weaponcharging.c 14 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 WeaponChargingOpenBolt_CK extends WeaponStateBase
  66. {
  67. override bool IsWaitingForActionFinish () { return true; }
  68. override void OnEntry (WeaponEventBase e)
  69. {
  70. super.OnEntry(e);
  71. m_weapon.SetCharged(true);
  72. m_weapon.SetWeaponOpen(true);
  73. }
  74. };
  75. class WeaponEjectBullet_Cartridge extends WeaponStateBase
  76. {
  77. Magazine m_dstMagazine; /// destination of the cartridge
  78. override void OnEntry (WeaponEventBase e)
  79. {
  80. super.OnEntry(e);
  81. if(e)
  82. {
  83. DayZPlayer p = e.m_player;
  84. int mi = m_weapon.GetCurrentMuzzle();
  85. ejectBulletAndStoreInMagazine(m_weapon, mi, m_dstMagazine, p); // MP-safe
  86. }
  87. }
  88. override void OnAbort (WeaponEventBase e)
  89. {
  90. m_dstMagazine = NULL;
  91. super.OnAbort(e);
  92. }
  93. override void OnExit (WeaponEventBase e)
  94. {
  95. m_dstMagazine = NULL;
  96. super.OnExit(e);
  97. }
  98. override bool SaveCurrentFSMState (ParamsWriteContext ctx)
  99. {
  100. if (!super.SaveCurrentFSMState(ctx))
  101. return false;
  102. if (!ctx.Write(m_dstMagazine))
  103. {
  104. Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " WeaponEjectBullet_Cartridge.SaveCurrentFSMState: cannot write m_dstMagazine for weapon=" + m_weapon);
  105. return false;
  106. }
  107. return true;
  108. }
  109. override bool LoadCurrentFSMState (ParamsReadContext ctx, int version)
  110. {
  111. if (!super.LoadCurrentFSMState(ctx, version))
  112. return false;
  113. if (!ctx.Read(m_dstMagazine))
  114. {
  115. Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " WeaponEjectBullet_Cartridge.LoadCurrentFSMState: cannot read m_dstMagazine for weapon=" + m_weapon);
  116. return false;
  117. }
  118. return true;
  119. }
  120. };
  121. class WeaponEjectBulletMultiMuzzle_Cartridge extends WeaponStateBase
  122. {
  123. Magazine m_dstMagazine; /// destination of the cartridge
  124. override void OnEntry (WeaponEventBase e)
  125. {
  126. super.OnEntry(e);
  127. if(e)
  128. {
  129. DayZPlayer p = e.m_player;
  130. for(int i = 0; i < m_weapon.GetMuzzleCount(); i++)
  131. {
  132. m_weapon.CreateRound(i);
  133. ejectBulletAndStoreInMagazine(m_weapon, i, m_dstMagazine, p); // MP-safe
  134. m_weapon.EffectBulletHide(i);
  135. m_weapon.HideBullet(i);
  136. }
  137. }
  138. }
  139. override void OnAbort (WeaponEventBase e)
  140. {
  141. m_dstMagazine = NULL;
  142. super.OnAbort(e);
  143. }
  144. override void OnExit (WeaponEventBase e)
  145. {
  146. m_dstMagazine = NULL;
  147. super.OnExit(e);
  148. }
  149. override bool SaveCurrentFSMState (ParamsWriteContext ctx)
  150. {
  151. if (!super.SaveCurrentFSMState(ctx))
  152. return false;
  153. if (!ctx.Write(m_dstMagazine))
  154. {
  155. Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " WeaponEjectBullet_Cartridge.SaveCurrentFSMState: cannot write m_dstMagazine for weapon=" + m_weapon);
  156. return false;
  157. }
  158. return true;
  159. }
  160. override bool LoadCurrentFSMState (ParamsReadContext ctx, int version)
