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/**@class WeaponFSM
* @brief weapon finite state machine
**/
class WeaponFSM extends HFSMBase<WeaponStateBase, WeaponEventBase, WeaponActionBase, WeaponGuardBase>
{
private static const int MAX_SYNCHRONIZE_ATTEMPTS = 12;
private static const int MIN_SYNCHRONIZE_INTERVAL = 3000; // ms
private static const int RESET_SYNCHRONIZE_THRESHOLD = 3600000; // ms
private int m_SynchronizeAttempts;
private int m_LastSynchronizeTime;
protected int m_NextStateId = 0; /// counter for InternalID: each state in a fsm is assigned an unique number
protected ref array<WeaponStateBase> m_UniqueStates = new array<WeaponStateBase>; /// unique list of states in this machine (automation of save/load)
protected void SetInternalID(WeaponStateBase state)
{
if (state && state.GetInternalStateID() == -1)
{
state.SetInternalStateID(m_NextStateId);
//if (LogManager.IsWeaponLogEnable()) { wpnDebugSpam("[wpnfsm] " + Object.GetDebugName(m_weapon) + " unique state=" + state + " has id=" + m_NextStateId); }
m_UniqueStates.Insert(state);
++m_NextStateId;
}
}
/**@fn AddTransition
* @brief adds transition into transition table
* As a side effect registers the state(s) into m_UniqueStates
**/
override void AddTransition(FSMTransition<WeaponStateBase, WeaponEventBase, WeaponActionBase, WeaponGuardBase> t)
{
super.AddTransition(t);
SetInternalID(t.m_srcState);
SetInternalID(t.m_dstState);
}
override protected ProcessEventResult ProcessLocalTransition(FSMTransition<WeaponStateBase, WeaponEventBase, WeaponActionBase, WeaponGuardBase> t, WeaponEventBase e)
{
if (LogManager.IsInventoryHFSMLogEnable()) fsmDebugPrint("[hfsm] (local) state=" + t.m_srcState.ToString() + "-------- event=" + e.ToString() + "[G=" + t.m_guard.ToString() +"]/A=" + t.m_action.ToString() + " --------|> dst=" + t.m_dstState.ToString());
if (t.m_action)
t.m_action.Action(e); // 2) execute transition action (if any)
m_State = t.m_dstState; // 3) change state to new
if (t.m_dstState != NULL)
{
m_State.OnEntry(e); // 4a) call onEntry on new state
if (GetOwnerState())
GetOwnerState().OnSubMachineChanged(t.m_srcState, t.m_dstState); // 5a) notify owner state about change in submachine
if (m_State)
m_State.OnStateChanged(t.m_srcState, t.m_dstState); // 5b) notify current state about change in machine
ValidateAndRepair();
return ProcessEventResult.FSM_OK;
}
else
{
if (LogManager.IsInventoryHFSMLogEnable()) fsmDebugPrint("[hfsm] terminating fsm: state=" + t.m_srcState.ToString() + " event=" + e.ToString());
if (GetOwnerState())
GetOwnerState().OnSubMachineChanged(t.m_srcState, NULL); // 5) notify owner state about change in submachine
ValidateAndRepair();
return ProcessEventResult.FSM_TERMINATED; // 4b) or terminate
}
}
override protected ProcessEventResult ProcessAbortTransition(FSMTransition<WeaponStateBase, WeaponEventBase, WeaponActionBase, WeaponGuardBase> t, WeaponEventBase e)
{
if (LogManager.IsInventoryHFSMLogEnable()) fsmDebugPrint("[hfsm] (local abort) state=" + t.m_srcState.ToString() + "-------- ABORT event=" + e.ToString() + "[G=" + t.m_guard.ToString() +"]/A=" + t.m_action.ToString() + " --------|> dst=" + t.m_dstState.ToString());
if (t.m_action)
t.m_action.Action(e); // 2) execute transition action (if any)
auto tmp = t.m_srcState.GetParentState();
if (tmp == t.m_dstState.GetParentState())
{
m_State = t.m_dstState; // 3) change state to new (or NULL)
if (t.m_dstState != NULL)
{
m_State.OnEntry(e); // 4a1) call onEntry on new state (see 4a2) )
