WeaponChamberingLooped.c
class LoopedChambering_EndLoopclass LoopedChambering_Wait4ShowBullet2class LoopedChamberingclass LoopedChamberingEjectLastclass LoopedChamberingCombineChamberInternalMagazine
// load x bullets
class LoopedChambering_EndLoop extends WeaponStartAction
{
override bool IsWaitingForActionFinish () { return true; }
};
class LoopedChambering_Wait4ShowBullet2 extends WeaponStateBase
{
override bool IsWaitingForActionFinish () { return false; }
};
class LoopedChambering extends WeaponStateBase
{
WeaponActions m_action;
int m_startActionType;
int m_endActionType;
Magazine m_srcMagazine; /// source of the cartridge
ref InventoryLocation m_srcMagazinePrevLocation;
ref WeaponStateBase m_start;
ref WeaponEjectCasing m_eject;
ref WeaponChambering_Base m_chamber;
ref LoopedChambering_Wait4ShowBullet2 m_w4sb2;
ref WeaponStartAction m_endLoop;
ref BulletHide_W4T m_hideB;
void LoopedChambering (Weapon_Base w = NULL, WeaponStateBase parent = NULL, WeaponActions action = WeaponActions.NONE, int startActionType = -1, int endActionType = -1)
{
m_action = action;
m_startActionType = startActionType;
m_endActionType = endActionType;
// setup nested state machine
m_start = new WeaponChambering_Start(m_weapon, this, m_action, m_startActionType);
m_eject = new WeaponEjectCasing(m_weapon, this);
m_chamber = new WeaponChambering_Cartridge_ChambToMag(m_weapon, this);
m_w4sb2 = new LoopedChambering_Wait4ShowBullet2(m_weapon, this);
m_hideB = new BulletHide_W4T(m_weapon, this);
m_endLoop = new LoopedChambering_EndLoop(m_weapon, this, m_action, m_endActionType); // @NOTE: termination playing action - dummy?
// events
WeaponEventBase _fin_ = new WeaponEventHumanCommandActionFinished;
WeaponEventContinuousLoadBulletStart __lS_ = new WeaponEventContinuousLoadBulletStart;
WeaponEventContinuousLoadBulletEnd __lE_ = new WeaponEventContinuousLoadBulletEnd;
WeaponEventAnimBulletShow __bs_ = new WeaponEventAnimBulletShow;
WeaponEventAnimBulletHide __bh_ = new WeaponEventAnimBulletHide;
WeaponEventAnimBulletEject __be_ = new WeaponEventAnimBulletEject;
WeaponEventAnimBulletInMagazine __bM_ = new WeaponEventAnimBulletInMagazine;
WeaponEventAnimBulletShow2 _bs2_ = new WeaponEventAnimBulletShow2;
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_start, __bs_, m_chamber));
m_fsm.AddTransition(new WeaponTransition(m_eject, __bs_, m_chamber));
m_fsm.AddTransition(new WeaponTransition(m_chamber, __bM_, m_w4sb2, NULL, new GuardAnd(new GuardAnd(new WeaponGuardHasAmmoInLoopedState(m_chamber), new WeaponGuardInternalMagazineHasRoomForBullet(m_weapon)),new WeaponGuardWeaponManagerWantContinue())));
m_fsm.AddTransition(new WeaponTransition(m_chamber, __bM_, m_endLoop));
m_fsm.AddTransition(new WeaponTransition(m_w4sb2, __bh_, m_hideB));
m_fsm.AddTransition(new WeaponTransition(m_hideB, __bs_, m_chamber));
m_fsm.AddTransition(new WeaponTransition(m_endLoop, _fin_, NULL));
// Safety exits
m_fsm.AddTransition(new WeaponTransition(m_hideB, _fin_, null));
m_fsm.AddTransition(new WeaponTransition(m_w4sb2, _fin_, null));
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 != NULL)
{
m_srcMagazine = e.m_magazine;
if (m_srcMagazine != NULL)
{
m_weapon.SelectionBulletHide();
InventoryLocation newSrc = new InventoryLocation;
m_srcMagazine.GetInventory().GetCurrentInventoryLocation(newSrc);
m_srcMagazinePrevLocation = newSrc;
// move to LH
InventoryLocation lhand = new InventoryLocation;
lhand.SetAttachment(e.m_player, m_srcMagazine, InventorySlots.LEFTHAND);
