DayZ Scripts
v1.21.156300 ยท Jun 20, 2023
 
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WeaponAttachMagazine.c
Go to the documentation of this file.
2{
3 Magazine m_newMagazine;
5
7 {
8 m_newMagazine = NULL;
9 m_newSrc = NULL;
10 }
11
12 override void OnEntry (WeaponEventBase e)
13 {
14 if(e)
15 {
16 if (!m_newSrc.IsValid())
17 Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " RemoveNewMagazineFromInventory m_newSrc=invalid, item not in bubble?");
18
19 if (m_newMagazine && m_newSrc && m_newSrc.IsValid())
20 {
22 m_newMagazine.GetInventory().GetCurrentInventoryLocation(curr);
23
24 if (m_newSrc.GetType() == InventoryLocationType.GROUND && curr.GetType() == InventoryLocationType.ATTACHMENT && curr.GetSlot() == InventorySlots.LEFTHAND)
25 {
26 // already in LH
27 }
28 else
29 {
31 lhand.SetAttachment(e.m_player, m_newMagazine, InventorySlots.LEFTHAND);
32 if (GameInventory.LocationSyncMoveEntity(m_newSrc, lhand))
33 {
34 if (LogManager.IsWeaponLogEnable()) { wpnDebugPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " RemoveNewMagazineFromInventory, ok - new magazine removed from inv (inv->LHand)"); }
35 }
36 else
37 Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " RemoveNewMagazineFromInventory, error - cannot new remove mag from inv");
38 }
39 }
40 else
41 Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " RemoveNewMagazineFromInventory, error - no magazines configured for replace (m_old=m_new=NULL)");
42 }
43 super.OnEntry(e);
44 }
45
46 override void OnAbort (WeaponEventBase e)
47 {
48 m_newMagazine = NULL;
49 m_newSrc = NULL;
50
51 super.OnAbort(e);
52 }
53
54 override void OnExit (WeaponEventBase e)
55 {
56 m_weapon.ShowMagazine();
57
58 m_newMagazine = NULL;
59 m_newSrc = NULL;
60 super.OnExit(e);
61 }
62
64 {
65 if (!super.SaveCurrentFSMState(ctx))
66 return false;
67
68 if (!ctx.Write(m_newMagazine))
69 {
70 Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " RemoveNewMagazineFromInventory.SaveCurrentFSMState: cannot write m_newMagazine for weapon=" + m_weapon);
71 return false;
72 }
73
74 if (!OptionalLocationWriteToContext(m_newSrc, ctx))
75 {
76 Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " RemoveNewMagazineFromInventory.SaveCurrentFSMState: cannot write m_newSrc for weapon=" + m_weapon);
77 return false;
78 }
79 return true;
80 }
81
82 override bool LoadCurrentFSMState (ParamsReadContext ctx, int version)
83 {
84 if (!super.LoadCurrentFSMState(ctx, version))
85 return false;
86
87 if (!ctx.Read(m_newMagazine))
88 {
89 Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " RemoveNewMagazineFromInventory.LoadCurrentFSMState: cannot read m_newMagazine for weapon=" + m_weapon);
90 return false;
91 }
92
93 if (!OptionalLocationReadFromContext(m_newSrc, ctx))
94 {
95 Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " RemoveNewMagazineFromInventory.LoadCurrentFSMState: cannot read m_newSrc for weapon=" + m_weapon);
96 return false;
97 }
98 return true;
99 }
100};
101
102
103class RemoveNewMagazineFromInventory_OnEntryShowMag extends RemoveNewMagazineFromInventory
104{
105 override void OnEntry (WeaponEventBase e)
106 {
107 if(e)
108 m_weapon.ShowMagazine();
109 super.OnEntry(e);
110 }
111};
112
113
114class WeaponAttachMagazine extends WeaponStateBase
115{
117 int m_actionType;
118
121 ref WeaponChamberFromAttMag_W4T m_chamber;
122 ref WeaponCharging_CK m_onCK;
124
125 void WeaponAttachMagazine (Weapon_Base w = NULL, WeaponStateBase parent = NULL, WeaponActions action = WeaponActions.NONE, int actionType = -1)
