DayZ 1.27
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◆ InitStateMachine()

override void Crossbow_Base::InitStateMachine ( )
inlineprivate

См. определение в файле Crossbow.c строка 62

63 {
64 // setup abilities
65 m_abilities.Insert(new AbilityRecord(WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_OPENED));
66 m_abilities.Insert(new AbilityRecord(WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_SPECIAL));
67 m_abilities.Insert(new AbilityRecord(WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_CROSSBOW_OPENED));
68 m_abilities.Insert(new AbilityRecord(WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_CROSSBOW_CLOSED));
69 m_abilities.Insert(new AbilityRecord(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_NORMAL));
70 m_abilities.Insert(new AbilityRecord(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_UNCOCKED));
71 m_abilities.Insert(new AbilityRecord(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_COCKED));
72
73 // setup state machine
74 // basic weapon states
75 WeaponStableState U = new XBUncockedEmpty(this, NULL, XBAnimState.uncocked);
76 WeaponStableState C = new XBCockedEmpty(this, NULL, XBAnimState.cocked);
77 WeaponStableState L = new XBLoaded(this, NULL, XBAnimState.cocked);
78 // unstable (intermediate) states
79 WeaponChargingStretch Mech_U = new WeaponChargingStretch(this, NULL, WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_OPENED);
80 WeaponEjectBullet Mech_L = new WeaponEjectBullet(this, NULL, WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_SPECIAL);
81
82 WeaponChambering Chamber_U = new WeaponChambering(this, NULL, WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_CROSSBOW_OPENED);
83 WeaponChambering Chamber_C = new WeaponChambering(this, NULL, WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_CROSSBOW_CLOSED);
84 //CrossbowReChambering Chamber_L = new CrossbowReChambering(this, NULL, WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_ONEBULLET_CLOSED);
85
86 WeaponStateBase Trigger_U = new WeaponDryFire(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_UNCOCKED);
87 WeaponStateBase Trigger_C = new WeaponDryFire(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_COCKED);
88 WeaponStateBase Trigger_L = new WeaponFireLast(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_NORMAL);
89
90 WeaponStateBase Unjam_J = new WeaponUnjamming(this, NULL, WeaponActions.UNJAMMING, WeaponActionUnjammingTypes.UNJAMMING_START);
91
92 // events
93 WeaponEventBase __M__ = new WeaponEventMechanism;
94 WeaponEventBase __T__ = new WeaponEventTrigger;
95 WeaponEventBase __TJ_ = new WeaponEventTriggerToJam;
96 WeaponEventBase __L__ = new WeaponEventLoad1Bullet;
97 WeaponEventBase __U__ = new WeaponEventUnjam;
98 WeaponEventBase _fin_ = new WeaponEventHumanCommandActionFinished;
99 WeaponEventBase _abt_ = new WeaponEventHumanCommandActionAborted;
100 WeaponEventBase _dto_ = new WeaponEventDryFireTimeout;
101
102 m_fsm = new WeaponFSM();
103
104 //Charging
105 m_fsm.AddTransition(new WeaponTransition( C, __M__, C));
106
107 m_fsm.AddTransition(new WeaponTransition( U, __M__, Mech_U));
108 m_fsm.AddTransition(new WeaponTransition( Mech_U, _fin_, U, null, new WeaponGuardWeaponDischarged(this)));
109 m_fsm.AddTransition(new WeaponTransition( Mech_U, _fin_, C ));
110 m_fsm.AddTransition(new WeaponTransition( Mech_U, _abt_, U, null, new WeaponGuardWeaponDischarged(this)));
