ACE3/addons/medical/ACE_Medical_StateMachine.hpp

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class ACE_Medical_StateMachine {
class Default {
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onState = QUOTE(DFUNC(handleStateDefault));
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class Injury {
targetState = "Injured";
events[] = {QGVAR(TakenInjury)};
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};
class CriticalInjuryOrVitals {
targetState = "Unconscious";
events[] = {QGVAR(InjuryCritical), QGVAR(CriticalVitals)};
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};
class FatalInjury {
targetState = "FatalInjury";
events[] = {QGVAR(InjuryFatal)};
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};
};
class Injured {
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onState = QUOTE(DFUNC(handleStateInjured));
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class FullHeal {
targetState = "Default";
events[] = {QGVAR(FullHeal)};
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};
class LastWoundTreated {
targetState = "Default";
events[] = {QGVAR(LastWoundTreated)};
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};
class CriticalInjuryOrVitals {
targetState = "Unconscious";
events[] = {QGVAR(InjuryCritical), QGVAR(CriticalVitals)};
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};
class FatalVitals {
targetState = "CardiacArrest";
events[] = {QGVAR(FatalVitals)};
};
class FatalInjury {
targetState = "FatalInjury";
events[] = {QGVAR(InjuryFatal)};
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};
};
class Unconscious {
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onState = QUOTE(DFUNC(handleStateUnconscious));
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onStateEntered = QUOTE(DFUNC(enteredUnconsciousState));
onStateLeaving = "_this setVariable ['ACE_isUnconscious', false, true];";
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class WakeUpFromKnockDown {
targetState = "Injured";
condition = QUOTE(_this call FUNC(hasStableVitals));
events[] = {QGVAR(MinUnconsciousTimer)};
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};
class WakeUpStable {
targetState = "Injured";
condition = "unitUnconsciousTimer >= MinUnconsciousTimer";
events[] = {QGVAR(VitalsWentStable)};
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};
class FatalTransitions {
targetState = "CardiacArrest";
events[] = {QGVAR(FatalVitals), QGVAR(UnconsciousTimerRanOut)};
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};
class FatalInjury {
targetState = "FatalInjury";
events[] = {QGVAR(InjuryFatal)};
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};
};
class FatalInjury {
// Transition state for handling instant death
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// This state raises the next transition in the same frame
onStateEntered = QUOTE(DFUNC(enteredStateFatalInjury));
class InstantDeathPrevented {
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events[] = {QGVAR(FatalInjuryInstantTransition)};
targetState = "CardiacArrest";
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condition = QUOTE(!GVAR(enableInstantDeath));
onTransition = QUOTE(DFUNC(transitionInstantDeathPrevented));
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};
class InstantDeath {
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events[] = {QGVAR(FatalInjuryInstantTransition)};
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targetState = "Dead";
condition = "true";
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};
};
class CardiacArrest {
onStateEntered = QUOTE(DFUNC(enteredStateCardiacArrest));
onStateLeaving = '_this setVariable [QGVAR(cardiacArrestStart), nil]';
class Death {
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targetState = "Dead";
condition = QUOTE(DFUNC(conditionCardiacArrestDeath));
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};
class Reanimated {
targetState = "Unconscious";
events[] = {QGVAR(CPRSucceeded)};
};
class Execution {
targetState = "Dead";
condition = QUOTE(DFUNC(conditionExecutionDeath));
events[] = {QGVAR(InjuryFatal)};
};
};
class Dead {
onStateEntered = "_this setDamage 1"; // killing a unit also exits the state machine for this unit
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};
};