ValidateAndRepair();
return ProcessEventResult.FSM_OK;
}
else
{
if (LogManager.IsInventoryHFSMLogEnable()) fsmDebugPrint("[hfsm] abort & terminating fsm: state=" + t.m_srcState.ToString() + " event=" + e.ToString());
return ProcessEventResult.FSM_TERMINATED; // 4b) or terminate
}
}
else
{
m_State = NULL;
ValidateAndRepair();
return ProcessEventResult.FSM_ABORTED; // 4c) or signal abort to parent (with appropriate transition)
}
}
override WeaponStateBase ProcessAbortEvent (WeaponEventBase e, out ProcessEventResult result)
{
if (LogManager.IsInventoryHFSMLogEnable())
{
if (GetOwnerState())
fsmDebugPrint("[hfsm] SUB! " + GetOwnerState().Type().ToString() + "::ProcessAbortEvent(" + e.Type().ToString() + ")");
else
fsmDebugPrint("[hfsm] root::ProcessAbortEvent(" + e.Type().ToString() + ")");
}
// 1) look in submachine first (if any)
if (m_State && m_State.HasFSM())
{
HFSMBase<WeaponStateBase, WeaponEventBase, WeaponActionBase, WeaponGuardBase> a = m_State.GetFSM();
ProcessEventResult subfsm_res;
WeaponStateBase abort_dst = a.ProcessAbortEvent(e, subfsm_res);
switch (subfsm_res)
{
case ProcessEventResult.FSM_OK:
{
if (LogManager.IsInventoryHFSMLogEnable()) fsmDebugPrint("[hfsm] event processed by sub machine=" + m_State.ToString());
result = subfsm_res; // 1.1) submachine accepted event
ValidateAndRepair();
return NULL;
}
case ProcessEventResult.FSM_ABORTED:
{
if (LogManager.IsInventoryHFSMLogEnable()) fsmDebugPrint("[hfsm] aborted sub machine=" + m_State.ToString());
m_State.OnAbort(e); // 1.2) submachine aborted, abort submachine owner (i.e. this)
if (GetOwnerState() == abort_dst.GetParentState())
{
if (LogManager.IsInventoryHFSMLogEnable()) fsmDebugPrint("[hfsm] aborted sub machine=" + m_State.ToString() + " & abort destination reached.");
m_State = abort_dst;
m_State.OnEntry(e); // 1.3) submachine aborted, call onEntry on new state (cross-hierarchy transition)
result = ProcessEventResult.FSM_OK;
ValidateAndRepair();
return NULL;
}
else
{
result = ProcessEventResult.FSM_ABORTED; // 1.4) submachine has aborted, look for destination state in parent
ValidateAndRepair();
return NULL;
}
break;
}
case ProcessEventResult.FSM_TERMINATED:
{
break; // submachine has finished, look for local transitions from exited submachine
}
case ProcessEventResult.FSM_NO_TRANSITION:
{
if (LogManager.IsInventoryHFSMLogEnable()) fsmDebugPrint("[hfsm] aborted (but no transition) sub machine=" + m_State.ToString());
break; // submachine has no transition, look for transitions in local machine
}
}
}
// 2) local transitions
int i = FindFirstUnguardedTransition(e);
if (i == -1)
{
if (LogManager.IsInventoryHFSMLogEnable()) fsmDebugPrint("[hfsm] abort event has no transition: src=" + m_State.ToString() + " e=" + e.Type().ToString());
result = ProcessEventResult.FSM_NO_TRANSITION;
ValidateAndRepair();
return NULL;
}
m_State.OnAbort(e);
i = FindFirstUnguardedTransition(e);
if (i == -1)
{
if (LogManager.IsInventoryHFSMLogEnable()) fsmDebugPrint("[hfsm] abort event has no transition: src=" + m_State.ToString() + " e=" + e.Type().ToString());
result = ProcessEventResult.FSM_NO_TRANSITION;
ValidateAndRepair();
return NULL;
}
FSMTransition<WeaponStateBase, WeaponEventBase, WeaponActionBase, WeaponGuardBase> t = m_Transitions.Get(i);
ProcessEventResult res = ProcessAbortTransition(t, e);
result = res;
switch (res)
{
case ProcessEventResult.FSM_OK:
{
//if (LogManager.IsWeaponLogEnable()) fsmDebugSpam("[hfsm] abort event processed by machine=" + m_State.ToString());