  161. {
  162. if (!super.LoadCurrentFSMState(ctx, version))
  163. return false;
  164. if (!ctx.Read(m_dstMagazine))
  165. {
  166. Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " WeaponEjectBullet_Cartridge.LoadCurrentFSMState: cannot read m_dstMagazine for weapon=" + m_weapon);
  167. return false;
  168. }
  169. return true;
  170. }
  171. };
  172. class WeaponEjectBullet_Cartridge_W4T extends WeaponEjectBulletMultiMuzzle_Cartridge
  173. {
  174. override bool IsWaitingForActionFinish () { return true; }
  175. };
  176. /**@class WeaponCharging
  177. * @brief charging of weapon without ammo to be chambered
  178. */
  179. class WeaponChargingInnerMag extends WeaponStateBase
  180. {
  181. WeaponActions m_action;
  182. int m_actionType;
  183. ref WeaponCharging_Start m_start;
  184. ref WeaponEjectBullet_Cartridge_W4T m_onBE;
  185. ref WeaponEjectCasing_W4T m_onBEFireOut;
  186. ref BulletHide_W4T m_hideB;
  187. ref WeaponCharging_CK m_onCK;
  188. ref WeaponChamberFromInnerMag_W4T m_chamber;
  189. void WeaponChargingInnerMag (Weapon_Base w = NULL, WeaponStateBase parent = NULL, WeaponActions action = WeaponActions.NONE, int actionType = -1)
  190. {
  191. m_action = action;
  192. m_actionType = actionType;
  193. // setup nested state machine
  194. m_start = new WeaponCharging_Start(m_weapon, this, m_action, m_actionType);
  195. m_onBE = new WeaponEjectBullet_Cartridge_W4T(m_weapon, this);
  196. m_onBEFireOut = new WeaponEjectCasing_W4T(m_weapon, this);
  197. m_hideB = new BulletHide_W4T(m_weapon, this);
  198. m_onCK = new WeaponCharging_CK(m_weapon, this);
  199. m_chamber = new WeaponChamberFromInnerMag_W4T(m_weapon, this);
  200. // events
  201. WeaponEventBase __be_ = new WeaponEventAnimBulletEject;
  202. WeaponEventBase __bh_ = new WeaponEventAnimBulletHide;
  203. WeaponEventBase __ck_ = new WeaponEventAnimCocked;
  204. WeaponEventBase _fin_ = new WeaponEventHumanCommandActionFinished;
  205. m_fsm = new WeaponFSM(this); // @NOTE: set owner of the submachine fsm
  206. // transitions
  207. m_fsm.AddTransition(new WeaponTransition( m_start, __be_, m_onBEFireOut, NULL, new WeaponGuardCurrentChamberFiredOut(m_weapon)));
  208. m_fsm.AddTransition(new WeaponTransition( m_start, __be_, m_onBE, NULL, new GuardNot(new WeaponGuardCurrentChamberEmpty(m_weapon))));
  209. m_fsm.AddTransition(new WeaponTransition( m_onBE, __bh_, m_hideB));
  210. m_fsm.AddTransition(new WeaponTransition( m_onBEFireOut, __bh_, m_hideB));
  211. //TODO after inner magazine rework this events must load new bullet
  212. m_fsm.AddTransition(new WeaponTransition( m_start, __ck_, m_onBEFireOut, NULL, new GuardAnd(new GuardNot(new WeaponGuardCurrentChamberEmpty(m_weapon)), new WeaponGuardCurrentChamberFiredOut(m_weapon))));
  213. m_fsm.AddTransition(new WeaponTransition( m_start, __ck_, m_onBE, NULL, new GuardNot(new WeaponGuardCurrentChamberEmpty(m_weapon))));
  214. m_fsm.AddTransition(new WeaponTransition( m_start, __ck_, m_chamber, NULL, new WeaponGuardHasAmmoInnerMagazine(m_weapon))); // some anims do not send BE event