if (GameInventory.LocationSyncMoveEntity(newSrc, lhand))
{
if (LogManager.IsWeaponLogEnable()) { wpnDebugPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChambering, ok - ammo pile removed from inv (inv->LHand)"); }
}
else
Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChambering, error - cannot remove ammo pile from inv");
m_chamber.m_srcMagazine = m_srcMagazine;
}
else
{
Print("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChambering m_srcMagazine = NULL");
}
}
else
{
Print("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChambering (e=NULL), m_srcMagazine=" + m_srcMagazine.ToString());
}
super.OnEntry(e); // @NOTE: super at the end (prevent override from submachine start)
}
override void OnExit (WeaponEventBase e)
{
bool done = false;
if (m_srcMagazine)
{
e.m_player.GetInventory().ClearInventoryReservationEx( m_srcMagazine , m_srcMagazinePrevLocation );
InventoryLocation leftHandIl = new InventoryLocation;
m_srcMagazine.GetInventory().GetCurrentInventoryLocation(leftHandIl);
if (leftHandIl.IsValid())
{
if (m_srcMagazinePrevLocation && m_srcMagazinePrevLocation.IsValid())
{
if (vector.DistanceSq(m_srcMagazinePrevLocation.GetPos(), leftHandIl.GetPos()) < WeaponManager.MAX_DROP_MAGAZINE_DISTANCE_SQ)
{
if (GameInventory.LocationCanMoveEntity(leftHandIl,m_srcMagazinePrevLocation))
{
if (GameInventory.LocationSyncMoveEntity(leftHandIl,m_srcMagazinePrevLocation))
{
if (LogManager.IsWeaponLogEnable()) { wpnDebugPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChambering, ok - ammo pile removed from left hand to previous location (LHand->inv) - exit"); }
done = true;
}
}
}
}
if( !done)
{
InventoryLocation il = new InventoryLocation;
e.m_player.GetInventory().FindFreeLocationFor( m_srcMagazine, FindInventoryLocationType.CARGO, il );
if(!il || !il.IsValid())
{
if (DayZPlayerUtils.HandleDropMagazine(e.m_player, m_srcMagazine))
{
if (LogManager.IsWeaponLogEnable()) { wpnDebugPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChambering, ok - no inventory space for ammo pile - dropped to ground - exit"); }
}
else
Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChambering, error - cannot drop ammo pile from left hand after not found inventory space for ammo pile - exit");
}
else
{
if (GameInventory.LocationSyncMoveEntity(leftHandIl, il))
{
if (LogManager.IsWeaponLogEnable()) { wpnDebugPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChambering, ok - ammo pile removed from left hand (LHand->inv) - exit"); }
}
else
Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChambering, error - cannot remove ammo pile from wpn - exit");
}
}
}
}
super.OnExit(e);
m_srcMagazine = NULL;
m_chamber.m_srcMagazine = NULL;
m_srcMagazinePrevLocation = NULL;
}
override void OnAbort (WeaponEventBase e)
{
bool done = false;
if (m_srcMagazine)
{
e.m_player.GetInventory().ClearInventoryReservationEx( m_srcMagazine , m_srcMagazinePrevLocation );
InventoryLocation leftHandIl = new InventoryLocation;
m_srcMagazine.GetInventory().GetCurrentInventoryLocation(leftHandIl);
if (leftHandIl.IsValid())
{
if (m_srcMagazinePrevLocation && m_srcMagazinePrevLocation.IsValid())
{
if (vector.DistanceSq(m_srcMagazinePrevLocation.GetPos(), leftHandIl.GetPos()) < WeaponManager.MAX_DROP_MAGAZINE_DISTANCE_SQ)
{
if (GameInventory.LocationCanMoveEntity(leftHandIl,m_srcMagazinePrevLocation))
{
if (GameInventory.LocationSyncMoveEntity(leftHandIl,m_srcMagazinePrevLocation))
{
