Dayz 1.25
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Класс BoltActionRifle_Base
+ Граф наследования:BoltActionRifle_Base:

Закрытые члены

override void InitStateMachine ()
 
override void SetActions ()
 

Закрытые данные

ref WeaponStableState C0
 
ref WeaponStableState C1
 
ref WeaponStableState D1
 
ref WeaponStableState JF
 

Подробное описание

Методы

◆ InitStateMachine()

override void InitStateMachine ( )
inlineprivate
77 {
78 m_abilities.Insert(new AbilityRecord(WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED));
79 m_abilities.Insert(new AbilityRecord(WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_STARTLOOPABLE_CLOSED_KEEP));
80 m_abilities.Insert(new AbilityRecord(WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_STARTLOOPABLE_CLOSED));
81 m_abilities.Insert(new AbilityRecord(WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_ENDLOOPABLE));
82 m_abilities.Insert(new AbilityRecord(WeaponActions.UNJAMMING, WeaponActionUnjammingTypes.UNJAMMING_START));
83 m_abilities.Insert(new AbilityRecord(WeaponActions.UNJAMMING, WeaponActionUnjammingTypes.UNJAMMING_END));
84 m_abilities.Insert(new AbilityRecord(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_NORMAL));
85 m_abilities.Insert(new AbilityRecord(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_COCKED));
86 m_abilities.Insert(new AbilityRecord(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_UNCOCKED));
87 m_abilities.Insert(new AbilityRecord(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_DRY));
88
89
90 C0 = new BARIMEmptyDischarged(this, NULL, BARIMAnimState.DEFAULT);
91 C1 = new BARIMLoadedCharged(this, NULL, BARIMAnimState.DEFAULT);
92 JF = new BARIMLoadedJammed(this, NULL, BARIMAnimState.JAMMED);
93 D1 = new BARIMLoadedDischarged(this, NULL, BARIMAnimState.DEFAULT);
94
95 WeaponStateBase Mech_C1 = new WeaponChargingInnerMag(this, NULL, WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED);
96 WeaponStateBase Mech_D1 = new WeaponChargingInnerMag(this, NULL, WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED);
97
98
99 LoopedChambering Chamber_C0 = new LoopedChambering(this, NULL, WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_STARTLOOPABLE_CLOSED, WeaponActionChamberingTypes.CHAMBERING_ENDLOOPABLE);
100 LoopedChambering Chamber_C1 = new LoopedChambering(this, NULL, WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_STARTLOOPABLE_CLOSED_KEEP, WeaponActionChamberingTypes.CHAMBERING_ENDLOOPABLE);
101 LoopedChambering Chamber_D1 = new LoopedChambering(this, NULL, WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_STARTLOOPABLE_CLOSED, WeaponActionChamberingTypes.CHAMBERING_ENDLOOPABLE);
102
104
109
111
112
113 WeaponEventBase _fin_ = new WeaponEventHumanCommandActionFinished;
114 WeaponEventBase __L__ = new WeaponEventLoad1Bullet;
115 WeaponEventBase __T__ = new WeaponEventTrigger;
116 WeaponEventBase __TJ_ = new WeaponEventTriggerToJam;
117 WeaponEventBase __U__ = new WeaponEventUnjam;
118 WeaponEventBase __M__ = new WeaponEventMechanism;
119 WeaponEventBase _abt_ = new WeaponEventHumanCommandActionAborted;
120 WeaponEventBase _rto_ = new WeaponEventReloadTimeout;
