DayZ 1.24
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HumanInventoryWithFSM.c
Go to the documentation of this file.
1
6{
7 protected ref HandFSM m_FSM;
10
12 {
13 m_FSM = new HandFSM();
14 }
15
17 {
18 // stable states are created only if they do not exist already (for example created by derived class like DayZPlayerInventory)
19 // @NOTE: this cannot be done in constructor, as there is NO owner set yet. GetManOwner() will therefore return NULL.
20 if (!m_Empty)
22 if (!m_Equipped)
24 }
25
26 override void Init()
27 {
28 // setup state machine
29 if (LogManager.IsInventoryHFSMLogEnable()) hndDebugPrint("[hndfsm] Initializing Human Inventory FSM");
30
31 // basic states
33
34 // events
35 HandEventBase __T__ = new HandEventTake;
36 HandEventBase __D__ = new HandEventDrop;
37 HandEventBase __Tw_ = new HandEventThrow;
38 HandEventBase __M__ = new HandEventMoveTo;
40 HandEventBase __F__ = new HandEventForceSwap;
41 HandEventBase __X__ = new HandEventDestroy;
42 HandEventBase __Xd_ = new HandEventDestroyed;
44 HandEventBase __Re_ = new HandEventDestroyAndReplaceWithNewElsewhere;
45 HandEventBase __Rh_ = new HandEventDestroyElsewhereAndReplaceWithNewInHands;
46 HandEventBase __Rd_ = new HandEventReplaced;
47 HandEventBase __Cd_ = new HandEventCreated;
48 HandEventBase _fin_ = new HandEventHumanCommandActionFinished;
49 HandEventBase _abt_ = new HandEventHumanCommandActionAborted;
50
51
52 HandReplacingItemInHands replacing = new HandReplacingItemInHands(GetManOwner());
53 HandReplacingItemInHands replacingElsewhere = new HandReplacingItemInHands(GetManOwner());
54 HandReplacingItemElsewhereWithNewInHands replacingElsewhere3 = new HandReplacingItemElsewhereWithNewInHands(GetManOwner());
55
56 // setup transitions
59
62 m_FSM.AddTransition(new HandTransition(m_Equipped, __M__, m_Empty, new HandActionMoveTo, new HandGuardAnd(new HandGuardHasItemInHands(GetManOwner()), new HandGuardCanMove(GetManOwner()))));
63 m_FSM.AddTransition(new HandTransition(m_Equipped, __X__, m_Empty, new HandActionDestroy, new HandGuardHasItemInHands(GetManOwner())));
64 m_FSM.AddTransition(new HandTransition(m_Equipped, __Xd_, m_Empty, new HandActionDestroyed, new HandGuardHasDestroyedItemInHands(GetManOwner())));
65 m_FSM.AddTransition(new HandTransition(m_Equipped, __Xd_, m_Equipped, new HandActionDestroyed, new HandGuardNot(new HandGuardHasDestroyedItemInHands(GetManOwner()))));
66
67 m_FSM.AddTransition(new HandTransition(m_Equipped, __R__, replacing));
68 m_FSM.AddTransition(new HandTransition(replacing, _fin_, m_Equipped));
69 replacing.AddTransition(new HandTransition(replacing.m_Replacing, _abt_, m_Equipped));
70
74
77 replacingElsewhere3.AddTransition(new HandTransition(replacingElsewhere3.m_Replacing, _abt_, m_Empty));
78
80 m_FSM.AddTransition(new HandTransition(m_Equipped, __W__, m_Equipped, new HandActionSwap, new HandGuardAnd(new HandGuardHasItemInHands(GetManOwner()), new HandGuardCanSwap(GetManOwner()))));
81 m_FSM.AddTransition(new HandTransition(m_Equipped, __F__, m_Equipped, new HandActionForceSwap, new HandGuardAnd(new HandGuardHasItemInHands(GetManOwner()), new HandGuardCanForceSwap(GetManOwner()))));
82
83 // start FSM
84 m_FSM.SetInitialState(m_Empty);
85 m_FSM.Start();
86
87 super.Init();
88 }
89
90 bool CanProcessHandEvents() { return m_FSM && m_FSM.IsRunning(); }
91
97 {
98 //SyncRemote(e);
99 if (m_FSM.ProcessEvent(e) == ProcessEventResult.FSM_OK)
100 {
101#ifdef DEVELOPER
103 Debug.InventoryHFSMLog("STS = " + GetManOwner().GetSimulationTimeStamp(), e.ToString(), "ProcessHandEvent", e.m_Player.ToString());
104#endif
105 return true;
106 }
107 else
108 {
109 //if (LogManager.IsInventoryHFSMLogEnable()) hndDebugPrint("FSM refused to process event (no transition): src=" + GetCurrentState().ToString() + " event=" + e.ToString());
110 return false;
111 }
112 }
113
115 {
116 //SyncRemote(e);
118 m_FSM.ProcessAbortEvent(e, aa);
119 if (aa == ProcessEventResult.FSM_OK)
120 {
121 if (LogManager.IsInventoryHFSMLogEnable()) hndDebugSpam("[hndfsm] STS = " + GetManOwner().GetSimulationTimeStamp() + " Processed event e=" + e.ToString());
122 return true;
123 }
124 else
125 {
126 //if (LogManager.IsInventoryHFSMLogEnable()) hndDebugPrint("FSM refused to process event (no transition): src=" + GetCurrentState().ToString() + " event=" + e.ToString());
127 return false;
128 }
129 }
130
131 override bool OnStoreLoad(ParamsReadContext ctx, int version)
132 {
133 if (!super.OnStoreLoad(ctx, version))
134 return false;
135
136 //@TODO
137 //m_FSM.OnStoreLoad(ctx, version);
138
139 return true;
140 }
141
143 {
144 super.OnStoreSave(ctx);
145 //@TODO
146 //m_FSM.OnStoreSave(ctx, version);
147 }
148
152 int GetCurrentStateID() { return m_FSM.GetCurrentStateID(); }
153
154 bool IsIdle() { return m_FSM.GetCurrentState().IsIdle(); }
155
160 {
161 m_FSM.NetSyncCurrentStateID(id);
162 }
163};
164
ProcessEventResult
Definition FSMBase.c:41
void hndDebugSpam(string s)
Definition HandFSM.c:9
void hndDebugPrint(string s)
Definition HandFSM.c:1
FSMTransition< HandStateBase, HandEventBase, HandActionBase, HandGuardBase > HandTransition
Definition HandFSM.c:27
Definition Debug.c:14
static void InventoryHFSMLog(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
Definition Debug.c:183
Abstracted event, not to be used, only inherited.
Hand finite state machine.
represent hand state base
inventory for plain man/human
HumanInventory... with FSM (synchronous, no anims)
override bool ProcessHandEvent(HandEventBase e)
hand's fsm handling of events @NOTE: warning: ProcessHandEvent can be called only within DayZPlayer::...
void NetSyncCurrentStateID(int id)
Engine callback - network synchronization of FSM's state. not intended to direct use.
override bool OnStoreLoad(ParamsReadContext ctx, int version)
ref HandStateBase m_Equipped
ref HandStateBase m_Empty
hand slot state machine
override void OnStoreSave(ParamsWriteContext ctx)
bool ProcessHandAbortEvent(HandEventBase e)
static bool IsInventoryHFSMLogEnable()
Definition Debug.c:749
Serialization general interface. Serializer API works with:
Definition Serializer.c:56