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- enum BARIMAnimState
- {
- DEFAULT = 0, ///< default weapon state, closed and discharged
- OPENED = 1,
- JAMMED = 2,
- };
- enum BARIMStableStateID
- {
- UNKNOWN = 0,
- EmptyDischarged = 1,
- LoadedCharged = 2,
- LoadedDischarged = 3,
- LoadedJammed = 4,
- }
- class BARIMEmptyDischarged extends WeaponStableState
- {
- override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " { EmptyDischarged C0"); } super.OnEntry(e); }
- override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } EmptyDischarged C0"); } }
- override int GetCurrentStateID () { return BARIMStableStateID.EmptyDischarged; }
- 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 BARIMLoadedCharged extends WeaponStableState
- {
- override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " { LoadedCharged C1"); } super.OnEntry(e); }
- override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } LoadedCharged C1"); } }
- override int GetCurrentStateID () { return BARIMStableStateID.LoadedCharged; }
- 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 BARIMLoadedDischarged extends WeaponStableState
- {
- override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " { LoadedDischarged D1"); } super.OnEntry(e); }
- override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } LoadedDischarged D1"); } }
- override int GetCurrentStateID () { return BARIMStableStateID.LoadedDischarged; }
- 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 BARIMLoadedJammed extends WeaponStateJammed
- {
- override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " { LoadedJammed JF"); } super.OnEntry(e); }
- override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } LoadedJammed JF"); } }
- override int GetCurrentStateID () { return BARIMStableStateID.LoadedJammed; }
- override bool HasBullet () { return true; }
- override bool HasMagazine () { return false; }
- override bool IsJammed () { return true; }
- override bool IsRepairEnabled () { return true; }
- override void InitMuzzleArray () { m_muzzleHasBullet = {MuzzleState.F}; }
- };
- /**@class BoltRifle_Base
- * @brief base for bolt action rifles
- * @NOTE name copies config base class
- **/
- class BoltActionRifle_InnerMagazine_Base extends BoltActionRifle_Base
- {
- ref WeaponStableState C0;
- ref WeaponStableState C1;
- ref WeaponStableState D1;
- ref WeaponStableState JF;
-
-
- override void InitStateMachine ()
- {
- m_abilities.Insert(new AbilityRecord(WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED));
- m_abilities.Insert(new AbilityRecord(WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_STARTLOOPABLE_CLOSED_KEEP));
- m_abilities.Insert(new AbilityRecord(WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_STARTLOOPABLE_CLOSED));
- m_abilities.Insert(new AbilityRecord(WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_ENDLOOPABLE));
- 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_COCKED));
- m_abilities.Insert(new AbilityRecord(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_UNCOCKED));
- m_abilities.Insert(new AbilityRecord(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_DRY));
-
-
- C0 = new BARIMEmptyDischarged(this, NULL, BARIMAnimState.DEFAULT);
- C1 = new BARIMLoadedCharged(this, NULL, BARIMAnimState.DEFAULT);
- JF = new BARIMLoadedJammed(this, NULL, BARIMAnimState.JAMMED);
- D1 = new BARIMLoadedDischarged(this, NULL, BARIMAnimState.DEFAULT);
-
- WeaponStateBase Mech_C1 = new WeaponChargingInnerMag(this, NULL, WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED);
- WeaponStateBase Mech_D1 = new WeaponChargingInnerMag(this, NULL, WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED);
-
- LoopedChambering Chamber_C0 = new LoopedChambering(this, NULL, WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_STARTLOOPABLE_CLOSED, WeaponActionChamberingTypes.CHAMBERING_ENDLOOPABLE);
- LoopedChambering Chamber_C1 = new LoopedChambering(this, NULL, WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_STARTLOOPABLE_CLOSED_KEEP, WeaponActionChamberingTypes.CHAMBERING_ENDLOOPABLE);
- LoopedChambering Chamber_D1 = new LoopedChambering(this, NULL, WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_STARTLOOPABLE_CLOSED, WeaponActionChamberingTypes.CHAMBERING_ENDLOOPABLE);
-
- WeaponStateBase Unjam_JF = new WeaponUnjamming(this, NULL, WeaponActions.UNJAMMING, WeaponActionUnjammingTypes.UNJAMMING_START);
-
- WeaponStateBase Trigger_C0 = new WeaponDryFire(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_DRY);
- WeaponStateBase Trigger_C1 = new WeaponFire(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_NORMAL);
- WeaponStateBase Trigger_D1 = new WeaponDryFire(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_DRY);
- WeaponStateBase Trigger_JF = new WeaponDryFire(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_DRY);
