class RifleReChambering extends WeaponStateBase
{
WeaponActions m_action;
int m_actionType;
Magazine m_dstMagazine; /// destination of the ejected cartridge
Magazine m_srcMagazine; /// source of the loaded cartridge
ref WeaponStateBase m_start;
ref WeaponEjectBullet_Cartridge m_eject;
ref WeaponChambering_Cartridge m_chamber;
ref WeaponChambering_W4T m_w4t;
void RifleReChambering (Weapon_Base w = NULL, WeaponStateBase parent = NULL, WeaponActions action = WeaponActions.NONE, int actionType = -1)
{
m_action = action;
m_actionType = actionType;
// setup nested state machine
m_start = new WeaponChambering_Start(m_weapon, this, m_action, m_actionType);
m_eject = new WeaponEjectBullet_Cartridge(m_weapon, this);
m_chamber = new WeaponChambering_Cartridge(m_weapon, this);
m_w4t = new WeaponChambering_W4T(m_weapon, this);
// events
WeaponEventAnimBulletEject __be_ = new WeaponEventAnimBulletEject;
WeaponEventAnimBulletShow __bs_ = new WeaponEventAnimBulletShow;
WeaponEventAnimBulletInChamber __bc_ = new WeaponEventAnimBulletInChamber;
WeaponEventBase _fin_ = new WeaponEventHumanCommandActionFinished;
m_fsm = new WeaponFSM(this); // @NOTE: set owner of the submachine fsm
m_fsm.AddTransition(new WeaponTransition(m_start , __be_, m_eject));
m_fsm.AddTransition(new WeaponTransition(m_eject , __bs_, m_chamber));
m_fsm.AddTransition(new WeaponTransition(m_chamber, __bc_, m_w4t));
m_fsm.AddTransition(new WeaponTransition(m_w4t , _fin_, NULL));
// Safety exits
m_fsm.AddTransition(new WeaponTransition(m_chamber, _fin_, null));
m_fsm.AddTransition(new WeaponTransition(m_eject , _fin_, null));
m_fsm.AddTransition(new WeaponTransition(m_start , _fin_, null));
m_fsm.SetInitialState(m_start);
}
override void OnEntry (WeaponEventBase e)
{
if (e)
{
if (LogManager.IsWeaponLogEnable()) { wpnDebugPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " WeaponRechamber, mag=" + e.m_magazine.ToString()); }
m_srcMagazine = e.m_magazine;
m_chamber.m_srcMagazine = m_srcMagazine;
// prepare magazine for ejected ammo
int mi = m_weapon.GetCurrentMuzzle();
string magazineTypeName = m_weapon.GetChamberedCartridgeMagazineTypeName(mi);
float damage = 0.0;
string type;
if (m_weapon.GetCartridgeInfo(mi, damage, type))
{
bool is_single_or_server = !g_Game.IsMultiplayer() || g_Game.IsServer();
if (is_single_or_server)
{
m_dstMagazine = DayZPlayerUtils.SelectStoreCartridge(e.m_player, m_weapon, mi, m_srcMagazine, damage, magazineTypeName);
if (!m_dstMagazine)
{
Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " WeaponRechamber - error, cannot prepare mag for catridge, magType=" + magazineTypeName);
}
}
}
m_eject.m_dstMagazine = m_dstMagazine;
}
super.OnEntry(e); // @NOTE: super after submachine init (prevent override from submachine start)
}
override void OnAbort (WeaponEventBase e)
{
super.OnAbort(e);
m_srcMagazine = NULL;
m_dstMagazine = NULL;
}
override void OnExit (WeaponEventBase e)
{
super.OnExit(e);
m_srcMagazine = NULL;
m_dstMagazine = NULL;
}
override bool SaveCurrentFSMState (ParamsWriteContext ctx)
{
if (!super.SaveCurrentFSMState(ctx))
return false;
if (!ctx.Write(m_dstMagazine))
{
Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " WeaponRechamber.SaveCurrentFSMState: cannot save m_dstMagazine for weapon=" + m_weapon);
return false;
}
if (!ctx.Write(m_srcMagazine))
{
Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " WeaponRechamber.SaveCurrentFSMState: cannot save m_srcMagazine for weapon=" + m_weapon);
return false;
}
return true;
}
override bool LoadCurrentFSMState (ParamsReadContext ctx, int version)
{
if (!super.LoadCurrentFSMState(ctx, version))
return false;
if (!ctx.Read(m_dstMagazine))
{
Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " WeaponRechamber.LoadCurrentFSMState: cannot read m_dstMagazine for weapon=" + m_weapon);
return false;
}
if (!ctx.Read(m_srcMagazine))
{
Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " WeaponRechamber.LoadCurrentFSMState: cannot read m_srcMagazine for weapon=" + m_weapon);
return false;
}
return true;
}
};