DayZ Scripts
v1.21.156300 ยท Jun 20, 2023
 
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Crossbow.c
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2{
3 uncocked = 0,
4 cocked = 1,
5};
6
8{
9 UNKNOWN = 0,
10 UncockedEmpty = 1,
11 CockedEmpty = 2,
12 Loaded = 3,
13}
14
15class XBUncockedEmpty extends WeaponStableState
16{
17 override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " { Uncocked Empty UE"); } super.OnEntry(e); }
18 override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } Uncocked Empty UE"); } }
19 override int GetCurrentStateID () { return XBStableStateID.UncockedEmpty; }
20 override bool HasBullet () { return false; }
21 override bool HasMagazine () { return false; }
22 override bool IsJammed () { return false; }
23 override bool IsRepairEnabled () { return true; }
24 override void InitMuzzleArray () { m_muzzleHasBullet = {MuzzleState.E}; }
25};
26class XBCockedEmpty extends WeaponStableState
27{
28 override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " { Cocked Empty CE"); } super.OnEntry(e); }
29 override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } Cocked Empty CE"); } }
30 override int GetCurrentStateID () { return XBStableStateID.CockedEmpty; }
31 override bool HasBullet () { return false; }
32 override bool HasMagazine () { return false; }
33 override bool IsJammed () { return false; }
34 override bool IsRepairEnabled () { return true; }
35 override void InitMuzzleArray () { m_muzzleHasBullet = {MuzzleState.E}; }
36};
37class XBLoaded extends WeaponStableState
38{
39 override void OnEntry (WeaponEventBase e) { if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " { Loaded L"); } super.OnEntry(e); }
40 override void OnExit (WeaponEventBase e) { super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } Loaded L"); } }
41 override int GetCurrentStateID () { return XBStableStateID.Loaded; }
42 override bool HasBullet () { return true; }
43 override bool HasMagazine () { return false; }
44 override bool IsJammed () { return false; }
45 override bool IsRepairEnabled () { return true; }
46 override void InitMuzzleArray () { m_muzzleHasBullet = {MuzzleState.L}; }
47};
48
54{
56
58 {
59 return new CrossbowRecoil(this);
60 }
61
62 override void InitStateMachine()
63 {
64 // setup abilities
65 m_abilities.Insert(new AbilityRecord(WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_OPENED));
66 m_abilities.Insert(new AbilityRecord(WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_SPECIAL));
67 m_abilities.Insert(new AbilityRecord(WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_CROSSBOW_OPENED));
68 m_abilities.Insert(new AbilityRecord(WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_CROSSBOW_CLOSED));
69 m_abilities.Insert(new AbilityRecord(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_NORMAL));
70 m_abilities.Insert(new AbilityRecord(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_UNCOCKED));
71 m_abilities.Insert(new AbilityRecord(WeaponActions.FIRE, WeaponActionFireTypes.FIRE_COCKED));
72
73 // setup state machine
74 // basic weapon states
75 WeaponStableState U = new XBUncockedEmpty(this, NULL, XBAnimState.uncocked);
76 WeaponStableState C = new XBCockedEmpty(this, NULL, XBAnimState.cocked);
77 WeaponStableState L = new XBLoaded(this, NULL, XBAnimState.cocked);
78 // unstable (intermediate) states
79 WeaponChargingStretch Mech_U = new WeaponChargingStretch(this, NULL, WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_OPENED);
80 WeaponEjectBullet Mech_L = new WeaponEjectBullet(this, NULL, WeaponActions.MECHANISM, WeaponActionMechanismTypes.MECHANISM_SPECIAL);