-
- WeaponStateBase Trigger_C1J = new WeaponFireToJam(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( C0, __M__, Mech_C1));
-
- m_fsm.AddTransition(new WeaponTransition( C1, __M__, Mech_C1));
- m_fsm.AddTransition(new WeaponTransition( Mech_C1, _fin_, C0, NULL, new WeaponGuardCurrentChamberEmpty(this)));
- m_fsm.AddTransition(new WeaponTransition( Mech_C1, _fin_, C1));
- m_fsm.AddTransition(new WeaponTransition( Mech_C1, _abt_, C0, NULL, new WeaponGuardCurrentChamberEmpty(this)));
- m_fsm.AddTransition(new WeaponTransition( Mech_C1, _abt_, C1));
-
- m_fsm.AddTransition(new WeaponTransition( D1, __M__, Mech_D1));
- m_fsm.AddTransition(new WeaponTransition( Mech_D1, _fin_, C0, NULL, new WeaponGuardCurrentChamberEmpty(this)));
- m_fsm.AddTransition(new WeaponTransition( Mech_D1, _fin_, D1, NULL, new WeaponGuardCurrentChamberFiredOut(this)));
- m_fsm.AddTransition(new WeaponTransition( Mech_D1, _fin_, C1));
- m_fsm.AddTransition(new WeaponTransition( Mech_D1, _abt_, C0, NULL, new WeaponGuardCurrentChamberEmpty(this)));
- m_fsm.AddTransition(new WeaponTransition( Mech_D1, _abt_, D1, NULL, new WeaponGuardCurrentChamberFiredOut(this)));
- m_fsm.AddTransition(new WeaponTransition( Mech_D1, _abt_, C1));
-
-
- //----------------------------------------
-
- m_fsm.AddTransition(new WeaponTransition( C0, __L__, Chamber_C0));
- m_fsm.AddTransition(new WeaponTransition( Chamber_C0, _fin_, C1));
- m_fsm.AddTransition(new WeaponTransition( Chamber_C0, _abt_, C0, NULL, new WeaponGuardCurrentChamberEmpty(this)));
- m_fsm.AddTransition(new WeaponTransition( Chamber_C0, _abt_, C1));
-
- m_fsm.AddTransition(new WeaponTransition( C1, __L__, Chamber_C1, NULL, new GuardNot(new WeaponGuardInnerMagazineFullShareChamber(this))));
- m_fsm.AddTransition(new WeaponTransition( Chamber_C1, _fin_, C1));
- m_fsm.AddTransition(new WeaponTransition( Chamber_C1, _abt_, C1));
-
- m_fsm.AddTransition(new WeaponTransition( D1, __L__, Chamber_D1));
- m_fsm.AddTransition(new WeaponTransition( Chamber_D1, _fin_, C1));
- m_fsm.AddTransition(new WeaponTransition( Chamber_D1, _abt_, D1, NULL, new WeaponGuardCurrentChamberFiredOut(this)));
- m_fsm.AddTransition(new WeaponTransition( Chamber_D1, _abt_, C1));
-
- //------------------------------------------
-
- m_fsm.AddTransition(new WeaponTransition( JF, __U__, Unjam_JF));
- m_fsm.AddTransition(new WeaponTransition( Unjam_JF, _fin_, JF, NULL, new WeaponGuardJammed(this)));
- m_fsm.AddTransition(new WeaponTransition( Unjam_JF, _fin_, C0, NULL, new WeaponGuardCurrentChamberEmpty(this)));
- m_fsm.AddTransition(new WeaponTransition( Unjam_JF, _fin_, C1));
- m_fsm.AddTransition(new WeaponTransition( Unjam_JF, _abt_, JF, NULL, new WeaponGuardJammed(this)));
- m_fsm.AddTransition(new WeaponTransition( Unjam_JF, _abt_, C0, NULL, new WeaponGuardCurrentChamberEmpty(this)));
- m_fsm.AddTransition(new WeaponTransition( Unjam_JF, _abt_, C1));
-
-
- //-----------------------------------------
-
- // fire
- m_fsm.AddTransition(new WeaponTransition( C0, __T__, Trigger_C0)); // fire.cocked
- m_fsm.AddTransition(new WeaponTransition( Trigger_C0, _fin_, C0));
- m_fsm.AddTransition(new WeaponTransition( Trigger_C0, _dto_, C0));
- m_fsm.AddTransition(new WeaponTransition( Trigger_C0, _abt_, C0));
-
- m_fsm.AddTransition(new WeaponTransition( C1, __T__, Trigger_C1)); // fire.cocked
- m_fsm.AddTransition(new WeaponTransition( Trigger_C1, _fin_, D1));
- m_fsm.AddTransition(new WeaponTransition( Trigger_C1, _rto_, D1));
- m_fsm.AddTransition(new WeaponTransition( Trigger_C1, _abt_, D1));
-
- m_fsm.AddTransition(new WeaponTransition( D1, __T__, Trigger_D1)); // fire.cocked
- m_fsm.AddTransition(new WeaponTransition( Trigger_D1, _fin_, D1));
- m_fsm.AddTransition(new WeaponTransition( Trigger_D1, _dto_, D1));
- m_fsm.AddTransition(new WeaponTransition( Trigger_D1, _abt_, D1));
-
- m_fsm.AddTransition(new WeaponTransition( JF, __T__, Trigger_JF)); // fire.cocked
- m_fsm.AddTransition(new WeaponTransition( Trigger_JF, _fin_, JF));
- m_fsm.AddTransition(new WeaponTransition( Trigger_JF, _dto_, JF));
- m_fsm.AddTransition(new WeaponTransition( Trigger_JF, _abt_, JF));
-
-
- m_fsm.AddTransition(new WeaponTransition( C1, __TJ_, Trigger_C1J)); // fire.cocked
- m_fsm.AddTransition(new WeaponTransition( Trigger_C1J, _fin_, JF));
- m_fsm.AddTransition(new WeaponTransition( Trigger_C1J, _rto_, JF));
- m_fsm.AddTransition(new WeaponTransition( Trigger_C1J, _abt_, JF));
-
- //---------------------------------------------
-
- SetInitialState(C0);
- SelectionBulletHide();
- HideMagazine();
- m_fsm.Start();
- }
-
- override void SetActions()
- {
- AddAction(FirearmActionLoadMultiBulletQuick);
- super.SetActions();
- AddAction(FirearmActionLoadMultiBullet);
- }
- };
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