ChamberFirstInnerMagazineSemiAutomatic_Base.c
class CFIMSAEmptyclass CFIMSAOpennedclass CFIMSALoadedclass CFIMSAJammedclass ChamberFirst_InnerMagazine_SemiAutomatic_Baseenum CFIMSAAnimStateenum CFIMSAStableStateID
enum CFIMSAAnimState
{
DEFAULT = 0, ///< default weapon state
OPENNED = 1,
JAMMED = 2,
};
enum CFIMSAStableStateID
{
UNKNOWN = 0,
Empty = 1,
Open = 2,
Loaded = 3,
Jammed = 4,
}
class CFIMSAEmpty extends WeaponStableState
{
override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " { Empty E"); } super.OnEntry(e); }
override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } Empty E"); } }
override int GetCurrentStateID () { return CFIMSAStableStateID.Empty; }
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 CFIMSAOpenned extends WeaponStableState
{
override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " { Open O"); } super.OnEntry(e); }
override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } Open O"); } }
override int GetCurrentStateID () { return CFIMSAStableStateID.Empty; }
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 CFIMSALoaded extends WeaponStableState
{
override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " { Loaded L"); } super.OnEntry(e); }
override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } Loaded L"); } }
override int GetCurrentStateID () { return CFIMSAStableStateID.Loaded; }
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 CFIMSAJammed extends WeaponStableState
{
override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " { Jammed J"); } super.OnEntry(e); }
override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } Jammed J"); } }
override int GetCurrentStateID () { return CFIMSAStableStateID.Jammed; }
override bool HasBullet () { return true; }
override bool HasMagazine () { return false; }
override bool IsJammed () { return true; }
override bool IsRepairEnabled () { return true; }
override void InitMuzzleArray () { m_muzzleHasBullet = {MuzzleState.F}; }
};
/**@class BoltRifle_Base
* @brief base for bolt action rifles
* @NOTE name copies config base class
**/
class ChamberFirst_InnerMagazine_SemiAutomatic_Base extends Rifle_Base
{
ref WeaponStableState E;
ref WeaponStableState O;
ref WeaponStableState L;
ref WeaponStableState J;
override void InitStateMachine ()
{
m_abilities.Insert(new AbilityRecord(WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED));
m_abilities.Insert(new AbilityRecord(WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_STARTLOOPABLE_CLOSED_EXTRA));
m_abilities.Insert(new AbilityRecord(WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_STARTLOOPABLE_CLOSED_WITHCHAMBER));
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.UNJAMMING, WeaponActionUnjammingTypes.UNJAMMING_START));
m_abilities.Insert(new AbilityRecord(WeaponActions.UNJAMMING, WeaponActionUnjammingTypes.UNJAMMING_END));
m_abilities.Insert(new AbilityRecord(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_NORMAL));
m_abilities.Insert(new AbilityRecord(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_LAST));
m_abilities.Insert(new AbilityRecord(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_DRY));
m_abilities.Insert(new AbilityRecord(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_JAM));
E = new CFIMSAEmpty(this, NULL, CFIMSAAnimState.DEFAULT);
O = new CFIMSAOpenned(this, NULL, CFIMSAAnimState.OPENNED);
L = new CFIMSALoaded(this, NULL, CFIMSAAnimState.DEFAULT);
J = new CFIMSAJammed(this, NULL, CFIMSAAnimState.JAMMED);
WeaponStateBase Mech_E = new WeaponChargingInnerMag(this, NULL, WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED);