ValidateAndRepair();
return NULL; // machine accepted event
}
case ProcessEventResult.FSM_ABORTED:
{
if (LogManager.IsInventoryHFSMLogEnable()) fsmDebugPrint("[hfsm] aborted sub machine=" + m_State.ToString() + " will fall-through to dst=" + t.m_dstState);
ValidateAndRepair();
return t.m_dstState; // store destination state for parent(s)
}
case ProcessEventResult.FSM_TERMINATED:
{
if (LogManager.IsInventoryHFSMLogEnable()) fsmDebugPrint("[hfsm] aborted & terminated sub machine=" + m_State.ToString());
break; // submachine has finished, look for local transitions from exited submachine
}
case ProcessEventResult.FSM_NO_TRANSITION:
{
break; // submachine has no transition, look for transitions in local machine
}
}
return NULL;
}
override ProcessEventResult ProcessEvent (WeaponEventBase e)
{
if (LogManager.IsInventoryHFSMLogEnable())
{
if (GetOwnerState())
fsmDebugPrint("[hfsm] SUB!::" + GetOwnerState().Type().ToString() + "::ProcessEvent(" + e.Type().ToString() + ")");
else
fsmDebugPrint("[hfsm] root::ProcessEvent(" + e.Type().ToString() + " =" + e.DumpToString());
}
// 1) completion transitions have priority (if any)
if (m_HasCompletions)
ProcessCompletionTransitions();
// 2) submachine then (if any)
if (m_State && m_State.HasFSM())
{
ProcessEventResult subfsm_res = m_State.ProcessEvent(e);
switch (subfsm_res)
{
case ProcessEventResult.FSM_OK:
{
if (LogManager.IsWeaponLogEnable()) fsmDebugSpam("[hfsm] event processed by sub machine=" + m_State.ToString());
return subfsm_res; // submachine accepted event
}
case ProcessEventResult.FSM_TERMINATED:
{
break; // submachine has finished, look for local transitions from exited submachine
}
case ProcessEventResult.FSM_NO_TRANSITION:
{
break; // submachine has no transition, look for transitions in local machine
}
}
}
// 3) local transitions
int i = FindFirstUnguardedTransition(e);
if (i == -1)
{
if (LogManager.IsInventoryHFSMLogEnable()) fsmDebugPrint("[hfsm] event has no transition: src=" + m_State.ToString() + " e=" + e.Type().ToString());
return ProcessEventResult.FSM_NO_TRANSITION;
}
m_State.OnExit(e);
// 3.5) find correct transition after handled exit
i = FindFirstUnguardedTransition(e);
if (i == -1)
{
if (LogManager.IsInventoryHFSMLogEnable()) fsmDebugPrint("[hfsm] event has no transition: src=" + m_State.ToString() + " e=" + e.Type().ToString());
return ProcessEventResult.FSM_NO_TRANSITION;
}
FSMTransition<WeaponStateBase, WeaponEventBase, WeaponActionBase, WeaponGuardBase> row = m_Transitions.Get(i);
ProcessEventResult res;
if (row.m_dstState != NULL)
{
// this is regular transition
if (row.m_srcState.GetParentState() == row.m_dstState.GetParentState())
res = LocalTransition(i, e); // transition is within this state machine
else
Error("cross-hierarchy transition or misconfigured transition detected!");
//res = HierarchicTransition(i, e); // transition has to cross hierarchy
}
else
{
// this is terminating transition
if (row.m_srcState.GetParentState() == GetOwnerState())
res = LocalTransition(i, e); // terminating transition is within this state machine
else
Error("cross-hierarchy transition or misconfigured transition detected!");
//res = HierarchicTransition(i, e); // source node crosses hierarchy (terminate lies always within this machine)
}
return res;
}
/**@fn FindStateForInternalID
* @brief retrieve base state that matches given internal id
* @param[in] id the id stored in database during save