if (LogManager.IsWeaponLogEnable()) { wpnDebugPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChambering, ok - ammo pile removed from left hand to previous location (LHand->inv) - abort"); }
done = true;
}
}
}
}
if( !done)
{
InventoryLocation il = new InventoryLocation;
e.m_player.GetInventory().FindFreeLocationFor( m_srcMagazine, FindInventoryLocationType.CARGO, il );
if(!il || !il.IsValid())
{
if (DayZPlayerUtils.HandleDropMagazine(e.m_player, m_srcMagazine))
{
if (LogManager.IsWeaponLogEnable()) { wpnDebugPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChambering, ok - no inventory space for ammo pile - dropped to ground - abort"); }
}
else
Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChambering, error - cannot drop ammo pile from left hand after not found inventory space for ammo pile - abort");
}
else
{
if (GameInventory.LocationSyncMoveEntity(leftHandIl, il))
{
if (LogManager.IsWeaponLogEnable()) { wpnDebugPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChambering, ok - ammo pile removed from left hand (LHand->inv) - abort"); }
}
else
Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChambering, error - cannot remove ammo pile from wpn - abort");
}
}
}
}
super.OnAbort(e);
m_srcMagazine = NULL;
m_chamber.m_srcMagazine = NULL;
m_srcMagazinePrevLocation = NULL;
}
override bool SaveCurrentFSMState (ParamsWriteContext ctx)
{
if (!super.SaveCurrentFSMState(ctx))
return false;
if (!ctx.Write(m_srcMagazine))
{
Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChambering.SaveCurrentFSMState: cannot save m_srcMagazine for weapon=" + m_weapon);
return false;
}
if (!OptionalLocationWriteToContext(m_srcMagazinePrevLocation, ctx))
{
Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChambering.SaveCurrentFSMState: cannot write m_srcMagazinePrevLocation 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_srcMagazine))
{
Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChambering.LoadCurrentFSMState: cannot read m_srcMagazine for weapon=" + m_weapon);
return false;
}
if (!OptionalLocationReadFromContext(m_srcMagazinePrevLocation, ctx))
{
Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChambering.LoadCurrentFSMState: cannot read m_srcMagazinePrevLocation for weapon=" + m_weapon);
return false;
}
return true;
}
};
class LoopedChamberingEjectLast extends WeaponStateBase
{
WeaponActions m_action;
int m_startActionType;
int m_endActionType;
Magazine m_srcMagazine; /// source of the cartridge
ref InventoryLocation m_srcMagazinePrevLocation;
ref WeaponStateBase m_start;
ref WeaponEjectCasing m_eject;
ref LoopedChambering_Wait4ShowBullet2 m_w4sb2;
ref WeaponStartAction m_endLoop;
ref BulletHide_W4T m_hideB;
ref WeaponChamberFromInnerMag_W4T m_chamberFromInnerMag;
ref WeaponChambering_Base m_mag;
void LoopedChamberingEjectLast (Weapon_Base w = NULL, WeaponStateBase parent = NULL, WeaponActions action = WeaponActions.NONE, int startActionType = -1, int endActionType = -1)
{
m_action = action;
m_startActionType = startActionType;
m_endActionType = endActionType;
// setup nested state machine
m_start = new WeaponChambering_Start(m_weapon, this, m_action, m_startActionType);
m_eject = new WeaponEjectCasing(m_weapon, this);
m_mag = new WeaponChambering_InternalMagazine_OnExit(m_weapon, this);
m_w4sb2 = new LoopedChambering_Wait4ShowBullet2(m_weapon, this);
m_hideB = new BulletHide_W4T(m_weapon, this);
m_chamberFromInnerMag = new WeaponChamberFromInnerMag_W4T(m_weapon, this);
m_endLoop = new LoopedChambering_EndLoop(m_weapon, this, m_action, m_endActionType); // @NOTE: termination playing action - dummy?
// events
WeaponEventBase _fin_ = new WeaponEventHumanCommandActionFinished;
WeaponEventContinuousLoadBulletStart __lS_ = new WeaponEventContinuousLoadBulletStart;
WeaponEventContinuousLoadBulletEnd __lE_ = new WeaponEventContinuousLoadBulletEnd;
WeaponEventAnimCocked __wc_ = new WeaponEventAnimCocked;
WeaponEventAnimBulletShow __bs_ = new WeaponEventAnimBulletShow;
WeaponEventAnimBulletHide __bh_ = new WeaponEventAnimBulletHide;
WeaponEventAnimBulletEject __be_ = new WeaponEventAnimBulletEject;
WeaponEventAnimBulletInMagazine __bM_ = new WeaponEventAnimBulletInMagazine;
WeaponEventAnimBulletShow2 _bs2_ = new WeaponEventAnimBulletShow2;
m_fsm = new WeaponFSM(this); // @NOTE: set owner of the submachine fsm
m_fsm.AddTransition(new WeaponTransition(m_start , __bs_, m_mag));
m_fsm.AddTransition(new WeaponTransition(m_mag, __bM_, m_w4sb2, NULL, new GuardAnd(new GuardAnd(new WeaponGuardHasAmmoInLoopedState(m_mag), new WeaponGuardInternalMagazineHasRoomForBullet(m_weapon)),new WeaponGuardWeaponManagerWantContinue())));
m_fsm.AddTransition(new WeaponTransition(m_mag, __bM_, m_endLoop));
m_fsm.AddTransition(new WeaponTransition(m_w4sb2, __bh_, m_hideB));
m_fsm.AddTransition(new WeaponTransition(m_hideB, __bs_, m_mag));
m_fsm.AddTransition(new WeaponTransition(m_endLoop, _fin_, NULL));
m_fsm.AddTransition(new WeaponTransition(m_hideB, __be_, m_eject));
m_fsm.AddTransition(new WeaponTransition(m_endLoop, __be_, m_eject));
m_fsm.AddTransition(new WeaponTransition(m_eject, __wc_, m_chamberFromInnerMag));
m_fsm.AddTransition(new WeaponTransition(m_chamberFromInnerMag, _fin_, NULL));
// Safety exits
m_fsm.AddTransition(new WeaponTransition(m_hideB, _fin_, null));
m_fsm.AddTransition(new WeaponTransition(m_w4sb2, _fin_, null));
m_fsm.AddTransition(new WeaponTransition(m_mag, _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 != NULL)
{
m_srcMagazine = e.m_magazine;
if (m_srcMagazine != NULL)
{
InventoryLocation newSrc = new InventoryLocation;
m_srcMagazine.GetInventory().GetCurrentInventoryLocation(newSrc);
m_srcMagazinePrevLocation = newSrc;
// move to LH
InventoryLocation lhand = new InventoryLocation;
lhand.SetAttachment(e.m_player, m_srcMagazine, InventorySlots.LEFTHAND);
if (GameInventory.LocationSyncMoveEntity(newSrc, lhand))
{
if (LogManager.IsWeaponLogEnable()) { wpnDebugPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChamberingEjectLast, ok - ammo pile removed from inv (inv->LHand)"); }
}
else
Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChamberingEjectLast, error - cannot remove ammo pile from inv");
m_mag.m_srcMagazine = m_srcMagazine;
}
else
{
Print("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChamberingEjectLast m_srcMagazine = NULL");
}
}
else
{
Print("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChamberingEjectLast (e=NULL), m_srcMagazine=" + m_srcMagazine.ToString());
}
super.OnEntry(e); // @NOTE: super at the end (prevent override from submachine start)
}
override void OnExit (WeaponEventBase e)
{
bool done = false;
if (m_srcMagazine)
{
e.m_player.GetInventory().ClearInventoryReservationEx( m_srcMagazine , m_srcMagazinePrevLocation );
InventoryLocation leftHandIl = new InventoryLocation;
m_srcMagazine.GetInventory().GetCurrentInventoryLocation(leftHandIl);
if (leftHandIl.IsValid())
{
if (m_srcMagazinePrevLocation && m_srcMagazinePrevLocation.IsValid())
{
if (vector.DistanceSq(m_srcMagazinePrevLocation.GetPos(), leftHandIl.GetPos()) < WeaponManager.MAX_DROP_MAGAZINE_DISTANCE_SQ)
{
if (GameInventory.LocationCanMoveEntity(leftHandIl,m_srcMagazinePrevLocation))
{
