ACE3/addons/medical_statemachine/Statemachine.hpp

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class ACE_Medical_StateMachine {
list = "allUnits select {local _x}";
skipNull = 1;
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class Default {
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onState = QUOTE(DFUNC(handleStateDefault));
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class Injury {
targetState = "Injured";
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events[] = {QGVAR(Injury)};
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};
class CriticalInjuryOrVitals {
targetState = "Unconscious";
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events[] = {QGVAR(CriticalInjury), QGVAR(CriticalVitals)};
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};
class FatalInjury {
targetState = "FatalInjury";
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events[] = {QGVAR(FatalInjury)};
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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 CriticalInjuryOrVitals {
targetState = "Unconscious";
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events[] = {QGVAR(CriticalInjury), QGVAR(CriticalVitals)};
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};
class FatalVitals {
targetState = "CardiacArrest";
events[] = {QGVAR(FatalVitals)};
};
class FatalInjury {
targetState = "FatalInjury";
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events[] = {QGVAR(FatalInjury)};
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};
};
class Unconscious {
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onState = QUOTE(DFUNC(handleStateUnconscious));
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onStateEntered = QUOTE([ARR_2(_this,(true))] call FUNC(setUnconscious));
class WakeUp {
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targetState = "Injured";
condition = QUOTE(_this call FUNC(hasStableVitals));
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events[] = {QGVAR(WakeUp)};
onTransition = QUOTE([ARR_2(_this,(false))] call FUNC(setUnconscious));
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};
class FatalTransitions {
targetState = "CardiacArrest";
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events[] = {QGVAR(FatalVitals)};
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};
class FatalInjury {
targetState = "FatalInjury";
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events[] = {QGVAR(FatalInjury)};
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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 SecondChance {
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events[] = {QGVAR(FatalInjuryInstantTransition)};
targetState = "CardiacArrest";
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condition = QUOTE(GVAR(fatalInjuryCondition) > 0);
onTransition = QUOTE(DFUNC(transitionSecondChance));
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};
class Death {
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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));
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onStateLeaving = QUOTE(DFUNC(leftStateCardiacArrest));
class Timeout {
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targetState = "Dead";
condition = QUOTE(DFUNC(conditionCardiacArrestTimer));
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};
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class Reanimation {
targetState = "Unconscious";
events[] = {QGVAR(CPRSucceeded)};
};
class Execution {
targetState = "Dead";
condition = QUOTE(DFUNC(conditionExecutionDeath));
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events[] = {QGVAR(FatalInjury)};
};
};
class Dead {
onStateEntered = "_this setDamage 1"; // killing a unit also exits the state machine for this unit
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};
};