DayZ 1.27
DayZ Explorer by KGB
 
Загрузка...
Поиск...
Не найдено

◆ InitStateMachine()

override void Flaregun::InitStateMachine ( )
inlineprivate

См. определение в файле Flaregun.c строка 54

55 {
56 // setup abilities
57 m_abilities.Insert(new AbilityRecord(WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED));
58 m_abilities.Insert(new AbilityRecord(WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_OPENED));
59 m_abilities.Insert(new AbilityRecord(WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_ONEBULLET_CLOSED));
60 m_abilities.Insert(new AbilityRecord(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_NORMAL));
61 m_abilities.Insert(new AbilityRecord(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_UNCOCKED));
62
63 // setup state machine
64 // basic weapon states
65 WeaponStableState E = new FLAREEmpty(this, NULL, FLAREAnimState.UNCOCKED);
66 WeaponStableState F = new FLAREFireout(this, NULL, FLAREAnimState.UNCOCKED);
67 WeaponStableState L = new FLARELoaded(this, NULL, FLAREAnimState.COCKED);
68 // unstable (intermediate) states
69 WeaponStateBase Mech_F = new WeaponCharging(this, NULL, WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_CLOSED);
70 WeaponStateBase Mech_L = new WeaponEjectBullet(this, NULL, WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_OPENED);
71
72 WeaponStateBase Chamber_E = new WeaponChambering(this, NULL, WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_ONEBULLET_CLOSED);
73 WeaponStateBase Chamber_F = new WeaponChambering(this, NULL, WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_ONEBULLET_CLOSED);
74 //WeaponStateBase Chamber_L = new RifleReChambering(this, NULL, WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_ONEBULLET_CLOSED);
75
76 WeaponStateBase Trigger_E = new WeaponDryFire(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_UNCOCKED);
77 WeaponStateBase Trigger_L = new WeaponFire(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_NORMAL);
78 WeaponStateBase Trigger_F = new WeaponDryFire(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_UNCOCKED);
79
80
81 // events
82 WeaponEventBase __M__ = new WeaponEventMechanism;
83 WeaponEventBase __T__ = new WeaponEventTrigger;
84 WeaponEventBase __TJ_ = new WeaponEventTriggerToJam;
85 WeaponEventBase __L__ = new WeaponEventLoad1Bullet;
86 WeaponEventBase __U__ = new WeaponEventUnjam;
87 WeaponEventBase _fin_ = new WeaponEventHumanCommandActionFinished;
88 WeaponEventBase _abt_ = new WeaponEventHumanCommandActionAborted;
89 WeaponEventBase _dto_ = new WeaponEventDryFireTimeout;
90
91 m_fsm = new WeaponFSM();
92 // charging
93 m_fsm.AddTransition(new WeaponTransition( E, __M__, Mech_F));
94 m_fsm.AddTransition(new WeaponTransition( F, __M__, Mech_F));
95 m_fsm.AddTransition(new WeaponTransition( Mech_F, _fin_, E));
96 m_fsm.AddTransition(new WeaponTransition( Mech_F, _abt_, F, NULL, new WeaponGuardCurrentChamberFiredOut(this)));
97 m_fsm.AddTransition(new WeaponTransition( Mech_F, _abt_, E));
98
99 // eject good cartridge
100 m_fsm.AddTransition(new WeaponTransition( L, __M__, Mech_L));
101 m_fsm.AddTransition(new WeaponTransition( Mech_L, _fin_, E));
102 m_fsm.AddTransition(new WeaponTransition( Mech_L, _abt_, E, NULL, new WeaponGuardCurrentChamberEmpty(this)));
103 m_fsm.AddTransition(new WeaponTransition( Mech_L, _abt_, L));
104
105 m_fsm.AddTransition(new WeaponTransition( E, __L__, Chamber_F));
106 m_fsm.AddTransition(new WeaponTransition( F, __L__, Chamber_F));
107 m_fsm.AddTransition(new WeaponTransition( Chamber_F, _fin_, L));
108 m_fsm.AddTransition(new WeaponTransition( Chamber_F, _abt_, F, NULL, new WeaponGuardCurrentChamberFiredOut(this)));
109 m_fsm.AddTransition(new WeaponTransition( Chamber_F, _abt_, E, NULL, new WeaponGuardCurrentChamberEmpty(this)));
110 m_fsm.AddTransition(new WeaponTransition( Chamber_F, _abt_, L));
111
112 // fire
113 m_fsm.AddTransition(new WeaponTransition( E, __T__, Trigger_E)); // fire cocked
114 m_fsm.AddTransition(new WeaponTransition( Trigger_E, _fin_, E));
115 m_fsm.AddTransition(new WeaponTransition( Trigger_E, _dto_, E));
116 m_fsm.AddTransition(new WeaponTransition( Trigger_E, _abt_, E));
117
118 m_fsm.AddTransition(new WeaponTransition( F, __T__, Trigger_F)); // fire uncocked
119 m_fsm.AddTransition(new WeaponTransition( Trigger_F, _fin_, F));
120 m_fsm.AddTransition(new WeaponTransition( Trigger_F, _dto_, F));
121 m_fsm.AddTransition(new WeaponTransition( Trigger_F, _abt_, F));
122
123 m_fsm.AddTransition(new WeaponTransition( L, __T__, Trigger_L)); // a) fire if not jammed
124 m_fsm.AddTransition(new WeaponTransition( Trigger_L, _fin_, F));
125 m_fsm.AddTransition(new WeaponTransition( Trigger_L, _abt_, F));
126
127
128 // initial state setup
129 bool empty = true;
130 bool discharged = false; // @TODO:
131 WeaponStableState init_state = E;
132 if (empty)
133 {
134 if (!discharged)
135 init_state = E;
136 }
137 else
138 {
139 init_state = L; // can init state == load/jammed?
140 }
141 SetInitialState(init_state);
142
143 SelectionBulletHide();
144
145 m_fsm.Start();
146 }
FLAREAnimState
Определения Flaregun.c:2
enum FSMTransition WeaponTransition
enum FSMTransition WeaponEventBase
@ E
EMPTY.
Определения WeaponStableState.c:19
@ L
LOADED.
Определения WeaponStableState.c:23
@ F
FIRED.
Определения WeaponStableState.c:21
void WeaponStableState(Weapon_Base w=NULL, WeaponStateBase parent=NULL, int anim_state=-1)
Определения WeaponStableState.c:32
WeaponActionChamberingTypes
Определения human.c:876
WeaponActions
actions
Определения human.c:816
WeaponActionFireTypes
Определения human.c:920

Перекрестные ссылки E, F и L.