if (GameInventory.LocationSyncMoveEntity(leftHandIl,m_srcMagazinePrevLocation))
{
if (LogManager.IsWeaponLogEnable()) { wpnDebugPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChamberingEjectLast, ok - ammo pile removed from left hand to previous location (LHand->inv) - exit"); }
done = true;
}
}
}
}
if (!done)
{
InventoryLocation il = new InventoryLocation;
e.m_player.GetInventory().FindFreeLocationFor( m_srcMagazine, FindInventoryLocationType.CARGO, il );
if (!il || !il.IsValid())
{
if (DayZPlayerUtils.HandleDropMagazine(e.m_player, m_srcMagazine))
{
if (LogManager.IsWeaponLogEnable()) { wpnDebugPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChamberingEjectLast, ok - no inventory space for ammo pile - dropped to ground - exit"); }
}
else
Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChamberingEjectLast, error - cannot drop ammo pile from left hand after not found inventory space for ammo pile - exit");
}
else
{
if (GameInventory.LocationSyncMoveEntity(leftHandIl, il))
{
if (LogManager.IsWeaponLogEnable()) { wpnDebugPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChamberingEjectLast, ok - ammo pile removed from left hand (LHand->inv) - exit"); }
}
else
Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChamberingEjectLast, error - cannot remove ammo pile from wpn - exit");
}
}
}
}
super.OnExit(e);
m_srcMagazine = NULL;
m_mag.m_srcMagazine = NULL;
m_srcMagazinePrevLocation = NULL;
}
override void OnAbort (WeaponEventBase e)
{
bool done = false;
if (m_srcMagazine)
{
e.m_player.GetInventory().ClearInventoryReservationEx( m_srcMagazine , m_srcMagazinePrevLocation );
InventoryLocation leftHandIl = new InventoryLocation;
m_srcMagazine.GetInventory().GetCurrentInventoryLocation(leftHandIl);
if (leftHandIl.IsValid())
{
if (m_srcMagazinePrevLocation && m_srcMagazinePrevLocation.IsValid())
{
if (vector.DistanceSq(m_srcMagazinePrevLocation.GetPos(), leftHandIl.GetPos()) < WeaponManager.MAX_DROP_MAGAZINE_DISTANCE_SQ)
{
if (GameInventory.LocationCanMoveEntity(leftHandIl,m_srcMagazinePrevLocation))
{
if (GameInventory.LocationSyncMoveEntity(leftHandIl,m_srcMagazinePrevLocation))
{
if (LogManager.IsWeaponLogEnable()) { wpnDebugPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChamberingEjectLast, ok - ammo pile removed from left hand to previous location (LHand->inv) - abort"); }
done = true;
}
}
}
}
if (!done)
{
InventoryLocation il = new InventoryLocation;
e.m_player.GetInventory().FindFreeLocationFor( m_srcMagazine, FindInventoryLocationType.CARGO, il );
if (!il || !il.IsValid())
{
if (DayZPlayerUtils.HandleDropMagazine(e.m_player, m_srcMagazine))
{
if (LogManager.IsWeaponLogEnable()) { wpnDebugPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChamberingEjectLast, ok - no inventory space for ammo pile - dropped to ground - abort"); }
}
else
Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChamberingEjectLast, error - cannot drop ammo pile from left hand after not found inventory space for ammo pile - abort");
}
else
{
if (GameInventory.LocationSyncMoveEntity(leftHandIl, il))
{
if (LogManager.IsWeaponLogEnable()) { wpnDebugPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChamberingEjectLast, ok - ammo pile removed from left hand (LHand->inv) - abort"); }
}
else
Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChamberingEjectLast, error - cannot remove ammo pile from wpn - abort");
}
}
}
}
super.OnAbort(e);
m_srcMagazine = NULL;
m_mag.m_srcMagazine = NULL;
m_srcMagazinePrevLocation = NULL;
}
override bool SaveCurrentFSMState (ParamsWriteContext ctx)
{
if (!super.SaveCurrentFSMState(ctx))
return false;