WeaponStateBase Mech_O = new WeaponChargingInnerMag(this, NULL, WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_OPENED);
WeaponStateBase Mech_L = new WeaponChargingInnerMag(this, NULL, WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED);
LoopedChamberingCombineChamberInternalMagazine Chamber_E = new LoopedChamberingCombineChamberInternalMagazine(this, NULL, WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_STARTLOOPABLE_CLOSED_EXTRA, WeaponActionChamberingTypes.CHAMBERING_ENDLOOPABLE);
LoopedChamberingCombineChamberInternalMagazine Chamber_O = new LoopedChamberingCombineChamberInternalMagazine(this, NULL, WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_STARTLOOPABLE_OPENED, WeaponActionChamberingTypes.CHAMBERING_ENDLOOPABLE);
LoopedChamberingEjectLast Chamber_L = new LoopedChamberingEjectLast(this, NULL, WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_STARTLOOPABLE_CLOSED_WITHCHAMBER, WeaponActionChamberingTypes.CHAMBERING_ENDLOOPABLE);
WeaponStateBase Unjam_J = new WeaponUnjamming(this, NULL, WeaponActions.UNJAMMING, WeaponActionUnjammingTypes.UNJAMMING_START);
WeaponStateBase Trigger_E = new WeaponDryFire(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_DRY);
WeaponStateBase Trigger_O = new WeaponDryFire(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_DRY);
WeaponStateBase Trigger_L = new WeaponFireAndChamberFromInnerMagazine(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_NORMAL);
WeaponStateBase Trigger_J = new WeaponDryFire(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_DRY);
WeaponStateBase Trigger_LL = new WeaponFireLast(this, NULL, WeaponActions.FIRE, GetWeaponSpecificCommand(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_LAST));
WeaponStateBase Trigger_LJ = new WeaponFireToJam(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_JAM);
WeaponEventBase _fin_ = new WeaponEventHumanCommandActionFinished;
WeaponEventBase __L__ = new WeaponEventLoad1Bullet;
WeaponEventBase __T__ = new WeaponEventTrigger;
WeaponEventBase __TJ_ = new WeaponEventTriggerToJam;
WeaponEventBase __U__ = new WeaponEventUnjam;
WeaponEventBase __M__ = new WeaponEventMechanism;
WeaponEventBase _abt_ = new WeaponEventHumanCommandActionAborted;
WeaponEventBase _rto_ = new WeaponEventReloadTimeout;
WeaponEventBase _dto_ = new WeaponEventDryFireTimeout;
m_fsm = new WeaponFSM();
// Mechanism
//----------------------------------------
m_fsm.AddTransition(new WeaponTransition( E, __M__, Mech_E));
m_fsm.AddTransition(new WeaponTransition( Mech_E, _fin_, E));
m_fsm.AddTransition(new WeaponTransition( Mech_E, _abt_, E));
m_fsm.AddTransition(new WeaponTransition( O, __M__, Mech_O));
m_fsm.AddTransition(new WeaponTransition( Mech_O, _fin_, O, NULL, new WeaponGuardWeaponOpen(this)));
m_fsm.AddTransition(new WeaponTransition( Mech_O, _fin_, E));
m_fsm.AddTransition(new WeaponTransition( Mech_O, _abt_, O, NULL, new WeaponGuardWeaponOpen(this)));
m_fsm.AddTransition(new WeaponTransition( Mech_O, _abt_, E));
m_fsm.AddTransition(new WeaponTransition( L, __M__, Mech_L));
m_fsm.AddTransition(new WeaponTransition( Mech_L, _fin_, E, NULL, new WeaponGuardCurrentChamberEmpty(this)));
m_fsm.AddTransition(new WeaponTransition( Mech_L, _fin_, L));
m_fsm.AddTransition(new WeaponTransition( Mech_L, _abt_, E, NULL, new WeaponGuardCurrentChamberEmpty(this)));
m_fsm.AddTransition(new WeaponTransition( Mech_L, _abt_, L));
//----------------------------------------
m_fsm.AddTransition(new WeaponTransition( E, __L__, Chamber_E));
m_fsm.AddTransition(new WeaponTransition( Chamber_E, _fin_, E, NULL, new WeaponGuardCurrentChamberEmpty(this)));
m_fsm.AddTransition(new WeaponTransition( Chamber_E, _fin_, L));