121 WeaponEventBase _dto_ = new WeaponEventDryFireTimeout;
122
123 m_fsm = new WeaponFSM();
124
125 // Mechanism
126//----------------------------------------
127 m_fsm.AddTransition(new WeaponTransition( C0, __M__, Mech_C1));
128
129 m_fsm.AddTransition(new WeaponTransition( C1, __M__, Mech_C1));
130 m_fsm.AddTransition(new WeaponTransition( Mech_C1, _fin_, C0, NULL, new WeaponGuardCurrentChamberEmpty(this)));
131 m_fsm.AddTransition(new WeaponTransition( Mech_C1, _fin_, C1));
132 m_fsm.AddTransition(new WeaponTransition( Mech_C1, _abt_, C0, NULL, new WeaponGuardCurrentChamberEmpty(this)));
133 m_fsm.AddTransition(new WeaponTransition( Mech_C1, _abt_, C1));
134
135 m_fsm.AddTransition(new WeaponTransition( D1, __M__, Mech_D1));
136 m_fsm.AddTransition(new WeaponTransition( Mech_D1, _fin_, C0, NULL, new WeaponGuardCurrentChamberEmpty(this)));
137 m_fsm.AddTransition(new WeaponTransition( Mech_D1, _fin_, D1, NULL, new WeaponGuardCurrentChamberFiredOut(this)));
138 m_fsm.AddTransition(new WeaponTransition( Mech_D1, _fin_, C1));
139 m_fsm.AddTransition(new WeaponTransition( Mech_D1, _abt_, C0, NULL, new WeaponGuardCurrentChamberEmpty(this)));
140 m_fsm.AddTransition(new WeaponTransition( Mech_D1, _abt_, D1, NULL, new WeaponGuardCurrentChamberFiredOut(this)));
141 m_fsm.AddTransition(new WeaponTransition( Mech_D1, _abt_, C1));
142
143
144//----------------------------------------
145
146 m_fsm.AddTransition(new WeaponTransition( C0, __L__, Chamber_C0));
147 m_fsm.AddTransition(new WeaponTransition( Chamber_C0, _fin_, C1));
148 m_fsm.AddTransition(new WeaponTransition( Chamber_C0, _abt_, C0, NULL, new WeaponGuardCurrentChamberEmpty(this)));
149 m_fsm.AddTransition(new WeaponTransition( Chamber_C0, _abt_, C1));
150
151 m_fsm.AddTransition(new WeaponTransition( C1, __L__, Chamber_C1, NULL, new GuardNot(new WeaponGuardInnerMagazineFullShareChamber(this))));
152 m_fsm.AddTransition(new WeaponTransition( Chamber_C1, _fin_, C1));
153 m_fsm.AddTransition(new WeaponTransition( Chamber_C1, _abt_, C1));
154
155 m_fsm.AddTransition(new WeaponTransition( D1, __L__, Chamber_D1));
156 m_fsm.AddTransition(new WeaponTransition( Chamber_D1, _fin_, C1));
157 m_fsm.AddTransition(new WeaponTransition( Chamber_D1, _abt_, D1, NULL, new WeaponGuardCurrentChamberFiredOut(this)));
158 m_fsm.AddTransition(new WeaponTransition( Chamber_D1, _abt_, C1));
159
160//------------------------------------------
161
162 m_fsm.AddTransition(new WeaponTransition( JF, __U__, Unjam_JF));
163 m_fsm.AddTransition(new WeaponTransition( Unjam_JF, _fin_, JF, NULL, new WeaponGuardJammed(this)));
164 m_fsm.AddTransition(new WeaponTransition( Unjam_JF, _fin_, C0, NULL, new WeaponGuardCurrentChamberEmpty(this)));
165 m_fsm.AddTransition(new WeaponTransition( Unjam_JF, _fin_, C1));
166 m_fsm.AddTransition(new WeaponTransition( Unjam_JF, _abt_, JF, NULL, new WeaponGuardJammed(this)));
167 m_fsm.AddTransition(new WeaponTransition( Unjam_JF, _abt_, C0, NULL, new WeaponGuardCurrentChamberEmpty(this)));
168 m_fsm.AddTransition(new WeaponTransition( Unjam_JF, _abt_, C1));
169
170
171//-----------------------------------------
172
173 // fire
174 m_fsm.AddTransition(new WeaponTransition( C0, __T__, Trigger_C0)); // fire.cocked