if (!ctx.Write(m_srcMagazine))
{
Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChamberingEjectLast.SaveCurrentFSMState: cannot save m_srcMagazine for weapon=" + m_weapon);
return false;
}
if (!OptionalLocationWriteToContext(m_srcMagazinePrevLocation, ctx))
{
Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChamberingEjectLast.SaveCurrentFSMState: cannot write m_srcMagazinePrevLocation 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_srcMagazine))
{
Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChamberingEjectLast.LoadCurrentFSMState: cannot read m_srcMagazine for weapon=" + m_weapon);
return false;
}
if (!OptionalLocationReadFromContext(m_srcMagazinePrevLocation, ctx))
{
Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChamberingEjectLast.LoadCurrentFSMState: cannot read m_srcMagazinePrevLocation for weapon=" + m_weapon);
return false;
}
return true;
}
};
class LoopedChamberingCombineChamberInternalMagazine extends WeaponStateBase
{
WeaponActions m_action;
int m_startActionType;
int m_endActionType;
Magazine m_srcMagazine; /// source of the cartridge
ref InventoryLocation m_srcMagazinePrevLocation;
ref WeaponStateBase m_start;
ref LoopedChambering_Wait4ShowBullet2 m_w4sb2;
ref WeaponStartAction m_endLoop;
ref BulletHide_W4T m_hideB;
ref WeaponChamberFromInnerMag_W4T m_chamberFromInnerMag;
ref WeaponChambering_Base m_chamber;
ref WeaponChambering_Base m_mag;
void LoopedChamberingCombineChamberInternalMagazine (Weapon_Base w = NULL, WeaponStateBase parent = NULL, WeaponActions action = WeaponActions.NONE, int startActionType = -1, int endActionType = -1)
{
m_action = action;
m_startActionType = startActionType;
m_endActionType = endActionType;
// setup nested state machine
m_start = new WeaponChambering_Start(m_weapon, this, m_action, m_startActionType);
m_chamber = new WeaponChambering_Cartridge(m_weapon, this);
m_mag = new WeaponChambering_InternalMagazine_OnExit(m_weapon, this);
m_w4sb2 = new LoopedChambering_Wait4ShowBullet2(m_weapon, this);
m_hideB = new BulletHide_W4T(m_weapon, this);
m_chamberFromInnerMag = new WeaponChamberFromInnerMag_W4T(m_weapon, this);
m_endLoop = new LoopedChambering_EndLoop(m_weapon, this, m_action, m_endActionType); // @NOTE: termination playing action - dummy?
// events
WeaponEventBase _fin_ = new WeaponEventHumanCommandActionFinished;
WeaponEventContinuousLoadBulletStart __lS_ = new WeaponEventContinuousLoadBulletStart;
WeaponEventContinuousLoadBulletEnd __lE_ = new WeaponEventContinuousLoadBulletEnd;
WeaponEventAnimCocked __wc_ = new WeaponEventAnimCocked;
WeaponEventAnimBulletShow __bs_ = new WeaponEventAnimBulletShow;
WeaponEventAnimBulletHide __bh_ = new WeaponEventAnimBulletHide;
WeaponEventAnimBulletEject __be_ = new WeaponEventAnimBulletEject;
WeaponEventAnimBulletInMagazine __bM_ = new WeaponEventAnimBulletInMagazine;
WeaponEventAnimBulletInChamber __bc_ = new WeaponEventAnimBulletInChamber;
WeaponEventAnimBulletShow2 _bs2_ = new WeaponEventAnimBulletShow2;
m_fsm = new WeaponFSM(this); // @NOTE: set owner of the submachine fsm
m_fsm.AddTransition(new WeaponTransition(m_start , __bs_, m_chamber));
m_fsm.AddTransition(new WeaponTransition(m_mag, __bM_, m_w4sb2, NULL, new GuardAnd(new GuardAnd(new WeaponGuardHasAmmoInLoopedState(m_mag), new WeaponGuardInternalMagazineHasRoomForBullet(m_weapon)),new WeaponGuardWeaponManagerWantContinue())));
m_fsm.AddTransition(new WeaponTransition(m_chamber, __bc_, m_w4sb2, NULL, new GuardAnd(new GuardAnd(new WeaponGuardHasAmmoInLoopedState(m_chamber), new WeaponGuardInternalMagazineHasRoomForBullet(m_weapon)),new WeaponGuardWeaponManagerWantContinue())));
