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- enum SKSAnimState
- {
- DEFAULT = 0, ///< default weapon state, closed and discharged
- OPENED = 1,
- JAMMED = 2,
- };
- enum SKSStableStateID
- {
- UNKNOWN = 0,
- SKS_CLO_BU0 = 1,
- SKS_CLO_BU1 = 2,
- SKS_OPN_BU0 = 3,
- SKS_JAM_BU1 = 4
- }
- class SKS_CLO_BU0 extends WeaponStableState
- {
- override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " { close nobull"); } super.OnEntry(e); }
- override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } close nobull"); } }
- override int GetCurrentStateID () { return SKSStableStateID.SKS_CLO_BU0; }
- 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 SKS_CLO_BU1 extends WeaponStableState
- {
- override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " { close bullet"); } super.OnEntry(e); }
- override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } close bullet"); } }
- override int GetCurrentStateID () { return SKSStableStateID.SKS_CLO_BU1; }
- 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 SKS_OPN_BU0 extends WeaponStableState
- {
- override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " { open nobull"); } m_weapon.SetWeaponOpen(true); super.OnEntry(e); }
- override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } open nobull"); } }
- override int GetCurrentStateID () { return SKSStableStateID.SKS_OPN_BU0; }
- override bool HasBullet () { return false; }
- override bool HasMagazine () { return false; }
- override bool IsJammed () { return false; }
- override bool IsBoltOpen () { return true; }
- override bool IsRepairEnabled () { return true; }
- override void InitMuzzleArray () { m_muzzleHasBullet = {MuzzleState.E}; }
- };
- class SKS_JAM_BU1 extends WeaponStateJammed
- {
- override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " { jammed bullet"); } super.OnEntry(e); }
- override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } jammed bullet"); } }
- override int GetCurrentStateID () { return SKSStableStateID.SKS_JAM_BU1; }
- 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 Rifle_Base
- * @brief base for rifles
- * @NOTE name copies config base class
- **/
- class SKS_Base extends Rifle_Base
- {
- ref WeaponStableState C0;
- ref WeaponStableState C1;
- ref WeaponStableState L0;
- ref WeaponStableState JF;
-
- override RecoilBase SpawnRecoilObject()
- {
- return new SKSRecoil(this);
- }
-
- override void InitStateMachine()
- {
- 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_STARTLOOPABLE_OPENED));
- m_abilities.Insert(new AbilityRecord(WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_ENDLOOPABLE));
-
- m_abilities.Insert(new AbilityRecord(WeaponActions.RELOAD_CLIP, 0));
-
- m_abilities.Insert(new AbilityRecord(WeaponActions.MECHANISM, GetWeaponSpecificCommand(WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED)));
- m_abilities.Insert(new AbilityRecord(WeaponActions.MECHANISM, GetWeaponSpecificCommand(WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_OPENED)));//????
-
- m_abilities.Insert(new AbilityRecord(WeaponActions.UNJAMMING, GetWeaponSpecificCommand(WeaponActions.UNJAMMING, WeaponActionUnjammingTypes.UNJAMMING_START)));
- m_abilities.Insert(new AbilityRecord(WeaponActions.UNJAMMING, GetWeaponSpecificCommand(WeaponActions.UNJAMMING, WeaponActionUnjammingTypes.UNJAMMING_END)));
-
- m_abilities.Insert(new AbilityRecord(WeaponActions.FIRE, GetWeaponSpecificCommand(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_NORMAL)));
- m_abilities.Insert(new AbilityRecord(WeaponActions.FIRE, GetWeaponSpecificCommand(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_LAST)));
- m_abilities.Insert(new AbilityRecord(WeaponActions.FIRE, GetWeaponSpecificCommand(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_JAM)));
- m_abilities.Insert(new AbilityRecord(WeaponActions.FIRE, GetWeaponSpecificCommand(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_DRY)));
-
