weaponcharging.c 13 KB

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  1. /**@class WeaponCharging
  2. * @brief charging of weapon without ammo to be chambered
  3. */
  4. class WeaponCharging extends WeaponStateBase
  5. {
  6. WeaponActions m_action;
  7. int m_actionType;
  8. ref WeaponCharging_Start m_start;
  9. ref WeaponCharging_CK m_onCK;
  10. ref WeaponChamberFromAttMag_W4T m_chamber;
  11. ref WeaponEjectAndChamberFromAttMag m_ejectChamber;
  12. ref WeaponEjectAllMuzzles m_eject;
  13. void WeaponCharging (Weapon_Base w = NULL, WeaponStateBase parent = NULL, WeaponActions action = WeaponActions.NONE, int actionType = -1)
  14. {
  15. m_action = action;
  16. m_actionType = actionType;
  17. // setup nested state machine
  18. m_start = new WeaponCharging_Start(m_weapon, this, m_action, m_actionType);
  19. m_onCK = new WeaponCharging_CK(m_weapon, this);
  20. m_chamber = new WeaponChamberFromAttMag_W4T(m_weapon, this);
  21. m_ejectChamber = new WeaponEjectAndChamberFromAttMag(m_weapon, this);
  22. m_eject = new WeaponEjectAllMuzzles(m_weapon, this);
  23. // events
  24. WeaponEventBase __be_ = new WeaponEventAnimBulletEject;
  25. WeaponEventBase __bh_ = new WeaponEventAnimBulletHide;
  26. WeaponEventBase __ck_ = new WeaponEventAnimCocked;
  27. WeaponEventBase _fin_ = new WeaponEventHumanCommandActionFinished;
  28. m_fsm = new WeaponFSM(this); // @NOTE: set owner of the submachine fsm
  29. // transitions
  30. m_fsm.AddTransition(new WeaponTransition( m_start, __be_, m_ejectChamber, NULL, new WeaponGuardHasAmmo(m_weapon) ));
  31. m_fsm.AddTransition(new WeaponTransition( m_start, __be_, m_eject ));
  32. m_fsm.AddTransition(new WeaponTransition( m_start, _fin_, NULL ));
  33. //m_fsm.AddTransition(new WeaponTransition( m_start, __ck_, m_eject, NULL, new GuardNot(new WeaponGuardCurrentChamberEmpty(m_weapon))));
  34. m_fsm.AddTransition(new WeaponTransition( m_start, __ck_, m_chamber, NULL, new WeaponGuardHasAmmo(m_weapon))); // some anims do not send BE event
  35. m_fsm.AddTransition(new WeaponTransition( m_start, __ck_, m_onCK)); // some anims do not send BE event
  36. m_fsm.AddTransition(new WeaponTransition( m_ejectChamber, __ck_, m_onCK ));
  37. m_fsm.AddTransition(new WeaponTransition( m_ejectChamber, _fin_, NULL ));
  38. m_fsm.AddTransition(new WeaponTransition( m_eject, __ck_, m_onCK));
  39. m_fsm.AddTransition(new WeaponTransition( m_eject, _fin_, NULL));
  40. m_fsm.AddTransition(new WeaponTransition( m_onCK, _fin_, NULL));
  41. m_fsm.AddTransition(new WeaponTransition(m_chamber, _fin_, NULL));
  42. m_fsm.SetInitialState(m_start);
  43. }
  44. };
  45. class WeaponCharging_Start extends WeaponStartAction
  46. {
  47. override bool IsWaitingForActionFinish ()
  48. {
  49. return true;
  50. }
  51. };
  52. class WeaponCharging_BE extends WeaponStateBase
  53. {
  54. };
  55. class WeaponCharging_CK extends WeaponStateBase
  56. {
  57. override bool IsWaitingForActionFinish () { return true; }
  58. override void OnEntry (WeaponEventBase e)
  59. {
  60. super.OnEntry(e);