**/
WeaponStateBase FindStateForInternalID(int id)
{
int state_count = m_UniqueStates.Count();
for (int idx = 0; idx < state_count; ++idx)
{
int state_id = m_UniqueStates.Get(idx).GetInternalStateID();
if (state_id == id)
return m_UniqueStates.Get(idx);
}
return null;
}
/**@fn FindStableStateForID
* @brief load from database - reverse lookup for state from saved id
* @param[in] id the id stored in database during save
**/
WeaponStableState FindStableStateForID(int id)
{
if (id == 0)
return null;
int count = m_Transitions.Count();
for (int i = 0; i < count; ++i)
{
WeaponTransition trans = m_Transitions.Get(i);
WeaponStableState state = WeaponStableState.Cast(trans.m_srcState);
if (state && id == state.GetCurrentStateID())
return state;
}
return null;
}
protected bool LoadAndSetCurrentFSMState(ParamsReadContext ctx, int version)
{
int curr_state_id = -1;
if (!ctx.Read(curr_state_id))
{
Error("[wpnfsm] LoadCurrentFSMState - cannot read current state");
return false;
}
WeaponStateBase state = FindStateForInternalID(curr_state_id);
if (state)
{
Terminate();
if (LogManager.IsWeaponLogEnable()) { wpnDebugPrint("[wpnfsm] synced current state=" + state + " id=" + curr_state_id); }
m_State = state;
Start(null, true);
return true;
}
else
Error("[wpnfsm] LoadCurrentFSMState - cannot find state for id=" + curr_state_id);
return false;
}
/**@fn LoadCurrentFSMState
* @brief load current state of fsm
**/
bool LoadCurrentFSMState(ParamsReadContext ctx, int version)
{
if (LoadAndSetCurrentFSMState(ctx, version))
{
bool res = m_State.LoadCurrentFSMState(ctx, version);
if (LogManager.IsWeaponLogEnable()) { wpnDebugSpam("[wpnfsm] LoadCurrentFSMState - loaded current state=" + GetCurrentState()); }
return res;
}
return false;
}
bool LoadCurrentUnstableFSMState(ParamsWriteContext ctx, int version)
{
if (LoadAndSetCurrentFSMState(ctx, version))
{
// read all substates
int state_count = m_UniqueStates.Count();
for (int idx = 0; idx < state_count; ++idx)
{
if (LogManager.IsWeaponLogEnable()) { wpnDebugSpam("[wpnfsm] LoadCurrentUnstableFSMState " + idx + "/" + state_count + " id=" + m_UniqueStates.Get(idx).GetInternalStateID() + " state=" + m_UniqueStates.Get(idx)); }
if (!m_UniqueStates.Get(idx).LoadCurrentFSMState(ctx, version))
Error("[wpnfsm] LoadCurrentUnstableFSMState - cannot load unique state " + idx + "/" + state_count + " with id=" + m_UniqueStates.Get(idx).GetInternalStateID() + " state=" + m_UniqueStates.Get(idx));
}
return true;
}
return false;
}
/**@fn SaveCurrentFSMState
* @brief save current state of fsm
**/
bool SaveCurrentFSMState(ParamsWriteContext ctx)
{
WeaponStateBase state = GetCurrentState();
int curr_state_id = state.GetInternalStateID();
if (LogManager.IsWeaponLogEnable()) { wpnDebugPrint("[wpnfsm] SaveCurrentFSMState - saving current state=" + GetCurrentState() + " id=" + curr_state_id); }
if (!ctx.Write(curr_state_id))
{
Error("[wpnfsm] SaveCurrentFSMState - cannot save curr_state_id=" + curr_state_id);
return false;
}
// write only current state
if (!state.SaveCurrentFSMState(ctx))
{
Error("[wpnfsm] SaveCurrentFSMState - cannot save currrent state=" +state);
return false;
}
return true;
}
bool SaveCurrentUnstableFSMState(ParamsWriteContext ctx)
{
WeaponStateBase state = GetCurrentState();
int curr_state_id = state.GetInternalStateID();
if (LogManager.IsWeaponLogEnable()) { wpnDebugPrint("[wpnfsm] SaveCurrentUnstableFSMState - saving current state=" + GetCurrentState() + " id=" + curr_state_id); }