  215. m_fsm.AddTransition(new WeaponTransition( m_start, __ck_, m_onCK)); // some anims do not send BE event
  216. m_fsm.AddTransition(new WeaponTransition( m_onBE, __ck_, m_chamber, NULL, new WeaponGuardHasAmmoInnerMagazine(m_weapon)));
  217. m_fsm.AddTransition(new WeaponTransition( m_onBE, __ck_, m_onCK));
  218. m_fsm.AddTransition(new WeaponTransition( m_onBEFireOut, __ck_, m_chamber, NULL, new WeaponGuardHasAmmoInnerMagazine(m_weapon)));
  219. m_fsm.AddTransition(new WeaponTransition( m_onBEFireOut, __ck_, m_onCK));
  220. m_fsm.AddTransition(new WeaponTransition( m_hideB, __ck_, m_chamber, NULL, new WeaponGuardHasAmmoInnerMagazine(m_weapon)));
  221. m_fsm.AddTransition(new WeaponTransition( m_hideB, __ck_, m_onCK));
  222. m_fsm.AddTransition(new WeaponTransition( m_start, _fin_, NULL ));
  223. m_fsm.AddTransition(new WeaponTransition( m_onBEFireOut, _fin_, NULL));
  224. m_fsm.AddTransition(new WeaponTransition( m_onBE, _fin_, NULL));
  225. m_fsm.AddTransition(new WeaponTransition( m_hideB, _fin_, NULL));
  226. m_fsm.AddTransition(new WeaponTransition( m_onCK, _fin_, NULL));
  227. m_fsm.AddTransition(new WeaponTransition( m_chamber, _fin_, NULL));
  228. m_fsm.SetInitialState(m_start);
  229. }
  230. override void OnEntry (WeaponEventBase e)
  231. {
  232. super.OnEntry(e);
  233. }
  234. override void OnExit (WeaponEventBase e)
  235. {
  236. super.OnExit(e);
  237. }
  238. };
  239. /**@class WeaponCharging
  240. * @brief charging of weapon without ammo to be chambered
  241. */
  242. class WeaponChargingMultiple extends WeaponStateBase
  243. {
  244. WeaponActions m_action;
  245. int m_actionType;
  246. ref WeaponCharging_Start m_start;
  247. ref WeaponEjectBullet_Cartridge_W4T m_onBE;
  248. ref WeaponEjectCasing_W4T m_onBEFireOut;
  249. ref BulletHide_W4T m_hideB;
  250. ref WeaponCharging_CK m_onCK;
  251. ref WeaponChamberFromAttMag_W4T m_chamber;
  252. void WeaponChargingMultiple (Weapon_Base w = NULL, WeaponStateBase parent = NULL, WeaponActions action = WeaponActions.NONE, int actionType = -1)
  253. {
  254. m_action = action;
  255. m_actionType = actionType;
  256. // setup nested state machine
  257. m_start = new WeaponCharging_Start(m_weapon, this, m_action, m_actionType);
  258. m_onBE = new WeaponEjectBullet_Cartridge_W4T(m_weapon, this);
  259. m_onBEFireOut = new WeaponEjectCasing_W4T(m_weapon, this);
  260. m_hideB = new BulletHide_W4T(m_weapon, this);
  261. m_onCK = new WeaponCharging_CK(m_weapon, this);
  262. m_chamber = new WeaponChamberFromAttMag_W4T(m_weapon, this);
  263. // events
  264. WeaponEventBase __be_ = new WeaponEventAnimBulletEject;
  265. WeaponEventBase __bh_ = new WeaponEventAnimBulletHide;
  266. WeaponEventBase __ck_ = new WeaponEventAnimCocked;
  267. WeaponEventBase _fin_ = new WeaponEventHumanCommandActionFinished;
  268. m_fsm = new WeaponFSM(this); // @NOTE: set owner of the submachine fsm
  269. // transitions
  270. m_fsm.AddTransition(new WeaponTransition( m_start, __be_, m_onBEFireOut, NULL, new WeaponGuardCurrentChamberFiredOut(m_weapon)));
  271. m_fsm.AddTransition(new WeaponTransition( m_start, __be_, m_onBE, NULL, new GuardNot(new WeaponGuardCurrentChamberEmpty(m_weapon))));
