boltactionrifleinnermagazine_base.c 12 KB

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  1. enum BARIMAnimState
  2. {
  3. DEFAULT = 0, ///< default weapon state, closed and discharged
  4. OPENED = 1,
  5. JAMMED = 2,
  6. };
  7. enum BARIMStableStateID
  8. {
  9. UNKNOWN = 0,
  10. EmptyDischarged = 1,
  11. LoadedCharged = 2,
  12. LoadedDischarged = 3,
  13. LoadedJammed = 4,
  14. }
  15. class BARIMEmptyDischarged extends WeaponStableState
  16. {
  17. override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " { EmptyDischarged C0"); } super.OnEntry(e); }
  18. override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } EmptyDischarged C0"); } }
  19. override int GetCurrentStateID () { return BARIMStableStateID.EmptyDischarged; }
  20. override bool HasBullet () { return false; }
  21. override bool HasMagazine () { return false; }
  22. override bool IsJammed () { return false; }
  23. override bool IsRepairEnabled () { return true; }
  24. override void InitMuzzleArray () { m_muzzleHasBullet = {MuzzleState.E}; }
  25. };
  26. class BARIMLoadedCharged extends WeaponStableState
  27. {
  28. override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " { LoadedCharged C1"); } super.OnEntry(e); }
  29. override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } LoadedCharged C1"); } }
  30. override int GetCurrentStateID () { return BARIMStableStateID.LoadedCharged; }
  31. override bool HasBullet () { return true; }
  32. override bool HasMagazine () { return false; }
  33. override bool IsJammed () { return false; }
  34. override bool IsRepairEnabled () { return true; }
  35. override void InitMuzzleArray () { m_muzzleHasBullet = {MuzzleState.L}; }
  36. };
  37. class BARIMLoadedDischarged extends WeaponStableState
  38. {
  39. override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " { LoadedDischarged D1"); } super.OnEntry(e); }
  40. override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } LoadedDischarged D1"); } }
  41. override int GetCurrentStateID () { return BARIMStableStateID.LoadedDischarged; }
  42. override bool HasBullet () { return true; }
  43. override bool HasMagazine () { return false; }
  44. override bool IsJammed () { return false; }
  45. override bool IsRepairEnabled () { return true; }
  46. override void InitMuzzleArray () { m_muzzleHasBullet = {MuzzleState.F}; }
  47. };
  48. class BARIMLoadedJammed extends WeaponStateJammed
  49. {
  50. override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " { LoadedJammed JF"); } super.OnEntry(e); }
  51. override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } LoadedJammed JF"); } }
  52. override int GetCurrentStateID () { return BARIMStableStateID.LoadedJammed; }
  53. override bool HasBullet () { return true; }
  54. override bool HasMagazine () { return false; }
  55. override bool IsJammed () { return true; }
  56. override bool IsRepairEnabled () { return true; }
  57. override void InitMuzzleArray () { m_muzzleHasBullet = {MuzzleState.F}; }
  58. };
  59. /**@class BoltRifle_Base
  60. * @brief base for bolt action rifles
  61. * @NOTE name copies config base class
  62. **/
  63. class BoltActionRifle_InnerMagazine_Base extends BoltActionRifle_Base
  64. {
  65. ref WeaponStableState C0;
  66. ref WeaponStableState C1;
  67. ref WeaponStableState D1;
  68. ref WeaponStableState JF;
  69. override void InitStateMachine ()
  70. {
  71. m_abilities.Insert(new AbilityRecord(WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED));
  72. m_abilities.Insert(new AbilityRecord(WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_STARTLOOPABLE_CLOSED_KEEP));
  73. m_abilities.Insert(new AbilityRecord(WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_STARTLOOPABLE_CLOSED));
  74. m_abilities.Insert(new AbilityRecord(WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_ENDLOOPABLE));
  75. m_abilities.Insert(new AbilityRecord(WeaponActions.UNJAMMING, WeaponActionUnjammingTypes.UNJAMMING_START));