175 m_fsm.AddTransition(new WeaponTransition( Trigger_C0, _fin_, C0));
176 m_fsm.AddTransition(new WeaponTransition( Trigger_C0, _dto_, C0));
177 m_fsm.AddTransition(new WeaponTransition( Trigger_C0, _abt_, C0));
178
179 m_fsm.AddTransition(new WeaponTransition( C1, __T__, Trigger_C1)); // fire.cocked
180 m_fsm.AddTransition(new WeaponTransition( Trigger_C1, _fin_, D1));
181 m_fsm.AddTransition(new WeaponTransition( Trigger_C1, _rto_, D1));
182 m_fsm.AddTransition(new WeaponTransition( Trigger_C1, _abt_, D1));
183
184 m_fsm.AddTransition(new WeaponTransition( D1, __T__, Trigger_D1)); // fire.cocked
185 m_fsm.AddTransition(new WeaponTransition( Trigger_D1, _fin_, D1));
186 m_fsm.AddTransition(new WeaponTransition( Trigger_D1, _dto_, D1));
187 m_fsm.AddTransition(new WeaponTransition( Trigger_D1, _abt_, D1));
188
189 m_fsm.AddTransition(new WeaponTransition( JF, __T__, Trigger_JF)); // fire.cocked
190 m_fsm.AddTransition(new WeaponTransition( Trigger_JF, _fin_, JF));
191 m_fsm.AddTransition(new WeaponTransition( Trigger_JF, _dto_, JF));
192 m_fsm.AddTransition(new WeaponTransition( Trigger_JF, _abt_, JF));
193
194
195 m_fsm.AddTransition(new WeaponTransition( C1, __TJ_, Trigger_C1J)); // fire.cocked
196 m_fsm.AddTransition(new WeaponTransition( Trigger_C1J, _fin_, JF));
197 m_fsm.AddTransition(new WeaponTransition( Trigger_C1J, _rto_, JF));
198 m_fsm.AddTransition(new WeaponTransition( Trigger_C1J, _abt_, JF));
199
200//---------------------------------------------
201
202 SetInitialState(C0);
203
204 SelectionBulletHide();
205 HideMagazine();
206
207 m_fsm.Start();
208 }
BARIMAnimState
Definition BoltActionRifleInnerMagazine_Base.c:2
enum FSMTransition WeaponTransition
pair ( action, actionType )
Definition Weapon_Base.c:5
ref WeaponStableState JF
Definition BoltActionRifleInnerMagazine_Base.c:73
ref WeaponStableState D1
Definition BoltActionRifleInnerMagazine_Base.c:72
ref WeaponStableState C1
Definition BoltActionRifleInnerMagazine_Base.c:71
ref WeaponStableState C0
Definition BoltActionRifleInnerMagazine_Base.c:70
Definition EntityAI.c:95
signalize mechanism manipulation
Definition Events.c:35
weapon finite state machine
Definition WeaponFire.c:99
represent weapon state base
Definition BulletHide.c:2
unjam submachine
WeaponActionChamberingTypes
Definition human.c:869
WeaponActions
actions
Definition human.c:809
WeaponActionUnjammingTypes
Definition human.c:905
WeaponActionFireTypes
Definition human.c:913

◆ SetActions()

override void SetActions ( )
inlineprivate
211 {
212 super.SetActions();
214
217
218 }
void AddAction(typename actionName)
Definition AdvancedCommunication.c:220
void RemoveAction(typename actionName)
Definition AdvancedCommunication.c:252
FirearmActionLoadBullet FirearmActionBase FirearmActionLoadBulletQuick()
Definition FirearmActionLoadMultiBullet.c:2
Definition FirearmActionLoadMultiBullet.c:95

Перекрестные ссылки AddAction(), FirearmActionLoadBulletQuick() и RemoveAction().

Поля

◆ C0

ref WeaponStableState C0
private

◆ C1

ref WeaponStableState C1
private

◆ D1

ref WeaponStableState D1
private

◆ JF

ref WeaponStableState JF
private

Объявления и описания членов класса находятся в файле: