ACE3/addons/medical_statemachine/Statemachine.hpp
2019-03-25 22:49:53 -05:00

118 lines
4.3 KiB
C++

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