ACE3/addons/medical/ACE_Medical_StateMachine.hpp
2016-11-08 19:37:56 +01:00

100 lines
3.5 KiB
C++

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