m_fsm.AddTransition(new WeaponTransition(m_mag, __bM_, m_endLoop));
m_fsm.AddTransition(new WeaponTransition(m_chamber, __bc_, m_endLoop));
m_fsm.AddTransition(new WeaponTransition(m_w4sb2, __bh_, m_hideB));
m_fsm.AddTransition(new WeaponTransition(m_hideB, __bs_, m_mag));
m_fsm.AddTransition(new WeaponTransition(m_endLoop, _fin_, NULL));
//m_fsm.AddTransition(new WeaponTransition(m_chamberFromInnerMag, _fin_, NULL));
// Safety exits
m_fsm.AddTransition(new WeaponTransition(m_hideB, _fin_, null));
m_fsm.AddTransition(new WeaponTransition(m_w4sb2, _fin_, null));
m_fsm.AddTransition(new WeaponTransition(m_chamber, _fin_, null));
m_fsm.AddTransition(new WeaponTransition(m_start , _fin_, null));
m_fsm.SetInitialState(m_start);
}
override void OnEntry (WeaponEventBase e)
{
if (e != NULL)
{
m_srcMagazine = e.m_magazine;
if (m_srcMagazine != NULL)
{
InventoryLocation newSrc = new InventoryLocation;
m_srcMagazine.GetInventory().GetCurrentInventoryLocation(newSrc);
m_srcMagazinePrevLocation = newSrc;
// move to LH
InventoryLocation lhand = new InventoryLocation;
lhand.SetAttachment(e.m_player, m_srcMagazine, InventorySlots.LEFTHAND);
if (GameInventory.LocationSyncMoveEntity(newSrc, lhand))
{
if (LogManager.IsWeaponLogEnable()) { wpnDebugPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChamberingEjectLast, ok - ammo pile removed from inv (inv->LHand)"); }
}
else
Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChamberingEjectLast, error - cannot remove ammo pile from inv");
m_chamber.m_srcMagazine = m_srcMagazine;
m_mag.m_srcMagazine = m_srcMagazine;
}
else
{
Print("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChamberingEjectLast m_srcMagazine = NULL");
}
}
else
{
Print("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChamberingEjectLast (e=NULL), m_srcMagazine=" + m_srcMagazine.ToString());
}
super.OnEntry(e); // @NOTE: super at the end (prevent override from submachine start)
}
override void OnExit (WeaponEventBase e)
{
bool done = false;
if (m_srcMagazine)
{
e.m_player.GetInventory().ClearInventoryReservationEx( m_srcMagazine , m_srcMagazinePrevLocation );
InventoryLocation leftHandIl = new InventoryLocation;
m_srcMagazine.GetInventory().GetCurrentInventoryLocation(leftHandIl);
if (leftHandIl.IsValid())
{
if (m_srcMagazinePrevLocation && m_srcMagazinePrevLocation.IsValid())
{
if (vector.DistanceSq(m_srcMagazinePrevLocation.GetPos(), leftHandIl.GetPos()) < WeaponManager.MAX_DROP_MAGAZINE_DISTANCE_SQ)
{
if (GameInventory.LocationCanMoveEntity(leftHandIl,m_srcMagazinePrevLocation))
{
if (GameInventory.LocationSyncMoveEntity(leftHandIl,m_srcMagazinePrevLocation))
{
if (LogManager.IsWeaponLogEnable()) { wpnDebugPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChamberingEjectLast, ok - ammo pile removed from left hand to previous location (LHand->inv) - exit"); }
done = true;
}
}
}
}
if (!done)
{
InventoryLocation il = new InventoryLocation;
e.m_player.GetInventory().FindFreeLocationFor( m_srcMagazine, FindInventoryLocationType.CARGO, il );
if (!il || !il.IsValid())
{
if (DayZPlayerUtils.HandleDropMagazine(e.m_player, m_srcMagazine))
{
if (LogManager.IsWeaponLogEnable()) { wpnDebugPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChamberingEjectLast, ok - no inventory space for ammo pile - dropped to ground - exit"); }
}
else
Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChamberingEjectLast, error - cannot drop ammo pile from left hand after not found inventory space for ammo pile - exit");
}
else
{
if (GameInventory.LocationSyncMoveEntity(leftHandIl, il))
