/**@class Izh18_Base
* @brief base for Izh18
* @NOTE name copies config base class
**/
class RifleSingleShotManual_Base extends RifleSingleShot_Base
{
void RifleSingleShotManual_Base ()
{
}
override void InitStateMachine()
{
// setup abilities
m_abilities.Insert(new AbilityRecord(WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED));
m_abilities.Insert(new AbilityRecord(WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_OPENED));
m_abilities.Insert(new AbilityRecord(WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_ONEBULLET_CLOSED));
m_abilities.Insert(new AbilityRecord(WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_ONEBULLET_OPENED));
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_COCKED));
// setup state machine
// basic weapon states
WeaponStableState E = new RSSEmpty(this, NULL, RSSAnimState.DEFAULT);
WeaponStableState F = new RSSFireout(this, NULL, RSSAnimState.DEFAULT);
WeaponStableState J = new RSSJammed(this, NULL, RSSAnimState.DEFAULT);
WeaponStableState L = new RSSLoaded(this, NULL, RSSAnimState.DEFAULT);
// unstable (intermediate) states
WeaponStateBase Mech_E = new WeaponCharging(this, NULL, WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_OPENED);
WeaponStateBase Mech_F = new WeaponCharging(this, NULL, WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED);
WeaponStateBase Mech_L = new WeaponEjectBullet(this, NULL, WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED);
WeaponChambering Chamber_E = new WeaponChambering(this, NULL, WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_ONEBULLET_CLOSED);
WeaponChambering Chamber_F = new WeaponChambering(this, NULL, WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_ONEBULLET_OPENED);
//WeaponStateBase Chamber_L = new RifleReChambering(this, NULL, WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_ONEBULLET_CLOSED);
WeaponStateBase Trigger_E = new WeaponDryFire(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_COCKED);
WeaponStateBase Trigger_L = new WeaponFire(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_NORMAL);
WeaponStateBase Trigger_F = new WeaponDryFire(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_COCKED);
WeaponStateBase Trigger_LJ = new WeaponFireToJam(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_JAM);
WeaponStateBase Unjam_J = new WeaponUnjamming(this, NULL, WeaponActions.UNJAMMING, WeaponActionUnjammingTypes.UNJAMMING_START);
// events
WeaponEventBase __M__ = new WeaponEventMechanism;
WeaponEventBase __T__ = new WeaponEventTrigger;
WeaponEventBase __TJ_ = new WeaponEventTriggerToJam;
WeaponEventBase __L__ = new WeaponEventLoad1Bullet;
WeaponEventBase __U__ = new WeaponEventUnjam;
WeaponEventBase _fin_ = new WeaponEventHumanCommandActionFinished;
WeaponEventBase _abt_ = new WeaponEventHumanCommandActionAborted;
WeaponEventBase _dto_ = new WeaponEventDryFireTimeout;
m_fsm = new WeaponFSM();
// charging
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( F, __M__, Mech_F));
m_fsm.AddTransition(new WeaponTransition( Mech_F, _fin_, F, NULL, new WeaponGuardCurrentChamberFiredOut(this)));
m_fsm.AddTransition(new WeaponTransition( Mech_F, _fin_, E));
m_fsm.AddTransition(new WeaponTransition( Mech_F, _abt_, F, NULL, new WeaponGuardCurrentChamberFiredOut(this)));
m_fsm.AddTransition(new WeaponTransition( Mech_F, _abt_, E));
// eject good cartridge
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));
// load bullet
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_, E, NULL, new WeaponGuardCurrentChamberEmpty(this)));
m_fsm.AddTransition(new WeaponTransition( Chamber_E, _abt_, L));
m_fsm.AddTransition(new WeaponTransition( F, __L__, Chamber_F));
m_fsm.AddTransition(new WeaponTransition( Chamber_F, _fin_, F, NULL, new WeaponGuardCurrentChamberFiredOut(this)));
m_fsm.AddTransition(new WeaponTransition( Chamber_F, _fin_, E, NULL, new WeaponGuardCurrentChamberEmpty(this)));
m_fsm.AddTransition(new WeaponTransition( Chamber_F, _fin_, L));
m_fsm.AddTransition(new WeaponTransition( Chamber_F, _abt_, F, NULL, new WeaponGuardCurrentChamberFiredOut(this)));
m_fsm.AddTransition(new WeaponTransition( Chamber_F, _abt_, E, NULL, new WeaponGuardCurrentChamberEmpty(this)));
m_fsm.AddTransition(new WeaponTransition( Chamber_F, _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( F, __T__, Trigger_F)); // fire uncocked
m_fsm.AddTransition(new WeaponTransition( Trigger_F, _fin_, F));
m_fsm.AddTransition(new WeaponTransition( Trigger_F, _dto_, F));
m_fsm.AddTransition(new WeaponTransition( Trigger_F, _abt_, F));
m_fsm.AddTransition(new WeaponTransition( L, __T__, Trigger_L)); // a) fire if not jammed
m_fsm.AddTransition(new WeaponTransition( Trigger_L, _fin_, F));
m_fsm.AddTransition(new WeaponTransition( Trigger_L, _abt_, F));
m_fsm.AddTransition(new WeaponTransition( L, __TJ_, Trigger_LJ)); // a) fire if not jammed
m_fsm.AddTransition(new WeaponTransition( Trigger_LJ, _fin_, J));
m_fsm.AddTransition(new WeaponTransition( Trigger_LJ, _abt_, J));
// unjam
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));
// initial state setup
bool empty = true;
bool discharged = false; // @TODO:
WeaponStableState init_state = E;
if (empty)
{
if (!discharged)
init_state = E;
}
else
{
init_state = L; // can init state == load/jammed?
}
SetInitialState(init_state);
SelectionBulletHide();
m_fsm.Start();
}
};