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81 lines
2.8 KiB
C++
81 lines
2.8 KiB
C++
class ACE_Medical_StateMachine {
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class Default {
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onState = QUOTE(DFUNC(handleStateDefault));
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class Injury {
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targetState = "Injured";
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events[] = {"TakenInjury"};
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};
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class CriticalInjuryOrVitals {
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targetState = "Unconscious";
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events[] = {"InjuryCritical", "CriticalVitals"};
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};
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class FatalInjuryOrVitals {
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targetState = "Dead";
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events[] = {"FatalVitals", "InjuryFatal"};
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};
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};
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class Injured {
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onState = QUOTE(DFUNC(handleStateInjured));
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class FullHeal {
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targetState = "Default";
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events[] = {"FullHeal"};
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};
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class LastWoundTreated {
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targetState = "Default";
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events[] = {"LastWoundTreated"};
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};
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class CriticalInjuryOrVitals {
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targetState = "Unconscious";
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events[] = {"InjuryCritical", "CriticalVitals"};
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};
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class FatalInjuryOrVitals {
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targetState = "Dead";
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events[] = {"FatalVitals", "InjuryFatal"};
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};
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};
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class Unconscious {
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onState = QUOTE(DFUNC(handleStateUnconscious));
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onStateEntered = QUOTE(DFUNC(enteredUnconsciousState));
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onStateLeaving = "_unit setVariable ['ACE_isUnconscious', false, true];";
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class WakeUpFromKnockDown {
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targetState = "Injured";
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condition = QUOTE(_unit call FUNC(hasStableVitals));
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events[] = {"MinUnconsciousTimer"};
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};
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class WakeUpStable {
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targetState = "Injured";
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condition = "unitUnconsciousTimer >= MinUnconsciousTimer";
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events[] = {"VitalsWentStable"};
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};
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class FatalTransitions {
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targetState = "Dead";
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events[] = {"InjuryFatal", "FatalVitals", "UnconsciousTimerRanOut"};
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};
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};
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class Dead {
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onStateEntered = "(_this select 0) setDamage 1"; // killing a unit also exits the state machine for this unit
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};
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class Revive {
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onState = QUOTE(DFUNC(handleStateRevive));
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onStateEntered = QUOTE(DFUNC(enteredRevive)); // set unconscious animation & state
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onStateLeaving = QUOTE(DFUNC(leavingRevive)); // leave unconscious animation & state
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class FullHeal {
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targetState = "Default";
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events[] = {"fullyHealed"};
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};
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class Revived {
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targetState = "Injured";
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events[] = {"Revived"};
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};
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class TimerRanOut {
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targetState = "Dead";
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events[] = {"ReviveTimer", "NoLives"};
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};
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class FatalTransitions {
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targetState = "Dead";
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condition = QGVAR(killOnFatalDamageInRevive);
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events[] = {"FatalInjury"};
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};
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};
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};
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