2017-06-17 23:28:16 +00:00
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// Manual transitions applied to this statemachine
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2018-08-12 09:14:48 +00:00
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// - fnc_resetStateDefault on unit respawn
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2016-06-30 21:43:25 +00:00
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class ACE_Medical_StateMachine {
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2019-03-26 03:49:53 +00:00
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list = QUOTE(call EFUNC(common,getLocalUnits));
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2016-11-29 11:35:26 +00:00
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skipNull = 1;
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2016-06-30 21:43:25 +00:00
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class Default {
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2018-07-16 21:25:54 +00:00
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onState = QFUNC(handleStateDefault);
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2016-06-30 21:43:25 +00:00
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class Injury {
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targetState = "Injured";
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2018-08-11 10:40:06 +00:00
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events[] = {QEGVAR(medical,injured), QEGVAR(medical,LoweredVitals)};
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2016-06-30 21:43:25 +00:00
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};
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class CriticalInjuryOrVitals {
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targetState = "Unconscious";
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2018-07-15 13:00:16 +00:00
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events[] = {QEGVAR(medical,CriticalInjury), QEGVAR(medical,CriticalVitals), QEGVAR(medical,knockOut)};
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2017-06-05 16:42:46 +00:00
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};
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class FatalVitals {
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targetState = "CardiacArrest";
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2018-07-25 10:40:37 +00:00
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events[] = {QEGVAR(medical,FatalVitals), QEGVAR(medical,Bleedout)};
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2016-06-30 21:43:25 +00:00
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};
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2016-11-07 21:21:07 +00:00
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class FatalInjury {
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targetState = "FatalInjury";
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2018-07-15 13:00:16 +00:00
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events[] = {QEGVAR(medical,FatalInjury)};
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2016-06-30 21:43:25 +00:00
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};
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};
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class Injured {
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2018-07-16 21:25:54 +00:00
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onState = QFUNC(handleStateInjured);
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2016-06-30 21:43:25 +00:00
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class FullHeal {
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targetState = "Default";
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2018-07-15 13:00:16 +00:00
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events[] = {QEGVAR(medical,FullHeal)};
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2016-06-30 21:43:25 +00:00
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};
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class CriticalInjuryOrVitals {
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targetState = "Unconscious";
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2018-07-15 13:00:16 +00:00
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events[] = {QEGVAR(medical,CriticalInjury), QEGVAR(medical,CriticalVitals), QEGVAR(medical,knockOut)};
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2016-06-30 21:43:25 +00:00
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};
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2016-11-07 21:21:07 +00:00
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class FatalVitals {
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targetState = "CardiacArrest";
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2018-07-25 10:40:37 +00:00
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events[] = {QEGVAR(medical,FatalVitals), QEGVAR(medical,Bleedout)};
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2016-11-07 21:21:07 +00:00
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};
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class FatalInjury {
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targetState = "FatalInjury";
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2018-07-15 13:00:16 +00:00
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events[] = {QEGVAR(medical,FatalInjury)};
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2016-06-30 21:43:25 +00:00
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};
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};
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class Unconscious {
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2018-07-16 21:25:54 +00:00
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onState = QFUNC(handleStateUnconscious);
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2022-03-07 18:28:51 +00:00
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onStateEntered = QFUNC(enteredStateUnconscious);
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2017-05-22 20:16:18 +00:00
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class DeathAI {
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targetState = "Dead";
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2019-06-28 16:50:11 +00:00
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condition = QUOTE(!GVAR(AIUnconsciousness) && {!isPlayer _this});
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2017-05-22 20:16:18 +00:00
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};
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2016-12-05 20:34:20 +00:00
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class WakeUp {
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2016-06-30 21:43:25 +00:00
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targetState = "Injured";
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2018-07-16 21:25:54 +00:00
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condition = QEFUNC(medical_status,hasStableVitals);
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2018-07-15 13:00:16 +00:00
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events[] = {QEGVAR(medical,WakeUp)};
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2019-10-12 14:47:57 +00:00
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onTransition = QUOTE([ARR_2(_this,false)] call EFUNC(medical_status,setUnconsciousState));
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2016-06-30 21:43:25 +00:00
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};
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class FatalTransitions {
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2016-11-07 21:21:07 +00:00
