
  272. {
  273. GetGame().ClearJuncture(e.m_Player, m_Dst1.GetItem());
  274. }
  275. if (m_Dst2)
  276. {
  277. GetGame().ClearJuncture(e.m_Player, m_Dst2.GetItem());
  278. }
  279. }
  280. m_Src1 = null;
  281. m_Src2 = null;
  282. m_Dst1 = null;
  283. m_Dst2 = null;
  284. super.OnAbort(e);
  285. }
  286. override void OnExit(HandEventBase e)
  287. {
  288. if ( !GetGame().IsDedicatedServer())
  289. {
  290. e.m_Player.GetHumanInventory().ClearInventoryReservationEx(m_Dst1.GetItem(), m_Dst1);
  291. e.m_Player.GetHumanInventory().ClearInventoryReservationEx(m_Dst2.GetItem(), m_Dst2);
  292. }
  293. else
  294. {
  295. GetGame().ClearJuncture(e.m_Player, m_Dst1.GetItem());
  296. GetGame().ClearJuncture(e.m_Player, m_Dst2.GetItem());
  297. }
  298. m_Src1 = null;
  299. m_Src2 = null;
  300. m_Dst1 = null;
  301. m_Dst2 = null;
  302. super.OnExit(e);
  303. }
  304. };