  61. m_weapon.SetCharged(true);
  62. m_weapon.SetWeaponOpen(false);
  63. }
  64. };
  65. class WeaponEjectBullet_Cartridge extends WeaponStateBase
  66. {
  67. Magazine m_dstMagazine; /// destination of the cartridge
  68. override void OnEntry (WeaponEventBase e)
  69. {
  70. super.OnEntry(e);
  71. if(e)
  72. {
  73. DayZPlayer p = e.m_player;
  74. int mi = m_weapon.GetCurrentMuzzle();
  75. ejectBulletAndStoreInMagazine(m_weapon, mi, m_dstMagazine, p); // MP-safe
  76. }
  77. }
  78. override void OnAbort (WeaponEventBase e)
  79. {
  80. m_dstMagazine = NULL;
  81. super.OnAbort(e);
  82. }
  83. override void OnExit (WeaponEventBase e)
  84. {
  85. m_dstMagazine = NULL;
  86. super.OnExit(e);
  87. }
  88. override bool SaveCurrentFSMState (ParamsWriteContext ctx)
  89. {
  90. if (!super.SaveCurrentFSMState(ctx))
  91. return false;
  92. if (!ctx.Write(m_dstMagazine))
  93. {
  94. Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " WeaponEjectBullet_Cartridge.SaveCurrentFSMState: cannot write m_dstMagazine for weapon=" + m_weapon);
  95. return false;
  96. }
  97. return true;
  98. }
  99. override bool LoadCurrentFSMState (ParamsReadContext ctx, int version)
  100. {
  101. if (!super.LoadCurrentFSMState(ctx, version))
  102. return false;
  103. if (!ctx.Read(m_dstMagazine))
  104. {
  105. Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " WeaponEjectBullet_Cartridge.LoadCurrentFSMState: cannot read m_dstMagazine for weapon=" + m_weapon);
  106. return false;
  107. }
  108. return true;
  109. }
  110. };
  111. class WeaponEjectBulletMultiMuzzle_Cartridge extends WeaponStateBase
  112. {
  113. Magazine m_dstMagazine; /// destination of the cartridge
  114. override void OnEntry (WeaponEventBase e)
  115. {
  116. super.OnEntry(e);
  117. if(e)
  118. {
  119. DayZPlayer p = e.m_player;
  120. for(int i = 0; i < m_weapon.GetMuzzleCount(); i++)
  121. {
  122. m_weapon.CreateRound(i);
  123. ejectBulletAndStoreInMagazine(m_weapon, i, m_dstMagazine, p); // MP-safe
  124. m_weapon.EffectBulletHide(i);
  125. m_weapon.HideBullet(i);
  126. }
  127. }
  128. }
  129. override void OnAbort (WeaponEventBase e)
  130. {
  131. m_dstMagazine = NULL;
  132. super.OnAbort(e);
  133. }
  134. override void OnExit (WeaponEventBase e)
  135. {
  136. m_dstMagazine = NULL;
  137. super.OnExit(e);
  138. }
  139. override bool SaveCurrentFSMState (ParamsWriteContext ctx)
  140. {
  141. if (!super.SaveCurrentFSMState(ctx))
  142. return false;
  143. if (!ctx.Write(m_dstMagazine))
  144. {
  145. Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " WeaponEjectBullet_Cartridge.SaveCurrentFSMState: cannot write m_dstMagazine for weapon=" + m_weapon);
  146. return false;
  147. }
  148. return true;
  149. }
  150. override bool LoadCurrentFSMState (ParamsReadContext ctx, int version)
  151. {
  152. if (!super.LoadCurrentFSMState(ctx, version))
  153. return false;
  154. if (!ctx.Read(m_dstMagazine))
  155. {
