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https://github.com/acemod/ACE3.git
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278e7fa800
* Initial commit medical AI * Finished non-healing functions * Initial work on self healin * AI healing * Finished medical AI for basic medical * Finito * Fix for dead units, medic not being close enough * Make ace_medical required * Fixed double systemChat * Made AI units able to heal players * Fixed wound treatment * Fixed medic movement * Made units heal themselves earlier
87 lines
2.8 KiB
C++
87 lines
2.8 KiB
C++
class GVAR(stateMachine) {
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list = "allUnits select {local _x}";
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skipNull = 1;
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class Initial {
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class Injured {
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targetState = "Injured";
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condition = QUOTE(call FUNC(isInjured));
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};
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class HealUnit {
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targetState = "HealUnit";
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condition = QUOTE((call FUNC(isSafe)) && {call FUNC(wasRequested)});
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};
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};
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class Injured {
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#ifdef DEBUG_MODE_FULL
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onState = "systemChat format [""%1 is injured"", _this]";
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#endif
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class InSafety {
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targetState = "Safe";
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condition = QUOTE(call FUNC(isSafe));
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};
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};
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class Safe {
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#ifdef DEBUG_MODE_FULL
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onState = "systemChat format [""%1 is injured, but safe"", _this]";
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#endif
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class RequestMedic {
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targetState = "HealSelf";
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condition = QUOTE(call FUNC(canRequestMedic));
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onTransition = QUOTE(call FUNC(requestMedic));
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};
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class HealSelf {
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targetState = "HealSelf";
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condition = "true";
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};
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};
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class HealSelf {
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onState = QUOTE(call FUNC(healSelf));
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onStateLeaving = QUOTE(_this setVariable [ARR_2(QUOTE(QGVAR(treatmentOverAt)),nil)]);
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class Initial {
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// Go back to initial state when done healing
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targetState = "Initial";
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condition = QUOTE( \
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!(call FUNC(isInjured)) \
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&& {_this getVariable [ARR_2(QUOTE(QGVAR(treatmentOverAt)),CBA_missionTime)] <= CBA_missionTime} \
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);
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};
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class Injured {
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// Stop treating when it's no more safe
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targetState = "Injured";
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condition = QUOTE( \
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!(call FUNC(isSafe)) \
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&& {_this getVariable [ARR_2(QUOTE(QGVAR(treatmentOverAt)),CBA_missionTime)] <= CBA_missionTime} \
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);
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};
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};
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class HealUnit {
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onState = QUOTE(call FUNC(healUnit));
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onStateLeaving = QUOTE(_this setVariable [ARR_2(QUOTE(QGVAR(treatmentOverAt)),nil)]);
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class Initial {
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// Go back to initial state when done healing or it's no more safe to treat
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targetState = "Initial";
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condition = QUOTE( \
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!((call FUNC(wasRequested)) && {call FUNC(isSafe)}) \
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&& {_this getVariable [ARR_2(QUOTE(QGVAR(treatmentOverAt)),CBA_missionTime)] <= CBA_missionTime} \
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);
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};
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class Injured {
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// Treating yourself has priority
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targetState = "Injured";
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condition = QUOTE( \
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(call FUNC(isInjured)) \
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&& {_this getVariable [ARR_2(QUOTE(QGVAR(treatmentOverAt)),CBA_missionTime)] <= CBA_missionTime} \
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);
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};
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};
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};
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