/*%FSM*/ /*%FSM*/ /* item0[] = {"Init",0,4346,53.240814,-221.988968,143.240845,-171.989166,0.000000,"Init"}; item1[] = {"End",1,250,-216.387955,-52.508366,-126.387947,-2.508394,0.000000,"End"}; item2[] = {"Update_Conquest",2,250,-82.090652,-139.314026,7.909359,-89.314034,0.000000,"Update" \n "Conquest"}; item3[] = {"Loop",4,218,53.846153,-139.681244,143.846161,-89.681236,0.000000,"Loop"}; item4[] = {"Gameover",4,218,-216.387955,-139.464890,-126.387947,-89.464890,0.000000,"Gameover"}; link0[] = {0,3}; link1[] = {2,3}; link2[] = {2,4}; link3[] = {3,2}; link4[] = {4,1}; globals[] = {0.000000,0,0,0,0,640,480,1,8,6316128,1,-348.696411,348.696136,79.849762,-328.514618,921,592,1}; window[] = {0,-1,-1,-1,-1,837,100,1513,100,1,939}; *//*%FSM*/ class FSM { fsmName = "conquest"; class States { /*%FSM*/ class Init { name = "Init"; init = /*%FSM*/"_ntime = 0;"/*%FSM*/; precondition = /*%FSM*/""/*%FSM*/; class Links { /*%FSM*/ class Loop { priority = 0.000000; to="Update_Conquest"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"time > _ntime"/*%FSM*/; action=/*%FSM*/""/*%FSM*/; }; /*%FSM*/ }; }; /*%FSM*/ /*%FSM*/ class End { name = "End"; init = /*%FSM*/""/*%FSM*/; precondition = /*%FSM*/""/*%FSM*/; class Links { }; }; /*%FSM*/ /*%FSM*/ class Update_Conquest { name = "Update_Conquest"; init = /*%FSM*/"_wt = [];" \n "_et = [];" \n "" \n "{" \n " _sideID = _x getVariable 'sideID';" \n " if (_sideID == WestID) then {_wt = _wt + [_x]};" \n " if (_sideID == EastID) then {_et = _et + [_x]};" \n "} forEach towns;" \n "" \n "{" \n " Private [""_hq"",""_set"",""_side"",""_sideID"",""_sideTowns"",""_sideVar""];" \n " _sideTowns = _x select 0;" \n " _sideVar = _x select 1;" \n " _side = _x select 2;" \n " _sideID = _x select 3;" \n " _set = [];" \n " " \n " if (count _sideTowns > 0) then {" \n " {" \n " _neighbors = _x getVariable ""neighbors"";" \n " if !(isNil ""_neighbors"") then {" \n " {" \n " if ((_x getVariable ""sideID"") != _sideID) then {" \n " _x setVariable [_sideVar, true];" \n " if !(_x in _set) then {_set = _set + [_x]};" \n " };" \n " } forEach _neighbors;" \n " };" \n " } forEach _sideTowns;" \n " } else {" \n " _hq = (_side) Call GetSideHQ;" \n " _nearest = ([_hq, towns] Call SortByDistance) select 0;" \n " if !(_nearest getVariable _sideVar) then {_nearest setVariable [_sideVar, true]};" \n " _set = [_nearest];" \n " };" \n "" \n " _set = towns - _set;" \n " {" \n " if (_x getVariable _sideVar) then {_x setVariable [_sideVar, false]};" \n " } forEach _set;" \n "} forEach [[_wt, ""wfbe_cancap_w"", west, WESTID], [_et, ""wfbe_cancap_e"", east, EASTID]];" \n "" \n "_ntime = time + 10;"/*%FSM*/; precondition = /*%FSM*/""/*%FSM*/; class Links { /*%FSM*/ class Gameover { priority = 0.000000; to="End"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"gameOver"/*%FSM*/; action=/*%FSM*/""/*%FSM*/; }; /*%FSM*/ /*%FSM*/ class Loop { priority = 0.000000; to="Update_Conquest"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"time > _ntime"/*%FSM*/; action=/*%FSM*/""/*%FSM*/; }; /*%FSM*/ }; }; /*%FSM*/ }; initState="Init"; finalStates[] = { "End", }; }; /*%FSM*/