111 m_fsm.AddTransition(new WeaponTransition( Mech_U, _abt_, C ));
112
113 m_fsm.AddTransition(new WeaponTransition( L, __M__, Mech_L));
114 m_fsm.AddTransition(new WeaponTransition( Mech_L, _fin_, C, null, new WeaponGuardChamberEmpty(this)));
115 m_fsm.AddTransition(new WeaponTransition( Mech_L, _fin_, L));
116 m_fsm.AddTransition(new WeaponTransition( Mech_L, _abt_, C, null, new WeaponGuardChamberEmpty(this)));
117 m_fsm.AddTransition(new WeaponTransition( Mech_L, _abt_, L));
118
119
120 //Chamber bolt
121 m_fsm.AddTransition(new WeaponTransition( U, __L__, Chamber_U));
122 m_fsm.AddTransition(new WeaponTransition( Chamber_U, _fin_, L, null, new WeaponGuardChamberFull(this)));
123 m_fsm.AddTransition(new WeaponTransition( Chamber_U, _fin_, C, null, new WeaponGuardWeaponCharged(this)));
124 m_fsm.AddTransition(new WeaponTransition( Chamber_U, _fin_, U));
125 m_fsm.AddTransition(new WeaponTransition( Chamber_U, _abt_, L, null, new WeaponGuardChamberFull(this)));
126 m_fsm.AddTransition(new WeaponTransition( Chamber_U, _abt_, C, null, new WeaponGuardWeaponCharged(this)));
127 m_fsm.AddTransition(new WeaponTransition( Chamber_U, _abt_, U));
128
129
130 m_fsm.AddTransition(new WeaponTransition( C, __L__, Chamber_C));
131 m_fsm.AddTransition(new WeaponTransition( Chamber_C, _fin_, L, null, new WeaponGuardChamberFull(this)));
132 m_fsm.AddTransition(new WeaponTransition( Chamber_C, _fin_, C));
133 m_fsm.AddTransition(new WeaponTransition( Chamber_C, _abt_, L, null, new WeaponGuardChamberFull(this)));
134 m_fsm.AddTransition(new WeaponTransition( Chamber_C, _abt_, C));
135
136 m_fsm.AddTransition(new WeaponTransition( C, __T__, Trigger_C));
137 m_fsm.AddTransition(new WeaponTransition( Trigger_C, _fin_, U));
138 m_fsm.AddTransition(new WeaponTransition( Trigger_C, _abt_, U));
139 m_fsm.AddTransition(new WeaponTransition( Trigger_C, _dto_, U));
140 m_fsm.AddTransition(new WeaponTransition( Trigger_C, _abt_, U));
141
142 m_fsm.AddTransition(new WeaponTransition( U, __T__, Trigger_U));
143 m_fsm.AddTransition(new WeaponTransition( Trigger_U, _fin_, U));
144 m_fsm.AddTransition(new WeaponTransition( Trigger_U, _abt_, U));
145 m_fsm.AddTransition(new WeaponTransition( Trigger_U, _dto_, U));
146 m_fsm.AddTransition(new WeaponTransition( Trigger_U, _abt_, U));
147
148 m_fsm.AddTransition(new WeaponTransition( L, __T__, Trigger_L));
149 m_fsm.AddTransition(new WeaponTransition( Trigger_L, _fin_, U));
150 m_fsm.AddTransition(new WeaponTransition( Trigger_L, _abt_, U));
151 m_fsm.AddTransition(new WeaponTransition( Trigger_L, _dto_, U));
152 m_fsm.AddTransition(new WeaponTransition( Trigger_L, _abt_, U));
153
154 SelectionBulletHide();
155 EffectBulletHide(0);
156
157 SetInitialState(U);
158 m_fsm.Start();
159 }
XBAnimState
Определения Crossbow.c:2
void WeaponGuardWeaponDischarged(Weapon_Base w=NULL)
Определения Guards.c:580
enum FSMTransition WeaponTransition
enum FSMTransition WeaponEventBase
@ U
UNKNOWN.
Определения WeaponStableState.c:17
@ L
LOADED.
Определения WeaponStableState.c:23
void WeaponStableState(Weapon_Base w=NULL, WeaponStateBase parent=NULL, int anim_state=-1)
Определения WeaponStableState.c:32
ref WeaponStableState C
Определения Magnum.c:52
WeaponActionChamberingTypes
Определения human.c:876
WeaponActions
actions
Определения human.c:816
WeaponActionUnjammingTypes
Определения human.c:912
WeaponActionFireTypes
Определения human.c:920

Перекрестные ссылки Weapon_Base::C, L, U и WeaponGuardWeaponDischarged().