  272. m_fsm.AddTransition(new WeaponTransition( m_onBE, __bh_, m_hideB));
  273. m_fsm.AddTransition(new WeaponTransition( m_onBEFireOut, __bh_, m_hideB));
  274. m_fsm.AddTransition(new WeaponTransition( m_start, __ck_, m_onBE, NULL, new GuardNot(new WeaponGuardCurrentChamberEmpty(m_weapon))));
  275. m_fsm.AddTransition(new WeaponTransition( m_start, __ck_, m_chamber, NULL, new WeaponGuardHasAmmo(m_weapon))); // some anims do not send BE event
  276. m_fsm.AddTransition(new WeaponTransition( m_start, __ck_, m_onCK)); // some anims do not send BE event
  277. m_fsm.AddTransition(new WeaponTransition( m_onBE, __ck_, m_chamber, NULL, new WeaponGuardHasAmmo(m_weapon)));
  278. m_fsm.AddTransition(new WeaponTransition( m_onBE, __ck_, m_onCK));
  279. m_fsm.AddTransition(new WeaponTransition( m_onBEFireOut, __ck_, m_chamber, NULL, new WeaponGuardHasAmmo(m_weapon)));
  280. m_fsm.AddTransition(new WeaponTransition( m_onBEFireOut, __ck_, m_onCK));
  281. m_fsm.AddTransition(new WeaponTransition( m_hideB, __ck_, m_chamber, NULL, new WeaponGuardHasAmmo(m_weapon)));
  282. m_fsm.AddTransition(new WeaponTransition( m_hideB, __ck_, m_onCK));
  283. m_fsm.AddTransition(new WeaponTransition( m_start, _fin_, NULL ));
  284. m_fsm.AddTransition(new WeaponTransition( m_onBEFireOut, _fin_, NULL));
  285. m_fsm.AddTransition(new WeaponTransition( m_onBE, _fin_, NULL));
  286. m_fsm.AddTransition(new WeaponTransition( m_hideB, _fin_, NULL));
  287. m_fsm.AddTransition(new WeaponTransition( m_onCK, _fin_, NULL));
  288. m_fsm.AddTransition(new WeaponTransition(m_chamber, _fin_, NULL));
  289. m_fsm.SetInitialState(m_start);
  290. }
  291. override void OnEntry (WeaponEventBase e)
  292. {
  293. super.OnEntry(e);
  294. }
  295. override void OnExit (WeaponEventBase e)
  296. {
  297. super.OnExit(e);
  298. }
  299. };
  300. /**@class WeaponCharging
  301. * @brief charging of weapon without ammo to be chambered
  302. */
  303. class WeaponChargingStretch extends WeaponStateBase
  304. {
  305. WeaponActions m_action;
  306. int m_actionType;
  307. ref WeaponCharging_Start m_start;
  308. ref WeaponCharging_CK m_onCK;
  309. void WeaponChargingStretch (Weapon_Base w = NULL, WeaponStateBase parent = NULL, WeaponActions action = WeaponActions.NONE, int actionType = -1)
  310. {
  311. m_action = action;
  312. m_actionType = actionType;
  313. // setup nested state machine
  314. m_start = new WeaponCharging_Start(m_weapon, this, m_action, m_actionType);
  315. m_onCK = new WeaponCharging_CK(m_weapon, this);
  316. // events
  317. WeaponEventBase __ck_ = new WeaponEventAnimCocked;
  318. WeaponEventBase _fin_ = new WeaponEventHumanCommandActionFinished;
  319. m_fsm = new WeaponFSM(this); // @NOTE: set owner of the submachine fsm
  320. // transitions
  321. m_fsm.AddTransition(new WeaponTransition( m_start, _fin_, NULL ));
  322. m_fsm.AddTransition(new WeaponTransition( m_start, __ck_, m_onCK)); // some anims do not send BE event
  323. m_fsm.AddTransition(new WeaponTransition( m_onCK, _fin_, NULL));
  324. m_fsm.SetInitialState(m_start);
  325. }
  326. };