  156. Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " WeaponEjectBullet_Cartridge.LoadCurrentFSMState: cannot read m_dstMagazine for weapon=" + m_weapon);
  157. return false;
  158. }
  159. return true;
  160. }
  161. };
  162. class WeaponEjectBullet_Cartridge_W4T extends WeaponEjectBulletMultiMuzzle_Cartridge
  163. {
  164. override bool IsWaitingForActionFinish () { return true; }
  165. };
  166. /**@class WeaponCharging
  167. * @brief charging of weapon without ammo to be chambered
  168. */
  169. class WeaponChargingInnerMag extends WeaponStateBase
  170. {
  171. WeaponActions m_action;
  172. int m_actionType;
  173. ref WeaponCharging_Start m_start;
  174. ref WeaponEjectBullet_Cartridge_W4T m_onBE;
  175. ref WeaponEjectCasing_W4T m_onBEFireOut;
  176. ref BulletHide_W4T m_hideB;
  177. ref WeaponCharging_CK m_onCK;
  178. ref WeaponChamberFromInnerMag_W4T m_chamber;
  179. void WeaponChargingInnerMag (Weapon_Base w = NULL, WeaponStateBase parent = NULL, WeaponActions action = WeaponActions.NONE, int actionType = -1)
  180. {
  181. m_action = action;
  182. m_actionType = actionType;
  183. // setup nested state machine
  184. m_start = new WeaponCharging_Start(m_weapon, this, m_action, m_actionType);
  185. m_onBE = new WeaponEjectBullet_Cartridge_W4T(m_weapon, this);
  186. m_onBEFireOut = new WeaponEjectCasing_W4T(m_weapon, this);
  187. m_hideB = new BulletHide_W4T(m_weapon, this);
  188. m_onCK = new WeaponCharging_CK(m_weapon, this);
  189. m_chamber = new WeaponChamberFromInnerMag_W4T(m_weapon, this);
  190. // events
  191. WeaponEventBase __be_ = new WeaponEventAnimBulletEject;
  192. WeaponEventBase __bh_ = new WeaponEventAnimBulletHide;
  193. WeaponEventBase __ck_ = new WeaponEventAnimCocked;
  194. WeaponEventBase _fin_ = new WeaponEventHumanCommandActionFinished;
  195. m_fsm = new WeaponFSM(this); // @NOTE: set owner of the submachine fsm
  196. // transitions
  197. m_fsm.AddTransition(new WeaponTransition( m_start, __be_, m_onBEFireOut, NULL, new WeaponGuardCurrentChamberFiredOut(m_weapon)));
  198. m_fsm.AddTransition(new WeaponTransition( m_start, __be_, m_onBE, NULL, new GuardNot(new WeaponGuardCurrentChamberEmpty(m_weapon))));
  199. m_fsm.AddTransition(new WeaponTransition( m_onBE, __bh_, m_hideB));
  200. m_fsm.AddTransition(new WeaponTransition( m_onBEFireOut, __bh_, m_hideB));
  201. //TODO after inner magazine rework this events must load new bullet
  202. m_fsm.AddTransition(new WeaponTransition( m_start, __ck_, m_onBEFireOut, NULL, new GuardAnd(new GuardNot(new WeaponGuardCurrentChamberEmpty(m_weapon)), new WeaponGuardCurrentChamberFiredOut(m_weapon))));
  203. m_fsm.AddTransition(new WeaponTransition( m_start, __ck_, m_onBE, NULL, new GuardNot(new WeaponGuardCurrentChamberEmpty(m_weapon))));
  204. m_fsm.AddTransition(new WeaponTransition( m_start, __ck_, m_chamber, NULL, new WeaponGuardHasAmmoInnerMagazine(m_weapon))); // some anims do not send BE event
  205. m_fsm.AddTransition(new WeaponTransition( m_start, __ck_, m_onCK)); // some anims do not send BE event
  206. m_fsm.AddTransition(new WeaponTransition( m_onBE, __ck_, m_chamber, NULL, new WeaponGuardHasAmmoInnerMagazine(m_weapon)));