  76. m_abilities.Insert(new AbilityRecord(WeaponActions.UNJAMMING, WeaponActionUnjammingTypes.UNJAMMING_END));
  77. m_abilities.Insert(new AbilityRecord(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_NORMAL));
  78. m_abilities.Insert(new AbilityRecord(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_COCKED));
  79. m_abilities.Insert(new AbilityRecord(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_UNCOCKED));
  80. m_abilities.Insert(new AbilityRecord(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_DRY));
  81. C0 = new BARIMEmptyDischarged(this, NULL, BARIMAnimState.DEFAULT);
  82. C1 = new BARIMLoadedCharged(this, NULL, BARIMAnimState.DEFAULT);
  83. JF = new BARIMLoadedJammed(this, NULL, BARIMAnimState.JAMMED);
  84. D1 = new BARIMLoadedDischarged(this, NULL, BARIMAnimState.DEFAULT);
  85. WeaponStateBase Mech_C1 = new WeaponChargingInnerMag(this, NULL, WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED);
  86. WeaponStateBase Mech_D1 = new WeaponChargingInnerMag(this, NULL, WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED);
  87. LoopedChambering Chamber_C0 = new LoopedChambering(this, NULL, WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_STARTLOOPABLE_CLOSED, WeaponActionChamberingTypes.CHAMBERING_ENDLOOPABLE);
  88. LoopedChambering Chamber_C1 = new LoopedChambering(this, NULL, WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_STARTLOOPABLE_CLOSED_KEEP, WeaponActionChamberingTypes.CHAMBERING_ENDLOOPABLE);
  89. LoopedChambering Chamber_D1 = new LoopedChambering(this, NULL, WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_STARTLOOPABLE_CLOSED, WeaponActionChamberingTypes.CHAMBERING_ENDLOOPABLE);
  90. WeaponStateBase Unjam_JF = new WeaponUnjamming(this, NULL, WeaponActions.UNJAMMING, WeaponActionUnjammingTypes.UNJAMMING_START);
  91. WeaponStateBase Trigger_C0 = new WeaponDryFire(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_DRY);
  92. WeaponStateBase Trigger_C1 = new WeaponFire(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_NORMAL);
  93. WeaponStateBase Trigger_D1 = new WeaponDryFire(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_DRY);
  94. WeaponStateBase Trigger_JF = new WeaponDryFire(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_DRY);
  95. WeaponStateBase Trigger_C1J = new WeaponFireToJam(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_JAM);
  96. WeaponEventBase _fin_ = new WeaponEventHumanCommandActionFinished;
  97. WeaponEventBase __L__ = new WeaponEventLoad1Bullet;
  98. WeaponEventBase __T__ = new WeaponEventTrigger;
  99. WeaponEventBase __TJ_ = new WeaponEventTriggerToJam;
  100. WeaponEventBase __U__ = new WeaponEventUnjam;
  101. WeaponEventBase __M__ = new WeaponEventMechanism;
  102. WeaponEventBase _abt_ = new WeaponEventHumanCommandActionAborted;
  103. WeaponEventBase _rto_ = new WeaponEventReloadTimeout;
  104. WeaponEventBase _dto_ = new WeaponEventDryFireTimeout;
  105. m_fsm = new WeaponFSM();
  106. // Mechanism
  107. //----------------------------------------
  108. m_fsm.AddTransition(new WeaponTransition( C0, __M__, Mech_C1));
  109. m_fsm.AddTransition(new WeaponTransition( C1, __M__, Mech_C1));
  110. m_fsm.AddTransition(new WeaponTransition( Mech_C1, _fin_, C0, NULL, new WeaponGuardCurrentChamberEmpty(this)));
  111. m_fsm.AddTransition(new WeaponTransition( Mech_C1, _fin_, C1));
  112. m_fsm.AddTransition(new WeaponTransition( Mech_C1, _abt_, C0, NULL, new WeaponGuardCurrentChamberEmpty(this)));
  113. m_fsm.AddTransition(new WeaponTransition( Mech_C1, _abt_, C1));
  114. m_fsm.AddTransition(new WeaponTransition( D1, __M__, Mech_D1));
  115. m_fsm.AddTransition(new WeaponTransition( Mech_D1, _fin_, C0, NULL, new WeaponGuardCurrentChamberEmpty(this)));
  116. m_fsm.AddTransition(new WeaponTransition( Mech_D1, _fin_, D1, NULL, new WeaponGuardCurrentChamberFiredOut(this)));
  117. m_fsm.AddTransition(new WeaponTransition( Mech_D1, _fin_, C1));
