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24846e6f74
State transitions call respective functions in the status component where unit variables and status are actually handled.
118 lines
4.3 KiB
C++
118 lines
4.3 KiB
C++
// Manual transitions applied to this statemachine
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// - fnc_resetStateDefault on unit respawn
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class ACE_Medical_StateMachine {
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list = "allUnits select {local _x}";
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skipNull = 1;
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class Default {
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onState = QFUNC(handleStateDefault);
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class Injury {
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targetState = "Injured";
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events[] = {QEGVAR(medical,injured), QEGVAR(medical,LoweredVitals)};
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};
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class CriticalInjuryOrVitals {
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targetState = "Unconscious";
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events[] = {QEGVAR(medical,CriticalInjury), QEGVAR(medical,CriticalVitals), QEGVAR(medical,knockOut)};
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};
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class FatalVitals {
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targetState = "CardiacArrest";
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events[] = {QEGVAR(medical,FatalVitals), QEGVAR(medical,Bleedout)};
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};
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class FatalInjury {
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targetState = "FatalInjury";
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events[] = {QEGVAR(medical,FatalInjury)};
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};
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};
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class Injured {
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onState = QFUNC(handleStateInjured);
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class FullHeal {
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targetState = "Default";
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events[] = {QEGVAR(medical,FullHeal)};
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};
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class CriticalInjuryOrVitals {
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targetState = "Unconscious";
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events[] = {QEGVAR(medical,CriticalInjury), QEGVAR(medical,CriticalVitals), QEGVAR(medical,knockOut)};
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};
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class FatalVitals {
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targetState = "CardiacArrest";
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events[] = {QEGVAR(medical,FatalVitals), QEGVAR(medical,Bleedout)};
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};
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class FatalInjury {
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targetState = "FatalInjury";
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events[] = {QEGVAR(medical,FatalInjury)};
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};
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};
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class Unconscious {
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onState = QFUNC(handleStateUnconscious);
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onStateEntered = QUOTE([ARR_2(_this,(true))] call EFUNC(medical_status,setUnconscious));
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class DeathAI {
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targetState = "Dead";
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condition = QUOTE(!isPlayer _this && {GVAR(unconsciousConditionAI)});
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};
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class WakeUp {
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targetState = "Injured";
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condition = QEFUNC(medical_status,hasStableVitals);
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events[] = {QEGVAR(medical,WakeUp)};
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onTransition = QUOTE([ARR_2(_this,(false))] call EFUNC(medical_status,setUnconscious));
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};
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class FatalTransitions {
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targetState = "CardiacArrest";
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events[] = {QEGVAR(medical,FatalVitals), QEGVAR(medical,Bleedout)};
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};
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class FatalInjury {
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targetState = "FatalInjury";
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events[] = {QEGVAR(medical,FatalInjury)};
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};
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};
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class FatalInjury {
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// Transition state for handling instant death
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// This state raises the next transition in the same frame
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onStateEntered = QFUNC(enteredStateFatalInjury);
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class DeathAI {
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events[] = {QEGVAR(medical,FatalInjuryInstantTransition)};
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targetState = "Dead";
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condition = QUOTE(!isPlayer _this && {GVAR(fatalInjuryConditionAI)});
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};
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class SecondChance {
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events[] = {QEGVAR(medical,FatalInjuryInstantTransition)};
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targetState = "CardiacArrest";
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condition = QUOTE(GVAR(fatalInjuryCondition) > 0);
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onTransition = QFUNC(transitionSecondChance);
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};
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class Death {
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events[] = {QEGVAR(medical,FatalInjuryInstantTransition)};
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targetState = "Dead";
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condition = "true";
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};
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};
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class CardiacArrest {
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onStateEntered = QFUNC(enteredStateCardiacArrest);
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onStateLeaving = QFUNC(leftStateCardiacArrest);
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class DeathAI {
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targetState = "Dead";
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condition = QUOTE(!isPlayer _this && {GVAR(fatalInjuryConditionAI)});
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};
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class Timeout {
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targetState = "Dead";
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condition = QFUNC(conditionCardiacArrestTimer);
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};
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class Reanimation {
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targetState = "Unconscious";
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events[] = {QEGVAR(medical,CPRSucceeded)};
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};
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class Execution {
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targetState = "Dead";
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condition = QFUNC(conditionExecutionDeath);
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events[] = {QEGVAR(medical,FatalInjury)};
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};
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class Bleedout {
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targetState = "Dead";
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events[] = {QEGVAR(medical,Bleedout)};
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};
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};
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class Dead {
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// When the unit is killed it's no longer handled by the statemachine
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onStateEntered = QFUNC(enteredStateDeath);
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};
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};
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