  207. m_fsm.AddTransition(new WeaponTransition( m_onBE, __ck_, m_onCK));
  208. m_fsm.AddTransition(new WeaponTransition( m_onBEFireOut, __ck_, m_chamber, NULL, new WeaponGuardHasAmmoInnerMagazine(m_weapon)));
  209. m_fsm.AddTransition(new WeaponTransition( m_onBEFireOut, __ck_, m_onCK));
  210. m_fsm.AddTransition(new WeaponTransition( m_hideB, __ck_, m_chamber, NULL, new WeaponGuardHasAmmoInnerMagazine(m_weapon)));
  211. m_fsm.AddTransition(new WeaponTransition( m_hideB, __ck_, m_onCK));
  212. m_fsm.AddTransition(new WeaponTransition( m_start, _fin_, NULL ));
  213. m_fsm.AddTransition(new WeaponTransition( m_onBEFireOut, _fin_, NULL));
  214. m_fsm.AddTransition(new WeaponTransition( m_onBE, _fin_, NULL));
  215. m_fsm.AddTransition(new WeaponTransition( m_hideB, _fin_, NULL));
  216. m_fsm.AddTransition(new WeaponTransition( m_onCK, _fin_, NULL));
  217. m_fsm.AddTransition(new WeaponTransition( m_chamber, _fin_, NULL));
  218. m_fsm.SetInitialState(m_start);
  219. }
  220. override void OnEntry (WeaponEventBase e)
  221. {
  222. super.OnEntry(e);
  223. }
  224. override void OnExit (WeaponEventBase e)
  225. {
  226. super.OnExit(e);
  227. }
  228. };
  229. /**@class WeaponCharging
  230. * @brief charging of weapon without ammo to be chambered
  231. */
  232. class WeaponChargingMultiple extends WeaponStateBase
  233. {
  234. WeaponActions m_action;
  235. int m_actionType;
  236. ref WeaponCharging_Start m_start;
  237. ref WeaponEjectBullet_Cartridge_W4T m_onBE;
  238. ref WeaponEjectCasing_W4T m_onBEFireOut;
  239. ref BulletHide_W4T m_hideB;
  240. ref WeaponCharging_CK m_onCK;
  241. ref WeaponChamberFromAttMag_W4T m_chamber;
  242. void WeaponChargingMultiple (Weapon_Base w = NULL, WeaponStateBase parent = NULL, WeaponActions action = WeaponActions.NONE, int actionType = -1)
  243. {
  244. m_action = action;
  245. m_actionType = actionType;
  246. // setup nested state machine
  247. m_start = new WeaponCharging_Start(m_weapon, this, m_action, m_actionType);
  248. m_onBE = new WeaponEjectBullet_Cartridge_W4T(m_weapon, this);
  249. m_onBEFireOut = new WeaponEjectCasing_W4T(m_weapon, this);
  250. m_hideB = new BulletHide_W4T(m_weapon, this);
  251. m_onCK = new WeaponCharging_CK(m_weapon, this);
  252. m_chamber = new WeaponChamberFromAttMag_W4T(m_weapon, this);
  253. // events
  254. WeaponEventBase __be_ = new WeaponEventAnimBulletEject;
  255. WeaponEventBase __bh_ = new WeaponEventAnimBulletHide;
  256. WeaponEventBase __ck_ = new WeaponEventAnimCocked;
  257. WeaponEventBase _fin_ = new WeaponEventHumanCommandActionFinished;
  258. m_fsm = new WeaponFSM(this); // @NOTE: set owner of the submachine fsm
  259. // transitions
  260. m_fsm.AddTransition(new WeaponTransition( m_start, __be_, m_onBEFireOut, NULL, new WeaponGuardCurrentChamberFiredOut(m_weapon)));
  261. m_fsm.AddTransition(new WeaponTransition( m_start, __be_, m_onBE, NULL, new GuardNot(new WeaponGuardCurrentChamberEmpty(m_weapon))));