  118. m_fsm.AddTransition(new WeaponTransition( Mech_D1, _abt_, C0, NULL, new WeaponGuardCurrentChamberEmpty(this)));
  119. m_fsm.AddTransition(new WeaponTransition( Mech_D1, _abt_, D1, NULL, new WeaponGuardCurrentChamberFiredOut(this)));
  120. m_fsm.AddTransition(new WeaponTransition( Mech_D1, _abt_, C1));
  121. //----------------------------------------
  122. m_fsm.AddTransition(new WeaponTransition( C0, __L__, Chamber_C0));
  123. m_fsm.AddTransition(new WeaponTransition( Chamber_C0, _fin_, C1));
  124. m_fsm.AddTransition(new WeaponTransition( Chamber_C0, _abt_, C0, NULL, new WeaponGuardCurrentChamberEmpty(this)));
  125. m_fsm.AddTransition(new WeaponTransition( Chamber_C0, _abt_, C1));
  126. m_fsm.AddTransition(new WeaponTransition( C1, __L__, Chamber_C1, NULL, new GuardNot(new WeaponGuardInnerMagazineFullShareChamber(this))));
  127. m_fsm.AddTransition(new WeaponTransition( Chamber_C1, _fin_, C1));
  128. m_fsm.AddTransition(new WeaponTransition( Chamber_C1, _abt_, C1));
  129. m_fsm.AddTransition(new WeaponTransition( D1, __L__, Chamber_D1));
  130. m_fsm.AddTransition(new WeaponTransition( Chamber_D1, _fin_, C1));
  131. m_fsm.AddTransition(new WeaponTransition( Chamber_D1, _abt_, D1, NULL, new WeaponGuardCurrentChamberFiredOut(this)));
  132. m_fsm.AddTransition(new WeaponTransition( Chamber_D1, _abt_, C1));
  133. //------------------------------------------
  134. m_fsm.AddTransition(new WeaponTransition( JF, __U__, Unjam_JF));
  135. m_fsm.AddTransition(new WeaponTransition( Unjam_JF, _fin_, JF, NULL, new WeaponGuardJammed(this)));
  136. m_fsm.AddTransition(new WeaponTransition( Unjam_JF, _fin_, C0, NULL, new WeaponGuardCurrentChamberEmpty(this)));
  137. m_fsm.AddTransition(new WeaponTransition( Unjam_JF, _fin_, C1));
  138. m_fsm.AddTransition(new WeaponTransition( Unjam_JF, _abt_, JF, NULL, new WeaponGuardJammed(this)));
  139. m_fsm.AddTransition(new WeaponTransition( Unjam_JF, _abt_, C0, NULL, new WeaponGuardCurrentChamberEmpty(this)));
  140. m_fsm.AddTransition(new WeaponTransition( Unjam_JF, _abt_, C1));
  141. //-----------------------------------------
  142. // fire
  143. m_fsm.AddTransition(new WeaponTransition( C0, __T__, Trigger_C0)); // fire.cocked
  144. m_fsm.AddTransition(new WeaponTransition( Trigger_C0, _fin_, C0));
  145. m_fsm.AddTransition(new WeaponTransition( Trigger_C0, _dto_, C0));
  146. m_fsm.AddTransition(new WeaponTransition( Trigger_C0, _abt_, C0));
  147. m_fsm.AddTransition(new WeaponTransition( C1, __T__, Trigger_C1)); // fire.cocked
  148. m_fsm.AddTransition(new WeaponTransition( Trigger_C1, _fin_, D1));
  149. m_fsm.AddTransition(new WeaponTransition( Trigger_C1, _rto_, D1));
  150. m_fsm.AddTransition(new WeaponTransition( Trigger_C1, _abt_, D1));
  151. m_fsm.AddTransition(new WeaponTransition( D1, __T__, Trigger_D1)); // fire.cocked
  152. m_fsm.AddTransition(new WeaponTransition( Trigger_D1, _fin_, D1));
  153. m_fsm.AddTransition(new WeaponTransition( Trigger_D1, _dto_, D1));
  154. m_fsm.AddTransition(new WeaponTransition( Trigger_D1, _abt_, D1));
  155. m_fsm.AddTransition(new WeaponTransition( JF, __T__, Trigger_JF)); // fire.cocked
  156. m_fsm.AddTransition(new WeaponTransition( Trigger_JF, _fin_, JF));
  157. m_fsm.AddTransition(new WeaponTransition( Trigger_JF, _dto_, JF));
  158. m_fsm.AddTransition(new WeaponTransition( Trigger_JF, _abt_, JF));
  159. m_fsm.AddTransition(new WeaponTransition( C1, __TJ_, Trigger_C1J)); // fire.cocked
  160. m_fsm.AddTransition(new WeaponTransition( Trigger_C1J, _fin_, JF));
  161. m_fsm.AddTransition(new WeaponTransition( Trigger_C1J, _rto_, JF));
  162. m_fsm.AddTransition(new WeaponTransition( Trigger_C1J, _abt_, JF));
  163. //---------------------------------------------
  164. SetInitialState(C0);
  165. SelectionBulletHide();
  166. HideMagazine();
  167. m_fsm.Start();
  168. }
  169. override void SetActions()
  170. {
  171. AddAction(FirearmActionLoadMultiBulletQuick);
  172. super.SetActions();
  173. AddAction(FirearmActionLoadMultiBullet);
  174. }
  175. };