81
82 WeaponChambering Chamber_U = new WeaponChambering(this, NULL, WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_CROSSBOW_OPENED);
83 WeaponChambering Chamber_C = new WeaponChambering(this, NULL, WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_CROSSBOW_CLOSED);
84 //CrossbowReChambering Chamber_L = new CrossbowReChambering(this, NULL, WeaponActions.CHAMBERING, WeaponActionChamberingTypes.CHAMBERING_ONEBULLET_CLOSED);
85
86 WeaponStateBase Trigger_U = new WeaponDryFire(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_UNCOCKED);
87 WeaponStateBase Trigger_C = new WeaponDryFire(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_COCKED);
88 WeaponStateBase Trigger_L = new WeaponFireLast(this, NULL, WeaponActions.FIRE, WeaponActionFireTypes.FIRE_NORMAL);
89
90 WeaponStateBase Unjam_J = new WeaponUnjamming(this, NULL, WeaponActions.UNJAMMING, WeaponActionUnjammingTypes.UNJAMMING_START);
91
92 // events
93 WeaponEventBase __M__ = new WeaponEventMechanism;
94 WeaponEventBase __T__ = new WeaponEventTrigger;
95 WeaponEventBase __TJ_ = new WeaponEventTriggerToJam;
96 WeaponEventBase __L__ = new WeaponEventLoad1Bullet;
97 WeaponEventBase __U__ = new WeaponEventUnjam;
98 WeaponEventBase _fin_ = new WeaponEventHumanCommandActionFinished;
99 WeaponEventBase _abt_ = new WeaponEventHumanCommandActionAborted;
100 WeaponEventBase _dto_ = new WeaponEventDryFireTimeout;
101
102 m_fsm = new WeaponFSM();
103
104 //Charging
105 m_fsm.AddTransition(new WeaponTransition( C, __M__, C));
106
107 m_fsm.AddTransition(new WeaponTransition( U, __M__, Mech_U));
108 m_fsm.AddTransition(new WeaponTransition( Mech_U, _fin_, C));
109 Mech_U.AddTransition(new WeaponTransition( Mech_U.m_start, _abt_, U));
110 Mech_U.AddTransition(new WeaponTransition( Mech_U.m_onCK, _abt_, C));
111
112 m_fsm.AddTransition(new WeaponTransition( L, __M__, Mech_L));
113 m_fsm.AddTransition(new WeaponTransition( Mech_L, _fin_, C));
114 Mech_L.AddTransition(new WeaponTransition( Mech_L.m_start, _abt_, L));
115 Mech_L.AddTransition(new WeaponTransition( Mech_L.m_eject, _abt_, C));
116 Mech_L.AddTransition(new WeaponTransition( Mech_L.m_hideB, _abt_, C));
117
118
119 //Chamber bolt
120 m_fsm.AddTransition(new WeaponTransition( U, __L__, Chamber_U));
121 m_fsm.AddTransition(new WeaponTransition( Chamber_U, _fin_, L));
122 Chamber_U.AddTransition(new WeaponTransition( Chamber_U.m_start, _abt_, U));
123 Chamber_U.AddTransition(new WeaponTransition( Chamber_U.m_onCK, _abt_, C));
124 Chamber_U.AddTransition(new WeaponTransition( Chamber_U.m_chamber, _abt_, C));
125 Chamber_U.AddTransition(new WeaponTransition( Chamber_U.m_w4t, _abt_, L));
126
127
128 m_fsm.AddTransition(new WeaponTransition( C, __L__, Chamber_C));
129 m_fsm.AddTransition(new WeaponTransition( Chamber_C, _fin_, L));
130 Chamber_C.AddTransition(new WeaponTransition( Chamber_C.m_start, _abt_, C));
131 Chamber_C.AddTransition(new WeaponTransition( Chamber_C.m_chamber, _abt_, C));
132 Chamber_C.AddTransition(new WeaponTransition( Chamber_C.m_w4t, _abt_, L));
133
134 m_fsm.AddTransition(new WeaponTransition( C, __T__, Trigger_C));
135 m_fsm.AddTransition(new WeaponTransition( Trigger_C, _fin_, U));
136 m_fsm.AddTransition(new WeaponTransition( Trigger_C, _abt_, U));
137 m_fsm.AddTransition(new WeaponTransition( Trigger_C, _dto_, U));
138 m_fsm.AddTransition(new WeaponTransition( Trigger_C, _abt_, U));
139
140 m_fsm.AddTransition(new WeaponTransition( U, __T__, Trigger_U));
141 m_fsm.AddTransition(new WeaponTransition( Trigger_U, _fin_, U));