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targetState = "CardiacArrest";
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2018-07-25 10:40:37 +00:00
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events[] = {QEGVAR(medical,FatalVitals), QEGVAR(medical,Bleedout)};
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2016-06-30 21:43:25 +00:00
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};
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2016-11-07 21:21:07 +00:00
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class FatalInjury {
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targetState = "FatalInjury";
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2018-07-15 13:00:16 +00:00
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events[] = {QEGVAR(medical,FatalInjury)};
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2016-06-30 21:43:25 +00:00
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};
|
2016-11-07 21:21:07 +00:00
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};
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class FatalInjury {
|
2019-09-10 04:30:56 +00:00
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// Transition state for handling instant death from fatal injuries
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2016-11-07 22:46:10 +00:00
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// This state raises the next transition in the same frame
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2018-07-16 21:25:54 +00:00
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onStateEntered = QFUNC(enteredStateFatalInjury);
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2016-11-09 18:01:55 +00:00
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class SecondChance {
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2018-07-15 13:00:16 +00:00
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events[] = {QEGVAR(medical,FatalInjuryInstantTransition)};
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2016-11-07 21:21:07 +00:00
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targetState = "CardiacArrest";
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2019-09-10 04:30:56 +00:00
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condition = QFUNC(conditionSecondChance);
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2018-07-16 21:25:54 +00:00
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onTransition = QFUNC(transitionSecondChance);
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2016-06-30 21:43:25 +00:00
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};
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2016-11-09 18:01:55 +00:00
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class Death {
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2018-07-15 13:00:16 +00:00
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events[] = {QEGVAR(medical,FatalInjuryInstantTransition)};
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2016-06-30 21:43:25 +00:00
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targetState = "Dead";
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};
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2016-11-07 21:21:07 +00:00
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};
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class CardiacArrest {
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2019-06-28 00:01:20 +00:00
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onState = QFUNC(handleStateCardiacArrest);
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2018-07-16 21:25:54 +00:00
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onStateEntered = QFUNC(enteredStateCardiacArrest);
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onStateLeaving = QFUNC(leftStateCardiacArrest);
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2017-06-18 10:43:39 +00:00
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class DeathAI {
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2019-09-10 04:30:56 +00:00
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// If an AI unit reanimates, they will immediately die upon entering unconsciousness if AI Unconsciousness is disabled
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// As a result, we immediately kill the AI unit since cardiac arrest is effectively useless for it
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2017-06-18 10:43:39 +00:00
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targetState = "Dead";
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2019-09-10 04:30:56 +00:00
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condition = QUOTE(!GVAR(AIUnconsciousness) && {!isPlayer _this});
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2017-06-18 10:43:39 +00:00
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};
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2016-12-05 20:34:20 +00:00
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class Timeout {
|
2016-06-30 21:43:25 +00:00
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targetState = "Dead";
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2018-07-18 18:13:25 +00:00
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condition = QFUNC(conditionCardiacArrestTimer);
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2016-06-30 21:43:25 +00:00
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};
|
2016-12-05 20:34:20 +00:00
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class Reanimation {
|
2016-11-07 21:21:07 +00:00
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targetState = "Unconscious";
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2018-07-15 13:00:16 +00:00
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events[] = {QEGVAR(medical,CPRSucceeded)};
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2016-11-07 21:21:07 +00:00
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};
|
2016-11-08 18:37:56 +00:00
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class Execution {
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targetState = "Dead";
|
2018-07-18 18:13:25 +00:00
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|
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condition = QFUNC(conditionExecutionDeath);
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2018-07-15 13:00:16 +00:00
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events[] = {QEGVAR(medical,FatalInjury)};
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2016-11-08 18:37:56 +00:00
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};
|
2018-07-25 10:40:37 +00:00
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class Bleedout {
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targetState = "Dead";
|
2020-11-10 16:06:45 +00:00
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condition = QUOTE((GVAR(cardiacArrestBleedoutEnabled))); // wrap to ensure cba uses this as code and not a direct variable
|
2018-07-25 10:40:37 +00:00
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events[] = {QEGVAR(medical,Bleedout)};
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};
|
2016-11-07 21:21:07 +00:00
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};
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class Dead {
|
2018-07-20 21:23:48 +00:00
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|
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// When the unit is killed it's no longer handled by the statemachine
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onStateEntered = QFUNC(enteredStateDeath);
|
2016-06-30 21:43:25 +00:00
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|
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};
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};
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