riflerechambering.c 4.2 KB

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  1. class RifleReChambering extends WeaponStateBase
  2. {
  3. WeaponActions m_action;
  4. int m_actionType;
  5. Magazine m_dstMagazine; /// destination of the ejected cartridge
  6. Magazine m_srcMagazine; /// source of the loaded cartridge
  7. ref WeaponStateBase m_start;
  8. ref WeaponEjectBullet_Cartridge m_eject;
  9. ref WeaponChambering_Cartridge m_chamber;
  10. ref WeaponChambering_W4T m_w4t;
  11. void RifleReChambering (Weapon_Base w = NULL, WeaponStateBase parent = NULL, WeaponActions action = WeaponActions.NONE, int actionType = -1)
  12. {
  13. m_action = action;
  14. m_actionType = actionType;
  15. // setup nested state machine
  16. m_start = new WeaponChambering_Start(m_weapon, this, m_action, m_actionType);
  17. m_eject = new WeaponEjectBullet_Cartridge(m_weapon, this);
  18. m_chamber = new WeaponChambering_Cartridge(m_weapon, this);
  19. m_w4t = new WeaponChambering_W4T(m_weapon, this);
  20. // events
  21. WeaponEventAnimBulletEject __be_ = new WeaponEventAnimBulletEject;
  22. WeaponEventAnimBulletShow __bs_ = new WeaponEventAnimBulletShow;
  23. WeaponEventAnimBulletInChamber __bc_ = new WeaponEventAnimBulletInChamber;
  24. WeaponEventBase _fin_ = new WeaponEventHumanCommandActionFinished;
  25. m_fsm = new WeaponFSM(this); // @NOTE: set owner of the submachine fsm
  26. m_fsm.AddTransition(new WeaponTransition(m_start , __be_, m_eject));
  27. m_fsm.AddTransition(new WeaponTransition(m_eject , __bs_, m_chamber));
  28. m_fsm.AddTransition(new WeaponTransition(m_chamber, __bc_, m_w4t));
  29. m_fsm.AddTransition(new WeaponTransition(m_w4t , _fin_, NULL));
  30. // Safety exits
  31. m_fsm.AddTransition(new WeaponTransition(m_chamber, _fin_, null));
  32. m_fsm.AddTransition(new WeaponTransition(m_eject , _fin_, null));
  33. m_fsm.AddTransition(new WeaponTransition(m_start , _fin_, null));
  34. m_fsm.SetInitialState(m_start);
  35. }
  36. override void OnEntry (WeaponEventBase e)
  37. {
  38. if (e)
  39. {
  40. if (LogManager.IsWeaponLogEnable()) { wpnDebugPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " WeaponRechamber, mag=" + e.m_magazine.ToString()); }
  41. m_srcMagazine = e.m_magazine;
  42. m_chamber.m_srcMagazine = m_srcMagazine;
  43. // prepare magazine for ejected ammo
  44. int mi = m_weapon.GetCurrentMuzzle();
  45. string magazineTypeName = m_weapon.GetChamberedCartridgeMagazineTypeName(mi);
  46. float damage = 0.0;
  47. string type;
  48. if (m_weapon.GetCartridgeInfo(mi, damage, type))
  49. {
  50. bool is_single_or_server = !GetGame().IsMultiplayer() || GetGame().IsServer();
  51. if (is_single_or_server)
  52. {
  53. m_dstMagazine = DayZPlayerUtils.SelectStoreCartridge(e.m_player, m_weapon, mi, m_srcMagazine, damage, magazineTypeName);
  54. if (!m_dstMagazine)
  55. {
  56. Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " WeaponRechamber - error, cannot prepare mag for catridge, magType=" + magazineTypeName);
  57. }
  58. }
  59. }
  60. m_eject.m_dstMagazine = m_dstMagazine;
  61. }
  62. super.OnEntry(e); // @NOTE: super after submachine init (prevent override from submachine start)
  63. }
  64. override void OnAbort (WeaponEventBase e)
  65. {
  66. super.OnAbort(e);
  67. m_srcMagazine = NULL;
  68. m_dstMagazine = NULL;
  69. }
  70. override void OnExit (WeaponEventBase e)
  71. {
  72. super.OnExit(e);
  73. m_srcMagazine = NULL;
  74. m_dstMagazine = NULL;
  75. }
  76. override bool SaveCurrentFSMState (ParamsWriteContext ctx)
  77. {
  78. if (!super.SaveCurrentFSMState(ctx))
  79. return false;
  80. if (!ctx.Write(m_dstMagazine))
  81. {
  82. Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " WeaponRechamber.SaveCurrentFSMState: cannot save m_dstMagazine for weapon=" + m_weapon);
  83. return false;
  84. }
  85. if (!ctx.Write(m_srcMagazine))
  86. {
  87. Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " WeaponRechamber.SaveCurrentFSMState: cannot save m_srcMagazine for weapon=" + m_weapon);
  88. return false;
  89. }
  90. return true;
  91. }
  92. override bool LoadCurrentFSMState (ParamsReadContext ctx, int version)
  93. {
  94. if (!super.LoadCurrentFSMState(ctx, version))
  95. return false;
  96. if (!ctx.Read(m_dstMagazine))
  97. {
  98. Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " WeaponRechamber.LoadCurrentFSMState: cannot read m_dstMagazine for weapon=" + m_weapon);
  99. return false;
  100. }
  101. if (!ctx.Read(m_srcMagazine))
  102. {
  103. Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " WeaponRechamber.LoadCurrentFSMState: cannot read m_srcMagazine for weapon=" + m_weapon);
  104. return false;
  105. }
  106. return true;
  107. }
  108. };