126 {
127 m_action = action;
128 m_actionType = actionType;
129
130 // setup nested state machine
131 m_start = new WeaponStartAction(m_weapon, this, m_action, m_actionType);
133 m_attach = new AttachNewMagazine(m_weapon, this);
134 m_chamber = new WeaponChamberFromAttMag_W4T(m_weapon, this);
135 m_onCK = new WeaponCharging_CK(m_weapon, this);
136
137 // events: MS, MA, BE, CK
138 WeaponEventBase _fin_ = new WeaponEventHumanCommandActionFinished;
139 WeaponEventBase __ms_ = new WeaponEventAnimMagazineShow;
140 WeaponEventBase __so_ = new WeaponEventAnimSliderOpen;
141 WeaponEventBase __ma_ = new WeaponEventAnimMagazineAttached;
142 WeaponEventBase __ck_ = new WeaponEventAnimCocked;
143
144 m_fsm = new WeaponFSM(this); // @NOTE: set owner of the submachine fsm
145
146 m_fsm.AddTransition(new WeaponTransition( m_start, __ms_, m_attach));
147 m_fsm.AddTransition(new WeaponTransition( m_start, __so_, m_eject));
148 m_fsm.AddTransition(new WeaponTransition( m_eject, __ms_, m_attach));
149 m_fsm.AddTransition(new WeaponTransition( m_attach, __ck_, m_chamber, NULL, new GuardAnd(new WeaponGuardCurrentChamberEmpty(m_weapon), new WeaponGuardHasAmmo(m_weapon)))); // when opened, there is no __be_ event
150 m_fsm.AddTransition(new WeaponTransition( m_attach, __ck_, m_onCK, NULL, new GuardAnd(new WeaponGuardCurrentChamberEmpty(m_weapon), new GuardNot(new WeaponGuardHasAmmo(m_weapon)))));
151 m_fsm.AddTransition(new WeaponTransition( m_attach, _fin_, NULL));
152 m_fsm.AddTransition(new WeaponTransition( m_chamber, _fin_, NULL));
153 m_fsm.AddTransition(new WeaponTransition( m_onCK, _fin_, NULL));
154
155 // Safety exits
156 m_fsm.AddTransition(new WeaponTransition(m_eject , _fin_, null));
157 m_fsm.AddTransition(new WeaponTransition(m_start , _fin_, null));
158
159
160 m_fsm.SetInitialState(m_start);
161 }
162
163 override void OnEntry (WeaponEventBase e)
164 {
165 if (e)
166 {
167 Magazine mag = e.m_magazine;
168
170 mag.GetInventory().GetCurrentInventoryLocation(newSrc);
171
172 // move to LH
174 lhand.SetAttachment(e.m_player, mag, InventorySlots.LEFTHAND);
175 if (GameInventory.LocationSyncMoveEntity(newSrc, lhand))
176 {
177 if (LogManager.IsWeaponLogEnable()) { wpnDebugPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " WeaponAttachMagazine, ok - new magazine removed from inv (inv->LHand)"); }
178 }
179 else
180 Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " WeaponAttachMagazine, error - cannot new remove mag from inv");
181
183 il.SetAttachment(m_weapon, mag, InventorySlots.MAGAZINE);
184 m_attach.m_newMagazine = mag;
185 m_attach.m_newDst = il;
186 }
187 super.OnEntry(e); // @NOTE: super at the end (prevent override from submachine start)
188 }
189
190 override void OnAbort (WeaponEventBase e)
191 {
192 EntityAI leftHandItem = e.m_player.GetInventory().FindAttachment(InventorySlots.LEFTHAND);
193 Magazine mag = Magazine.Cast(leftHandItem);
194
195 if(mag)
196 {
197 e.m_player.GetInventory().ClearInventoryReservationEx( mag , null );
199 e.m_player.GetInventory().FindFreeLocationFor( mag, FindInventoryLocationType.CARGO, il );
200
201 if(!il || !il.IsValid())
202 {
203 if (DayZPlayerUtils.HandleDropMagazine(e.m_player, mag))
204 {
205 if (LogManager.IsWeaponLogEnable()) { wpnDebugPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " WeaponAttachMagazine, ok - no inventory space for old magazine - dropped to ground"); }
206 }
207 else
208 Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " WeaponAttachMagazine, error - cannot drop magazine from left hand after not found inventory space for old magazine");