if (!ctx.Write(curr_state_id))
{
Error("[wpnfsm] SaveCurrentFSMState - cannot save curr_state_id=" + curr_state_id);
return false;
}
// write all substates
int state_count = m_UniqueStates.Count();
for (int idx = 0; idx < state_count; ++idx)
{
int state_id = m_UniqueStates.Get(idx).GetInternalStateID();
if (state_id != -1)
{
if (LogManager.IsWeaponLogEnable()) { wpnDebugSpam("[wpnfsm] SaveCurrentUnstableFSMState " + idx + "/" + state_count + " id=" + state_id + " name=" + m_UniqueStates.Get(idx)); }
if (!m_UniqueStates.Get(idx).SaveCurrentFSMState(ctx))
Error("SaveCurrentUnstableFSMState - cannot save unique state=" + m_UniqueStates.Get(idx) + " idx=" + idx + "/" + state_count + " with id=" + state_id);
}
else
Error("[wpnfsm] SaveCurrentUnstableFSMState state=" + m_UniqueStates.Get(idx) + " with unassigned ID!");
}
return true;
}
/**@fn ValidateAndRepair
* @brief validate the state of the gun and repair if mismatch
**/
void ValidateAndRepair()
{
Internal_ValidateAndRepair();
}
/**@fn Internal_ValidateAndRepair
* @brief validate the state of the gun and repair if mismatch
* @return bool whether it performed repairing or not
**/
protected bool Internal_ValidateAndRepair()
{
bool repaired = false;
// Only repair stable states
WeaponStableState state = WeaponStableState.Cast(m_State);
if (state && state.IsRepairEnabled())
{
Weapon_Base weapon = state.m_weapon;
if (weapon)
{
repaired |= ValidateAndRepairHelper(weapon,
"MagazineRepair",
state.HasMagazine(), ( weapon.GetMagazine(0) != null ),
new WeaponEventAttachMagazine, new WeaponEventDetachMagazine,
state);
repaired |= ValidateAndRepairHelper(weapon,
"JammedRepair",
state.IsJammed(), weapon.IsJammed(),
new WeaponEventTriggerToJam, new WeaponEventUnjam,
state);
if (weapon.IsJammed())
return repaired;
int nMuzzles = weapon.GetMuzzleCount();
switch (nMuzzles)
{
case 1:
{
repaired |= ValidateAndRepairHelper(weapon,
"ChamberFiredRepair",
state.IsChamberFiredOut(0), weapon.IsChamberFiredOut(0),
new WeaponEventTrigger, new WeaponEventMechanism,
state);
repaired |= ValidateAndRepairHelper(weapon,
"ChamberRepair",
state.IsChamberFull(0), weapon.IsChamberFullEx(0),
new WeaponEventLoad1Bullet, new WeaponEventMechanism,
state);
break;
}
default:
{
for (int i = 0; i < nMuzzles; ++i)
{
repaired |= ValidateAndRepairHelper(weapon,
"ChamberFiredRepair",
state.IsChamberFiredOut(i), weapon.IsChamberFiredOut(i),
null, null, // A bit brute forced, not really any clean way to transition
state);
repaired |= ValidateAndRepairHelper(weapon,
"ChamberRepair",
state.IsChamberFull(i), weapon.IsChamberFull(i),
null, null, // A bit brute forced, not really any clean way to transition
state);
}
break;
}
}
}
}
return repaired;
}
protected bool ValidateAndRepairHelper(Weapon_Base weapon, string name, bool stateCondition, bool gunCondition, WeaponEventBase e1, WeaponEventBase e2, out WeaponStableState state)
{
if (LogManager.IsWeaponLogEnable()) { wpnDebugPrint("[wpnfsm] " + weapon.GetDebugName(weapon) + " ValidateAndRepair - " + name + " - " + m_State + " - state: " + stateCondition + " & weapon: " + gunCondition); }
if (stateCondition != gunCondition)
{
WeaponStableState repairedState;
// Seeing this message is not TOO bad, it just means this system is working
// It is simply being listed in the logs to identify how much the FSM state and weapon state still desyncs
// Which can be because of a myriad of causes, such as incorrectly set up transitions