- //m_abilities.Insert(new AbilityRecord(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_UNCOCKED));
- // setup state machine
- // basic weapon states
- // close-locked-jammed | nobullet-bullet | nomag-mag
- // regexp: [CLJ][01][01]
- C0 = new SKS_CLO_BU0(this, NULL, SKSAnimState.DEFAULT);
- C1 = new SKS_CLO_BU1(this, NULL, SKSAnimState.DEFAULT);
- L0 = new SKS_OPN_BU0(this, NULL, SKSAnimState.OPENED);
- JF = new SKS_JAM_BU1(this, NULL, SKSAnimState.JAMMED);
- // unstable (intermediate) states
- WeaponChargingInnerMag Mech_C0 = new WeaponChargingInnerMag(this, NULL, WeaponActions.MECHANISM, GetWeaponSpecificCommand(WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED));
- WeaponChargingInnerMag Mech_L0 = new WeaponChargingInnerMag(this, NULL, WeaponActions.MECHANISM, GetWeaponSpecificCommand(WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_OPENED));
- WeaponChargingInnerMag Mech_C1 = new WeaponChargingInnerMag(this, NULL, WeaponActions.MECHANISM, GetWeaponSpecificCommand(WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED));
-
- //Fire
- WeaponStateBase Trigger_C0 = new WeaponDryFire(this, NULL, WeaponActions.FIRE, GetWeaponSpecificCommand(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_DRY)); // cock without clip
- WeaponFireAndChamberFromInnerMagazine Trigger_C1 = new WeaponFireAndChamberFromInnerMagazine(this, NULL, WeaponActions.FIRE, GetWeaponSpecificCommand(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_NORMAL) );
- WeaponStateBase Trigger_C1L = new WeaponFireLast(this, NULL, WeaponActions.FIRE, GetWeaponSpecificCommand(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_LAST));
- WeaponStateBase Trigger_L0 = new WeaponDryFire(this, NULL, WeaponActions.FIRE, GetWeaponSpecificCommand(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_DRY));
- WeaponStateBase Trigger_JF = new WeaponDryFire(this, NULL, WeaponActions.FIRE, GetWeaponSpecificCommand(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_DRY));
-
- WeaponStateBase Trigger_C1J = new WeaponFireToJam(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_JAM);
-
- //Unjam
- WeaponStateBase Unjam_JF = new WeaponUnjamming(this, NULL, WeaponActions.UNJAMMING, GetWeaponSpecificCommand(WeaponActions.UNJAMMING, WeaponActionUnjammingTypes.UNJAMMING_START));
- //Chambering
- 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_L0 = new LoopedChambering(this, NULL, WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_STARTLOOPABLE_OPENED, WeaponActionChamberingTypes.CHAMBERING_ENDLOOPABLE);
-
- //WeaponStateBase chmMag = new WeaponChamberFromAttMag(this, NULL, WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED);
- // events
- WeaponEventBase __M__ = new WeaponEventMechanism;
- WeaponEventBase __T__ = new WeaponEventTrigger;
- WeaponEventBase __TJ_ = new WeaponEventTriggerToJam;
- WeaponEventBase __U__ = new WeaponEventUnjam;
- WeaponEventBase __L__ = new WeaponEventLoad1Bullet;
- WeaponEventBase _fin_ = new WeaponEventHumanCommandActionFinished;
- WeaponEventBase _abt_ = new WeaponEventHumanCommandActionAborted;
- WeaponEventBase _rto_ = new WeaponEventReloadTimeout;
- WeaponEventBase _dto_ = new WeaponEventDryFireTimeout;
- m_fsm = new WeaponFSM();
- // order: Discharged-Charged | nobullet-bullet | nomag-mag
- // charging
- m_fsm.AddTransition(new WeaponTransition( C0, __M__, Mech_C1)); // charge from dischg nobullet nomag
- m_fsm.AddTransition(new WeaponTransition( C1, __M__, Mech_C1)); // charge from bullet nomag
- 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( L0, __M__, Mech_L0)); // charge from dischg nobullet nomag
- m_fsm.AddTransition(new WeaponTransition( Mech_L0, _fin_, L0, NULL, new WeaponGuardWeaponOpen(this)));
- m_fsm.AddTransition(new WeaponTransition( Mech_L0, _fin_, C0, NULL, new WeaponGuardCurrentChamberEmpty(this) ));
- m_fsm.AddTransition(new WeaponTransition( Mech_L0, _fin_, C1));
- m_fsm.AddTransition(new WeaponTransition( Mech_L0, _abt_, L0, NULL, new WeaponGuardWeaponOpen(this)));