209
210 }
211 else
212 {
214 mag.GetInventory().GetCurrentInventoryLocation(oldSrc);
215
217 {
218 if (LogManager.IsWeaponLogEnable()) { wpnDebugPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " WeaponAttachMagazine, ok - old magazine removed from wpn (LHand->inv)"); }
219 }
220 else
221 Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " WeaponAttachMagazine, error - cannot remove old mag from wpn");
222 }
223 }
224 super.OnAbort(e);
225 }
226};
227
void wpnDebugPrint(string s)
Definition Debug.c:9
private void DayZPlayerUtils()
cannot be instantiated
void WeaponGuardHasAmmo(Weapon_Base w=NULL)
Definition Guards.c:99
class WeaponGuardIsDestroyed extends WeaponGuardBase m_weapon
FindInventoryLocationType
flags for searching locations in inventory
bool OptionalLocationReadFromContext(out InventoryLocation loc, notnull ParamsReadContext ctx)
InventoryLocationType
types of Inventory Location
bool OptionalLocationWriteToContext(InventoryLocation loc, notnull ParamsWriteContext ctx)
enum FSMTransition WeaponTransition
ref WeaponStateBase m_start
class WeaponEndAction extends WeaponStartAction m_action
ref WeaponChambering_Base m_chamber
ref WeaponEjectCasingMultiMuzzle m_eject
attach mag in LH into weapon
script counterpart to engine's class Inventory
Definition Inventory.c:77
static proto native bool LocationSyncMoveEntity(notnull InventoryLocation src_loc, notnull InventoryLocation dst_loc)
synchronously removes item from current inventory location and adds it to destination no anims involv...
InventoryLocation.
proto native int GetType()
returns type of InventoryLocation
proto native bool IsValid()
verify current set inventory location
proto native void SetAttachment(notnull EntityAI parent, EntityAI e, int slotId)
sets current inventory location type to Attachment with slot id set to <slotId>
proto native int GetSlot()
returns slot id if current type is Attachment
provides access to slot configuration
static bool IsWeaponLogEnable()
Definition Debug.c:640
override void OnEntry(WeaponEventBase e)
Serialization general interface. Serializer API works with:
Definition Serializer.c:56
proto bool Write(void value_out)
proto bool Read(void value_in)
signalize mechanism manipulation
Definition Events.c:35
Magazine m_magazine
Definition Events.c:38
DayZPlayer m_player
Definition Events.c:37
weapon finite state machine
simple class starting animation action specified by m_action and m_actionType
represent weapon state base
Definition BulletHide.c:2
ref WeaponEjectCasing m_eject
ref WeaponCharging_CK m_onCK
ref WeaponStateBase m_start
source of the cartridge
override void OnEntry(WeaponEventBase e)
ref InventoryLocation m_newSrc
magazine that will be removed from inventory
override void OnAbort(WeaponEventBase e)
ref AttachNewMagazine m_attach
override void OnExit(WeaponEventBase e)
override bool LoadCurrentFSMState(ParamsReadContext ctx, int version)
int m_actionType
action to be played
Magazine m_newMagazine
magazine that will be detached
WeaponActions m_action
ref WeaponChamberFromAttMag_W4T m_chamber
void WeaponAttachMagazine(Weapon_Base w=NULL, WeaponStateBase parent=NULL, WeaponActions action=WeaponActions.NONE, int actionType=-1)
void RemoveNewMagazineFromInventory(Weapon_Base w=NULL, WeaponStateBase parent=NULL)
override bool SaveCurrentFSMState(ParamsWriteContext ctx)
void Error(string err)
Messagebox with error message.
Definition EnDebug.c:90
WeaponActions
actions
Definition human.c:798