{
if (LogManager.IsWeaponLogEnable()) { wpnDebugPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChamberingEjectLast, ok - ammo pile removed from left hand (LHand->inv) - exit"); }
}
else
Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChamberingEjectLast, error - cannot remove ammo pile from wpn - exit");
}
}
}
}
super.OnExit(e);
m_srcMagazine = NULL;
m_chamber.m_srcMagazine = NULL;
m_mag.m_srcMagazine = NULL;
m_srcMagazinePrevLocation = NULL;
}
override void OnAbort (WeaponEventBase e)
{
bool done = false;
if (m_srcMagazine)
{
e.m_player.GetInventory().ClearInventoryReservationEx( m_srcMagazine , m_srcMagazinePrevLocation );
InventoryLocation leftHandIl = new InventoryLocation;
m_srcMagazine.GetInventory().GetCurrentInventoryLocation(leftHandIl);
if (leftHandIl.IsValid())
{
if (m_srcMagazinePrevLocation && m_srcMagazinePrevLocation.IsValid())
{
if (vector.DistanceSq(m_srcMagazinePrevLocation.GetPos(), leftHandIl.GetPos()) < WeaponManager.MAX_DROP_MAGAZINE_DISTANCE_SQ)
{
if (GameInventory.LocationCanMoveEntity(leftHandIl,m_srcMagazinePrevLocation))
{
if (GameInventory.LocationSyncMoveEntity(leftHandIl,m_srcMagazinePrevLocation))
{
if (LogManager.IsWeaponLogEnable()) { wpnDebugPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChamberingEjectLast, ok - ammo pile removed from left hand to previous location (LHand->inv) - abort"); }
done = true;
}
}
}
}
if (!done)
{
InventoryLocation il = new InventoryLocation;
e.m_player.GetInventory().FindFreeLocationFor( m_srcMagazine, FindInventoryLocationType.CARGO, il );
if (!il || !il.IsValid())
{
if (DayZPlayerUtils.HandleDropMagazine(e.m_player, m_srcMagazine))
{
if (LogManager.IsWeaponLogEnable()) { wpnDebugPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChamberingEjectLast, ok - no inventory space for ammo pile - dropped to ground - abort"); }
}
else
Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChamberingEjectLast, error - cannot drop ammo pile from left hand after not found inventory space for ammo pile - abort");
}
else
{
if (GameInventory.LocationSyncMoveEntity(leftHandIl, il))
{
if (LogManager.IsWeaponLogEnable()) { wpnDebugPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChamberingEjectLast, ok - ammo pile removed from left hand (LHand->inv) - abort"); }
}
else
Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChamberingEjectLast, error - cannot remove ammo pile from wpn - abort");
}
}
}
}
super.OnAbort(e);
m_srcMagazine = NULL;
m_chamber.m_srcMagazine = NULL;
m_mag.m_srcMagazine = NULL;
m_srcMagazinePrevLocation = NULL;
}
override bool SaveCurrentFSMState (ParamsWriteContext ctx)
{
if (!super.SaveCurrentFSMState(ctx))
return false;
if (!ctx.Write(m_srcMagazine))
{
Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChamberingEjectLast.SaveCurrentFSMState: cannot save m_srcMagazine for weapon=" + m_weapon);
return false;
}
if (!OptionalLocationWriteToContext(m_srcMagazinePrevLocation, ctx))
{
Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChamberingEjectLast.SaveCurrentFSMState: cannot write m_srcMagazinePrevLocation 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_srcMagazine))
{
Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChamberingEjectLast.LoadCurrentFSMState: cannot read m_srcMagazine for weapon=" + m_weapon);
return false;
}
if (!OptionalLocationReadFromContext(m_srcMagazinePrevLocation, ctx))
{
Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " LoopedChamberingEjectLast.LoadCurrentFSMState: cannot read m_srcMagazinePrevLocation for weapon=" + m_weapon);
return false;
}
return true;
}
};