142 m_fsm.AddTransition(new WeaponTransition( Trigger_U, _abt_, U));
143 m_fsm.AddTransition(new WeaponTransition( Trigger_U, _dto_, U));
144 m_fsm.AddTransition(new WeaponTransition( Trigger_U, _abt_, U));
145
146 m_fsm.AddTransition(new WeaponTransition( L, __T__, Trigger_L));
147 m_fsm.AddTransition(new WeaponTransition( Trigger_L, _fin_, U));
148 m_fsm.AddTransition(new WeaponTransition( Trigger_L, _abt_, U));
149 m_fsm.AddTransition(new WeaponTransition( Trigger_L, _dto_, U));
150 m_fsm.AddTransition(new WeaponTransition( Trigger_L, _abt_, U));
151
152 SelectionBulletHide();
153 for (int i = 0; i<m_bulletSelectionIndex.Count(); i++)
154 {
155 HideBullet(i);
156 }
157 EffectBulletHide(0);
158
159 SetInitialState(U);
160 m_fsm.Start();
161 }
162
163 override float GetChanceToJam()
164 {
165 return 0.0;
166 }
167
168 override void OnDebugSpawn()
169 {
170 super.OnDebugSpawn();
171
172 GameInventory inventory = GetInventory();
173 inventory.CreateInInventory( "ACOGOptic_6x" );
174 }
175}
176
177class Crossbow : Crossbow_Base {}
178class Crossbow_Autumn : Crossbow_Base {}
179class Crossbow_Summer : Crossbow_Base {}
180class Crossbow_Black : Crossbow_Base {}
181class Crossbow_Wood : Crossbow_Base {}
void wpnPrint(string s)
Definition Debug.c:1
Loaded
Definition Crossbow.c:21
UNKNOWN
Definition Crossbow.c:18
UncockedEmpty
Definition Crossbow.c:19
CockedEmpty
Definition Crossbow.c:20
XBStableStateID
Definition Crossbow.c:8
XBAnimState
Definition Crossbow.c:2
@ uncocked
default weapon state, closed and discharged
Definition Crossbow.c:3
@ cocked
Definition Crossbow.c:4
class WeaponGuardIsDestroyed extends WeaponGuardBase m_weapon
class SSPFireout extends WeaponStableState OnEntry
enum FSMTransition WeaponTransition
MuzzleState
@ U
UNKNOWN.
@ L
LOADED.
ref array< MuzzleState > m_muzzleHasBullet
pair ( action, actionType )
Definition Weapon_Base.c:5
base for Archery @NOTE name copies config base class
Definition Archery_Base.c:6
base for Crossbow @NOTE name copies config base class
Definition Crossbow.c:54
override void OnDebugSpawn()
Definition Crossbow.c:168
override float GetChanceToJam()
Definition Crossbow.c:163
override void InitStateMachine()
Definition Crossbow.c:62
void Crossbow_Base()
override RecoilBase SpawnRecoilObject()
Definition Crossbow.c:57
script counterpart to engine's class Inventory
Definition Inventory.c:77
EntityAI CreateInInventory(string type)
creates entity somewhere in inventory
Definition Inventory.c:844
static bool IsWeaponLogEnable()
Definition Debug.c:640
ref WeaponStableState C
Definition Magnum.c:52
override void HideBullet(int muzzleIndex)
Definition Magnum.c:329
signalize mechanism manipulation
Definition Events.c:35
weapon finite state machine
represents weapon's stable state (i.e. the basic states that the weapon will spend the most time in)
Definition Crossbow.c:27
override bool IsRepairEnabled()
Definition Crossbow.c:34
override void OnEntry(WeaponEventBase e)
Definition Crossbow.c:28
override int GetCurrentStateID()
Definition Crossbow.c:30
override void OnExit(WeaponEventBase e)
Definition Crossbow.c:29
override bool IsJammed()
Definition Crossbow.c:33
override bool HasBullet()
Definition Crossbow.c:31
override void InitMuzzleArray()
Definition Crossbow.c:35
override bool HasMagazine()
Definition Crossbow.c:32
represent weapon state base
Definition BulletHide.c:2
unjam submachine
WeaponActionChamberingTypes
Definition human.c:858
WeaponActions
actions
Definition human.c:798
WeaponActionUnjammingTypes
Definition human.c:894
WeaponActionFireTypes
Definition human.c:902