/*%FSM*/ /*%FSM*/ /* item0[] = {"Init",0,250,-64.944939,-176.579712,25.055046,-126.579880,0.000000,"Init"}; item1[] = {"Check_Towns",2,250,-66.836029,-56.267544,23.163887,-6.267582,0.000000,"Check Towns"}; item2[] = {"End",1,250,-218.006683,15.304325,-128.006653,65.304314,0.000000,"End"}; item3[] = {"Loop",4,218,65.605347,-56.267605,155.605377,-6.267574,0.000000,"Loop"}; item4[] = {"Truck_is_Dead",4,218,-216.668854,-56.267559,-126.668869,-6.267574,1.000000,"Truck is" \n "Dead"}; item5[] = {"Truck_Check",2,4346,66.545509,15.865158,156.545563,65.865219,0.000000,"Truck Check"}; item6[] = {"Has_Driver",4,218,-66.545601,15.865162,23.454397,65.865189,0.000000,"Has Driver"}; item7[] = {"_",8,218,-37.459465,-108.411957,-3.868937,-87.498108,0.000000,""}; link0[] = {0,7}; link1[] = {1,3}; link2[] = {1,4}; link3[] = {1,6}; link4[] = {3,1}; link5[] = {4,2}; link6[] = {5,3}; link7[] = {6,5}; link8[] = {7,1}; globals[] = {0.000000,0,0,0,0,640,480,1,29,6316128,1,-395.307037,395.306915,167.465607,-285.572937,588,519,1}; window[] = {0,-1,-1,-1,-1,745,56,1316,111,1,606}; *//*%FSM*/ class FSM { fsmName = "updatesupply"; class States { /*%FSM*/ class Init { name = "Init"; init = /*%FSM*/"_vehicle = _this select 0;" \n "_side = _this select 1;" \n "_driver = driver _vehicle;" \n "_lastDriver = driver _vehicle;" \n "" \n "_SV = 1000;" \n "_currentSV = 0;" \n "_maxSV = 0;" \n "_timer = 0;" \n "_exit = false;" \n "_canDeliver = false;" \n "_hq = (sideJoinedText) Call GetSideHQ;" \n "_lastDestination = _hq;" \n "_delRange = 'WFBE_DELIVERYRANGE' Call GetNamespace;" \n "_fpsp = 'WFBE_FUNDSPERSUPPLYPOINT' Call GetNamespace;" \n "_spsp = 'WFBE_SCOREPERSUPPLYPOINT' Call GetNamespace;" \n "" \n "_lastUpdate = time;"/*%FSM*/; precondition = /*%FSM*/""/*%FSM*/; class Links { /*%FSM*/ class _ { priority = 0.000000; to="Check_Towns"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/""/*%FSM*/; action=/*%FSM*/""/*%FSM*/; }; /*%FSM*/ }; }; /*%FSM*/ /*%FSM*/ class Check_Towns { name = "Check_Towns"; init = /*%FSM*/"if (!alive _vehicle || isNull _vehicle) then {_exit = true}; " \n "" \n "_driver = driver _vehicle;" \n "_hasDriver = false;" \n "_playerInVehicle = false;" \n "if (!IsNull _driver) then {" \n " if (Alive _driver) then {_hasDriver = true};" \n " if (isPlayer _driver) then {_playerInVehicle = true};" \n "};" \n "" \n "_lastDriver = _driver;" \n "_lastUpdate = time;"/*%FSM*/; precondition = /*%FSM*/""/*%FSM*/; class Links { /*%FSM*/ class Truck_is_Dead { priority = 1.000000; to="End"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"gameOver || _exit"/*%FSM*/; action=/*%FSM*/""/*%FSM*/; }; /*%FSM*/ /*%FSM*/ class Has_Driver { priority = 0.000000; to="Truck_Check"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"_hasDriver && !gameOver && !_exit"/*%FSM*/; action=/*%FSM*/""/*%FSM*/; }; /*%FSM*/ /*%FSM*/ class Loop { priority = 0.000000; to="Check_Towns"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"time - _lastUpdate > 3 && !gameOver && !