// Or simply certain timings of certain actions or interrupts lined up perfectly, which can have repro rates such as 1/300
Error(string.Format("[wpnfsm] ValidateAndRepair Attempting to repair: %1 - %2 - %3 - state: %4 != weapon: %5",
weapon.GetDebugName(weapon), name, m_State, stateCondition, gunCondition));
if (e1 && e2)
repairedState = ValidateAndRepairStateFinder(gunCondition, e1, e2, state);
if (repairedState)
{
Terminate();
m_State = repairedState;
Start(null, true);
state = repairedState;
weapon.SyncSelectionState(state.HasBullet(), state.HasMagazine());
repairedState.SyncAnimState();
if (LogManager.IsWeaponLogEnable()) { wpnDebugPrint("[wpnfsm] " + weapon.GetDebugName(weapon) + " ValidateAndRepair - " + name + " - Result - " + m_State); }
return true;
}
else
{
// Last ditch effort
if (m_SynchronizeAttempts < MAX_SYNCHRONIZE_ATTEMPTS)
{
int currentTime = g_Game.GetTime();
int timeDiff = currentTime - m_LastSynchronizeTime;
// Careful with calling synchronize
if (timeDiff > MIN_SYNCHRONIZE_INTERVAL)
{
// If a lot of time passed since last attempt
// There is a possibility the weapon was fixed for a period
if (timeDiff > RESET_SYNCHRONIZE_THRESHOLD)
m_SynchronizeAttempts = 0;
// Only call this on server or in SP
// Synchronize will ask the server for its FSM state anyways
if (g_Game.IsServer())
weapon.RandomizeFSMState();
weapon.Synchronize();
++m_SynchronizeAttempts;
m_LastSynchronizeTime = currentTime;
}
}
else
{
OnFailThresholdBreached(weapon, name, stateCondition, gunCondition);
}
}
}
return false;
}
protected void OnFailThresholdBreached(Weapon weapon, string name, bool stateCondition, bool gunCondition)
{
// Now seeing THIS one, after the one above, THIS one CAN be bad
// As the state was identified as being desynced with the actual weapon state
// But the system was unable to fix it, so the weapon is now working improperly or not at all
// There is even the possibility that this weapon is now permanently broken
Error(string.Format("[wpnfsm] %1 ValidateAndRepair THRESHOLD BREACH - %2 - %3 - state: %4 != weapon: %5",
weapon.GetDebugName(weapon), name, m_State, stateCondition, gunCondition));
// At this point might even consider just deleting the weapon :c
}
protected WeaponStableState ValidateAndRepairStateFinder(bool condition, WeaponEventBase e1, WeaponEventBase e2, WeaponStableState state)
{
WeaponStateBase interState;
if (condition)
interState = FindTransitionState(state, e1);
else
interState = FindTransitionState(state, e2);
WeaponEventBase e = new WeaponEventHumanCommandActionFinished;
return WeaponStableState.Cast(FindGuardedTransitionState(interState, e));
}
/**@fn OnStoreLoad
* @brief load state of fsm
**/
bool OnStoreLoad(ParamsReadContext ctx, int version)
{
int id = 0;
ctx.Read(id);
WeaponStableState state = FindStableStateForID(id);
if (state)
{
Terminate();
if (LogManager.IsWeaponLogEnable()) { wpnDebugPrint("[wpnfsm] OnStoreLoad - loading current state=" + state + " id=" + id); }
m_State = state;
Start(null, true);
}
else
{
Print("[wpnfsm] Warning! OnStoreLoad - cannot load curent weapon state, id=" + id);
}
return true;
}
/**@fn GetCurrentStateID
* @brief tries to return identifier of current stable state
*
* if the weapon is in stable state, i.e. not reloading, firing, detaching, ... than
* the identifier of the stable state is used directly.
* otherwise if the weapon is in unstable state, than the function uses abort information
* to determine the closest stable state that is coherent with weapon's state.