m_fsm.AddTransition(new WeaponTransition( Chamber_E, _abt_, O, NULL, new WeaponGuardWeaponOpen(this)));
m_fsm.AddTransition(new WeaponTransition( Chamber_E, _abt_, E, NULL, new WeaponGuardCurrentChamberEmpty(this)));
m_fsm.AddTransition(new WeaponTransition( Chamber_E, _abt_, L));
m_fsm.AddTransition(new WeaponTransition( O, __L__, Chamber_O));
m_fsm.AddTransition(new WeaponTransition( Chamber_O, _fin_, E, NULL, new WeaponGuardCurrentChamberEmpty(this)));
m_fsm.AddTransition(new WeaponTransition( Chamber_O, _fin_, L));
m_fsm.AddTransition(new WeaponTransition( Chamber_O, _abt_, O, NULL, new WeaponGuardWeaponOpen(this)));
m_fsm.AddTransition(new WeaponTransition( Chamber_O, _abt_, E, NULL, new WeaponGuardCurrentChamberEmpty(this)));
m_fsm.AddTransition(new WeaponTransition( Chamber_O, _abt_, L));
m_fsm.AddTransition(new WeaponTransition( L, __L__, Chamber_L, NULL, new GuardNot(new WeaponGuardInnerMagazineFullShareChamber(this))));
m_fsm.AddTransition(new WeaponTransition( Chamber_L, _fin_, L));
m_fsm.AddTransition(new WeaponTransition( Chamber_L, _abt_, L));
//------------------------------------------
m_fsm.AddTransition(new WeaponTransition( J, __U__, Unjam_J));
m_fsm.AddTransition(new WeaponTransition( Unjam_J, _fin_, J, NULL, new WeaponGuardJammed(this)));
m_fsm.AddTransition(new WeaponTransition( Unjam_J, _fin_, E, NULL, new WeaponGuardCurrentChamberEmpty(this)));
m_fsm.AddTransition(new WeaponTransition( Unjam_J, _fin_, L));
m_fsm.AddTransition(new WeaponTransition( Unjam_J, _abt_, J, NULL, new WeaponGuardJammed(this)));
m_fsm.AddTransition(new WeaponTransition( Unjam_J, _abt_, E, NULL, new WeaponGuardCurrentChamberEmpty(this)));
m_fsm.AddTransition(new WeaponTransition( Unjam_J, _abt_, L));
//-----------------------------------------
// fire
m_fsm.AddTransition(new WeaponTransition( E, __T__, Trigger_E)); // fire.cocked
m_fsm.AddTransition(new WeaponTransition( Trigger_E, _fin_, E));
m_fsm.AddTransition(new WeaponTransition( Trigger_E, _dto_, E));
m_fsm.AddTransition(new WeaponTransition( Trigger_E, _abt_, E));
m_fsm.AddTransition(new WeaponTransition( O, __T__, Trigger_O)); // fire.cocked
m_fsm.AddTransition(new WeaponTransition( Trigger_O, _fin_, O));
m_fsm.AddTransition(new WeaponTransition( Trigger_O, _dto_, O));
m_fsm.AddTransition(new WeaponTransition( Trigger_O, _abt_, O));
m_fsm.AddTransition(new WeaponTransition( L, __T__, Trigger_L, NULL, new WeaponGuardHasAmmoInnerMagazine(this)));
m_fsm.AddTransition(new WeaponTransition( Trigger_L, _fin_, L));
m_fsm.AddTransition(new WeaponTransition( Trigger_L, _rto_, L));
m_fsm.AddTransition(new WeaponTransition( Trigger_L, _abt_, L));
m_fsm.AddTransition(new WeaponTransition( L, __T__, Trigger_LL));
m_fsm.AddTransition(new WeaponTransition( Trigger_LL, _fin_, O));
m_fsm.AddTransition(new WeaponTransition( Trigger_LL, _rto_, O));
m_fsm.AddTransition(new WeaponTransition( Trigger_LL, _abt_, O));
m_fsm.AddTransition(new WeaponTransition( J, __T__, Trigger_J)); // fire.cocked
m_fsm.AddTransition(new WeaponTransition( Trigger_J, _fin_, J));
m_fsm.AddTransition(new WeaponTransition( Trigger_J, _dto_, J));
m_fsm.AddTransition(new WeaponTransition( Trigger_J, _abt_, J));
m_fsm.AddTransition(new WeaponTransition( L, __TJ_, Trigger_LJ)); // fire.cocked
m_fsm.AddTransition(new WeaponTransition( Trigger_LJ, _fin_, J));
m_fsm.AddTransition(new WeaponTransition( Trigger_LJ, _rto_, J));
m_fsm.AddTransition(new WeaponTransition( Trigger_LJ, _abt_, J));
//---------------------------------------------
SetInitialState(E);
SelectionBulletHide();
HideMagazine();
m_fsm.Start();
}
override void SetActions()
{
AddAction(FirearmActionLoadMultiBulletQuick);
super.SetActions();
AddAction(FirearmActionLoadMultiBullet);
}
};