- m_fsm.AddTransition(new WeaponTransition( Mech_L0, _abt_, C0, NULL, new WeaponGuardCurrentChamberEmpty(this) ));
- m_fsm.AddTransition(new WeaponTransition( Mech_L0, _abt_, C1));
-
-
- /*m_start = new WeaponCharging_Start(m_weapon, this, m_action, m_actionType);
- m_onBE = new WeaponEjectBullet_Cartridge_W4T(m_weapon, this);
- m_onBEFireOut = new WeaponEjectCasing_W4T(m_weapon, this);
- m_hideB = new BulletHide_W4T(m_weapon, this);
- m_onCK = new WeaponCharging_CK(m_weapon, this);
- m_chamber = new WeaponChamberFromInnerMag_W4T(m_weapon, this);*/
-
-
-
- // fire
- m_fsm.AddTransition(new WeaponTransition( C0, __T__, Trigger_C0));
- 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, NULL, new WeaponGuardHasAmmoInnerMagazine(this)));
- m_fsm.AddTransition(new WeaponTransition( Trigger_C1, _fin_, C1));
- m_fsm.AddTransition(new WeaponTransition( Trigger_C1, _rto_, C1));
- m_fsm.AddTransition(new WeaponTransition( Trigger_C1, _abt_, C1));
-
- m_fsm.AddTransition(new WeaponTransition( C1, __T__, Trigger_C1L));
- m_fsm.AddTransition(new WeaponTransition( Trigger_C1L, _fin_, L0));
- m_fsm.AddTransition(new WeaponTransition( Trigger_C1L, _rto_, L0));
- m_fsm.AddTransition(new WeaponTransition( Trigger_C1L, _abt_, L0));
-
- m_fsm.AddTransition(new WeaponTransition( C1, __TJ_, Trigger_C1J));
- 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 ));
-
- m_fsm.AddTransition(new WeaponTransition( L0, __T__, Trigger_L0));
- m_fsm.AddTransition(new WeaponTransition( Trigger_L0, _fin_, L0));
- m_fsm.AddTransition(new WeaponTransition( Trigger_L0, _dto_, L0));
- m_fsm.AddTransition(new WeaponTransition( Trigger_L0, _abt_, L0));
-
- m_fsm.AddTransition(new WeaponTransition( JF, __T__, Trigger_JF)); // opened fire.uncocked w mag
- 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));
- // load cartridge
- m_fsm.AddTransition(new WeaponTransition( C0, __L__, Chamber_C0));
- m_fsm.AddTransition(new WeaponTransition( Chamber_C0, _fin_, L0, NULL, new WeaponGuardWeaponOpen(this)));
- m_fsm.AddTransition(new WeaponTransition( Chamber_C0, _fin_, C0, NULL, new WeaponGuardCurrentChamberEmpty(this)));
- m_fsm.AddTransition(new WeaponTransition( Chamber_C0, _fin_, C1));
- m_fsm.AddTransition(new WeaponTransition( Chamber_C0, _abt_, L0, NULL, new WeaponGuardWeaponOpen(this)));
- 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( L0, __L__, Chamber_L0, NULL, new GuardNot(new WeaponGuardInnerMagazineFullShareChamber(this))));
- m_fsm.AddTransition(new WeaponTransition( Chamber_L0, _fin_, L0, NULL, new WeaponGuardWeaponOpen(this)));
- m_fsm.AddTransition(new WeaponTransition( Chamber_L0, _fin_, C0, NULL, new WeaponGuardCurrentChamberEmpty(this)));
- m_fsm.AddTransition(new WeaponTransition( Chamber_L0, _fin_, C1));
- m_fsm.AddTransition(new WeaponTransition( Chamber_L0, _abt_, L0, NULL, new WeaponGuardWeaponOpen(this)));
- m_fsm.AddTransition(new WeaponTransition( Chamber_L0, _abt_, C0, NULL, new WeaponGuardCurrentChamberEmpty(this)));
- m_fsm.AddTransition(new WeaponTransition( Chamber_L0, _abt_, C1));
-
- // unjam
- m_fsm.AddTransition(new WeaponTransition( JF, __U__, Unjam_JF)); // unjam nomag
- 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));
- SetInitialState(C0);
- SelectionBulletHide();
- HideMagazine();
- m_fsm.Start();
- }
-
- override bool CanEnterIronsights()
- {
- ItemOptics optic = GetAttachedOptics();
- if (optic && PUScopeOptic.Cast(optic))
- return true;
- return super.CanEnterIronsights();
- }
-
- override void SetActions()
- {
- AddAction(FirearmActionLoadMultiBulletQuick);
- super.SetActions();
- AddAction(FirearmActionLoadMultiBullet);
- }
-
- //Debug menu Spawn Ground Special
- override void OnDebugSpawn()
- {
- super.OnDebugSpawn();
-
- GameInventory inventory = GetInventory();
- inventory.CreateInInventory( "PUScopeOptic" );
- inventory.CreateInInventory( "SKS_Bayonet" );
- }
- };
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