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6ce625a52f
* Cleanup spaces in config macros * remove extra whitespace before call --------- Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
115 lines
4.5 KiB
C++
115 lines
4.5 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 = QUOTE(call EFUNC(common,getLocalUnits));
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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 = QFUNC(enteredStateUnconscious);
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class DeathAI {
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targetState = "Dead";
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condition = QUOTE(!(_this getVariable [ARR_2(QQGVAR(AIUnconsciousness),GVAR(AIUnconsciousness))]) && {!isPlayer _this});
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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,setUnconsciousState));
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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 from fatal injuries
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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 SecondChance {
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events[] = {QEGVAR(medical,FatalInjuryInstantTransition)};
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targetState = "CardiacArrest";
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condition = QFUNC(conditionSecondChance);
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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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};
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};
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class CardiacArrest {
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onState = QFUNC(handleStateCardiacArrest);
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onStateEntered = QFUNC(enteredStateCardiacArrest);
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onStateLeaving = QFUNC(leftStateCardiacArrest);
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class DeathAI {
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// If an AI unit reanimates, they will immediately die upon entering unconsciousness if AI Unconsciousness is disabled
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// As a result, we immediately kill the AI unit since cardiac arrest is effectively useless for it
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targetState = "Dead";
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condition = QUOTE(!GVAR(AIUnconsciousness) && {!isPlayer _this});
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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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condition = QUOTE((GVAR(cardiacArrestBleedoutEnabled))); // wrap to ensure cba uses this as code and not a direct variable
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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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