mirror of
https://github.com/acemod/ACE3.git
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bdea0fcdba
* Added respawn transition * Removed respawn transition from statemachine and added manual transition comment * Changed transiton to manual. Added easy way to get current status as well * Updated event reference * Fixed manualTransition call * Minor headers changes
100 lines
3.4 KiB
C++
100 lines
3.4 KiB
C++
// Manual transitions applied to this statemachine
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// - medical_fnc_handleRespawn:18
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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 = QUOTE(DFUNC(handleStateDefault));
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class Injury {
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targetState = "Injured";
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events[] = {QGVAR(Injury)};
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};
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class CriticalInjuryOrVitals {
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targetState = "Unconscious";
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events[] = {QGVAR(CriticalInjury), QGVAR(CriticalVitals), QGVAR(knockOut)};
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};
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class FatalVitals {
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targetState = "CardiacArrest";
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events[] = {QGVAR(FatalVitals)};
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};
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class FatalInjury {
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targetState = "FatalInjury";
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events[] = {QGVAR(FatalInjury)};
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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[] = {QGVAR(FullHeal)};
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};
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class CriticalInjuryOrVitals {
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targetState = "Unconscious";
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events[] = {QGVAR(CriticalInjury), QGVAR(CriticalVitals), QGVAR(knockOut)};
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};
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class FatalVitals {
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targetState = "CardiacArrest";
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events[] = {QGVAR(FatalVitals)};
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};
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class FatalInjury {
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targetState = "FatalInjury";
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events[] = {QGVAR(FatalInjury)};
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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([ARR_2(_this,(true))] call FUNC(setUnconsciousStatemachine));
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class WakeUp {
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targetState = "Injured";
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condition = QUOTE(_this call FUNC(hasStableVitals));
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events[] = {QGVAR(WakeUp)};
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onTransition = QUOTE([ARR_2(_this,(false))] call FUNC(setUnconsciousStatemachine));
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};
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class FatalTransitions {
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targetState = "CardiacArrest";
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events[] = {QGVAR(FatalVitals)};
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};
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class FatalInjury {
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targetState = "FatalInjury";
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events[] = {QGVAR(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 = QUOTE(DFUNC(enteredStateFatalInjury));
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class SecondChance {
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events[] = {QGVAR(FatalInjuryInstantTransition)};
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targetState = "CardiacArrest";
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condition = QUOTE(GVAR(fatalInjuryCondition) > 0);
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onTransition = QUOTE(DFUNC(transitionSecondChance));
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};
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class Death {
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events[] = {QGVAR(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 = QUOTE(DFUNC(enteredStateCardiacArrest));
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onStateLeaving = QUOTE(DFUNC(leftStateCardiacArrest));
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class Timeout {
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targetState = "Dead";
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condition = QUOTE(DFUNC(conditionCardiacArrestTimer));
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};
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class Reanimation {
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targetState = "Unconscious";
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events[] = {QGVAR(CPRSucceeded)};
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};
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class Execution {
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targetState = "Dead";
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condition = QUOTE(DFUNC(conditionExecutionDeath));
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events[] = {QGVAR(FatalInjury)};
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};
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};
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class Dead {
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onStateEntered = "_this setDamage 1"; // killing a unit also exits the state machine for this unit
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};
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};
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