  262. m_fsm.AddTransition(new WeaponTransition( m_onBE, __bh_, m_hideB));
  263. m_fsm.AddTransition(new WeaponTransition( m_onBEFireOut, __bh_, m_hideB));
  264. m_fsm.AddTransition(new WeaponTransition( m_start, __ck_, m_onBE, NULL, new GuardNot(new WeaponGuardCurrentChamberEmpty(m_weapon))));
  265. m_fsm.AddTransition(new WeaponTransition( m_start, __ck_, m_chamber, NULL, new WeaponGuardHasAmmo(m_weapon))); // some anims do not send BE event
  266. m_fsm.AddTransition(new WeaponTransition( m_start, __ck_, m_onCK)); // some anims do not send BE event
  267. m_fsm.AddTransition(new WeaponTransition( m_onBE, __ck_, m_chamber, NULL, new WeaponGuardHasAmmo(m_weapon)));
  268. m_fsm.AddTransition(new WeaponTransition( m_onBE, __ck_, m_onCK));
  269. m_fsm.AddTransition(new WeaponTransition( m_onBEFireOut, __ck_, m_chamber, NULL, new WeaponGuardHasAmmo(m_weapon)));
  270. m_fsm.AddTransition(new WeaponTransition( m_onBEFireOut, __ck_, m_onCK));
  271. m_fsm.AddTransition(new WeaponTransition( m_hideB, __ck_, m_chamber, NULL, new WeaponGuardHasAmmo(m_weapon)));
  272. m_fsm.AddTransition(new WeaponTransition( m_hideB, __ck_, m_onCK));
  273. m_fsm.AddTransition(new WeaponTransition( m_start, _fin_, NULL ));
  274. m_fsm.AddTransition(new WeaponTransition( m_onBEFireOut, _fin_, NULL));
  275. m_fsm.AddTransition(new WeaponTransition( m_onBE, _fin_, NULL));
  276. m_fsm.AddTransition(new WeaponTransition( m_hideB, _fin_, NULL));
  277. m_fsm.AddTransition(new WeaponTransition( m_onCK, _fin_, NULL));
  278. m_fsm.AddTransition(new WeaponTransition(m_chamber, _fin_, NULL));
  279. m_fsm.SetInitialState(m_start);
  280. }
  281. override void OnEntry (WeaponEventBase e)
  282. {
  283. super.OnEntry(e);
  284. }
  285. override void OnExit (WeaponEventBase e)
  286. {
  287. super.OnExit(e);
  288. }
  289. };
  290. /**@class WeaponCharging
  291. * @brief charging of weapon without ammo to be chambered
  292. */
  293. class WeaponChargingStretch extends WeaponStateBase
  294. {
  295. WeaponActions m_action;
  296. int m_actionType;
  297. ref WeaponCharging_Start m_start;
  298. ref WeaponCharging_CK m_onCK;
  299. void WeaponChargingStretch (Weapon_Base w = NULL, WeaponStateBase parent = NULL, WeaponActions action = WeaponActions.NONE, int actionType = -1)
  300. {
  301. m_action = action;
  302. m_actionType = actionType;
  303. // setup nested state machine
  304. m_start = new WeaponCharging_Start(m_weapon, this, m_action, m_actionType);
  305. m_onCK = new WeaponCharging_CK(m_weapon, this);
  306. // events
  307. WeaponEventBase __ck_ = new WeaponEventAnimCocked;
  308. WeaponEventBase _fin_ = new WeaponEventHumanCommandActionFinished;
  309. m_fsm = new WeaponFSM(this); // @NOTE: set owner of the submachine fsm
  310. // transitions
  311. m_fsm.AddTransition(new WeaponTransition( m_start, _fin_, NULL ));
  312. m_fsm.AddTransition(new WeaponTransition( m_start, __ck_, m_onCK)); // some anims do not send BE event
  313. m_fsm.AddTransition(new WeaponTransition( m_onCK, _fin_, NULL));
  314. m_fsm.SetInitialState(m_start);
  315. }
  316. };