*
* @return integer id that will be stored to database
**/
int GetCurrentStableStateID()
{
// 1) if current state is stable state then return ID directly
WeaponStableState state = WeaponStableState.Cast(GetCurrentState());
if (state)
return state.GetCurrentStateID();
// 2) otherwise find closest stable state (by looking on abort event)
WeaponStateBase abort_dst = FindAbortDestinationState(new WeaponEventHumanCommandActionAborted(null));
WeaponStableState closest_stable_state = WeaponStableState.Cast(abort_dst);
if (closest_stable_state)
{
Print("[wpnfsm] Save occured in fsm transition! current state=" + GetCurrentState() + " closes stable state=" + closest_stable_state + " id=" + closest_stable_state.GetCurrentStateID());
return closest_stable_state.GetCurrentStateID();
}
Print("[wpnfsm] Warning! Save occured in fsm transition! GetCurrentStateID - cannot find closest weapon stable state.");
return 0;
}
/**@fn GetCurrentStateID
* @brief return internal identifier of current state
**/
int GetInternalStateID()
{
WeaponStateBase curr = GetCurrentState();
int id = 0;
if (curr)
id = curr.GetInternalStateID();
return id;
}
/**@fn OnStoreSave
* @brief save state of fsm
**/
void OnStoreSave(ParamsWriteContext ctx)
{
int id = GetCurrentStableStateID();
if (LogManager.IsWeaponLogEnable()) { wpnDebugSpamALot("[wpnfsm] OnStoreSave - saving current state=" + GetCurrentState() + " id=" + id); }
ctx.Write(id);
}
/**@fn RandomizeFSMState
* @brief Deprecated, use RandomizeFSMStateEx for better results
**/
void RandomizeFSMState(bool hasBullet, bool hasMagazine, bool isJammed)
{
array<MuzzleState> muzzleStates;
if (hasBullet)
muzzleStates = { MuzzleState.L };
else
muzzleStates = { MuzzleState.E };
RandomizeFSMStateEx(muzzleStates, hasMagazine, isJammed);
}
/**@fn RandomizeFSMStateEx
* @brief With the parameters given, selects a random suitable state for the FSM of the weapon
* @NOTE: It is better to use Weapon_Base.RandomizeFSMState instead of calling this one
* @WARNING: Weapon_Base.Synchronize call might be needed, if this method is called while clients are connected
**/
void RandomizeFSMStateEx(array<MuzzleState> muzzleStates, bool hasMagazine, bool isJammed)
{
array<WeaponStableState> candidates = new array<WeaponStableState>;
int tc = m_Transitions.Count();
foreach (WeaponTransition trans : m_Transitions)
{
WeaponStableState state = WeaponStableState.Cast(trans.m_srcState);
if (state && state.HasMagazine() == hasMagazine && state.IsJammed() == isJammed)
{
if (state.IsSingleState())
{
// There is only one, insert it and stop
candidates.Insert(state);
break;
}
int nMuzzles = muzzleStates.Count();
int nMuzzlesState = state.GetMuzzleStateCount();
if (nMuzzles != nMuzzlesState)
{
ErrorEx(string.Format("Number of muzzles on the weapon (%1) does not correspond with what state has configured (%2).", nMuzzles, nMuzzlesState));
continue;
}
bool equal = true;
for (int i = 0; i < nMuzzles; ++i)
{
if (muzzleStates[i] != state.GetMuzzleState(i))
{
equal = false;
break;
}
}
if (equal)
candidates.Insert(state);
}
}
int cc = candidates.Count();
if (cc)
{
int randomIndex = Math.RandomInt(0, cc);
WeaponStableState selected = candidates.Get(randomIndex);
Terminate();
m_State = selected;
if (!Internal_ValidateAndRepair())
Start(null, true);
if (LogManager.IsWeaponLogEnable()) { wpnDebugPrint("[wpnfsm] RandomizeFSMState - randomized current state=" + m_State + " id=" + selected.GetCurrentStateID()); }
selected.SyncAnimState();
}
else
{
if (LogManager.IsWeaponLogEnable()) { wpnDebugPrint("[wpnfsm] RandomizeFSMState - warning - cannot randomize, no states available"); }
}
}
};