_exit"/*%FSM*/; action=/*%FSM*/""/*%FSM*/; }; /*%FSM*/ }; }; /*%FSM*/ /*%FSM*/ class End { name = "End"; init = /*%FSM*/""/*%FSM*/; precondition = /*%FSM*/""/*%FSM*/; class Links { }; }; /*%FSM*/ /*%FSM*/ class Truck_Check { name = "Truck_Check"; init = /*%FSM*/"if (!isNull _driver) then {" \n " if (_driver != _lastDriver) then {" \n " _lastDriver = _driver;" \n " if (_playerInVehicle) then {" \n " _txt = localize ""STR_WF_INFO_Supply_Full"";" \n " if (_SV != 1000) then {_txt = Format [localize ""STR_WF_INFO_Supply_Status"",_SV]};" \n " hint _txt;" \n " };" \n " };" \n "};" \n " " \n "_hq = (sideJoinedText) Call GetSideHQ;" \n "_isDeployed = (sideJoinedText) Call GetSideHQDeployed;" \n "if (_vehicle Distance _hq < 70 && _SV != 1000 && getDammage _hq < 1 && _isDeployed) then {_SV = 1000;_vehicle setFuel 1;_lastDestination = _hq;if (_playerInVehicle) then {hint (localize ""STR_WF_INFO_Supply_Full"")}};" \n "" \n "if (_SV != 1000) then {" \n " _buildings = (sideJoinedText) Call GetSideStructures;" \n " _checks = [sideJoined,Format [""WFBE_%1SERVICEPOINTTYPE"",sideJoinedText] Call GetNamespace,_buildings] Call GetFactories;" \n " if (count _checks > 0) then {" \n " _sorted = [_vehicle,_checks] Call SortByDistance;" \n " _nearest = _sorted select 0;" \n " if (_vehicle distance _nearest < 70) then {_SV = 1000;_vehicle setFuel 1;_lastDestination = _nearest;if (_playerInVehicle) then {hint (localize ""STR_WF_INFO_Supply_Full"")}};" \n " };" \n "};" \n "" \n "_loc = [_vehicle,towns] Call SortByDistance;" \n "_closest = _loc select 0;" \n "_name = _closest getVariable ""name"";" \n "_locationSide = (_closest getVariable ""sideID"") Call GetSideFromID;" \n "" \n "_canDeliver = if (_locationSide == _side) then {true} else {false};" \n "" \n "if ((_vehicle Distance _closest < _delRange)&&(_canDeliver)&&(_lastDestination != _closest)) then {" \n " _lastDestination = _closest;" \n " _currentSV = _closest getVariable ""supplyValue"";" \n " _maxSV = _closest getVariable ""maxSupplyValue"";" \n " if (_SV > _currentSV) then {" \n " if (_currentSV != _maxSV) then {" \n " _upgrades = (sideJoinedText) Call GetSideUpgrades;" \n " _increaseOf = (Format[""WFBE_MAXSUPPLYTRUCKSSV%1"",_upgrades select 6] Call GetNamespace);" \n " _currentSV = _currentSV + _increaseOf;" \n " if (_currentSV > _maxSV) then {_currentSV = _maxSV};" \n " _closest setVariable [""supplyValue"",_currentSV,true];" \n " };" \n " _SV = _currentSV;" \n " _funds = _SV * _fpsp * 2;" \n " hint Format[localize ""STR_WF_INFO_Supply_Deliver"",_name,_SV,_maxSV,_funds];" \n " _funds Call ChangePlayerFunds;" \n " } else {" \n " hint Format[localize ""STR_WF_INFO_Supply_Equal"",_name,_currentSV,_maxSV];" \n " _SV = _currentSV;" \n " };" \n " WFBE_RequestChangeScore = ['SRVFNCREQUESTCHANGESCORE',[player,score player + _spsp]];" \n " publicVariable 'WFBE_RequestChangeScore';" \n " if (isHostedServer) then {['SRVFNCREQUESTCHANGESCORE',[player,score player + _spsp]] Spawn HandleSPVF};" \n "};"/*%FSM*/; precondition = /*%FSM*/""/*%FSM*/; class Links { /*%FSM*/ class Loop { priority = 0.000000; to="Check_Towns"; precondition = /*%FSM*/""/*%FSM*/; condition=/*%FSM*/"time - _lastUpdate > 3 && !gameOver && !_exit"/*%FSM*/; action=/*%FSM*/""/*%FSM*/; }; /*%FSM*/ }; }; /*%FSM*/ }; initState="Init"; finalStates[] = { "End" }; }; /*%FSM*/