//****************************************************************************************// // // This Brain will Guard a certain Area // If Contact: If detect enemy contact will leave it patrol path and attack // // // //****************************************************************************************// //[EDIT] fsm escortBrain_1; //EACH BRAIN MUST HAVE AN UNIQUE FSM ID.. //[EDIT END] var static WorldPosition startPosition; static boolean willRequestHelp; static real lastHelpRequestTime; static real helpRequestFrequency; static real attackerHelpRadius; static real defenderHelpRadius; static integer AttackStateHandle; static boolean poweredDown; static integer numFunctionalWeapons; static integer[20] weaponList; static integer escortSquadID; static integer[120] moverList; static real escortRange; static boolean IsEscortUnitDead; static worldPosition guardSpot; static integer ScanRange; //**************************************************************************************** function init; code //[EDIT] //******************************************************************** // Scan Ranges for Unit ScanRange = 300; //This is the Range in which the AI will Scan for Enemies in meters //******************************************************************** // Unit ID to escort escortSquadID = 1; //This is the Squad ID (Found in editor) for the unit you want to escort escortRange = 100.0; //How far the escorting unit will drift //******************************************************************** // Guard Location if escortee is dead guardSpot[0] = 0; //The X Coordinate (Found in the editor) is the area this Unit will Guard if the Unit it is suppose to Escort is destroyed guardSpot[1] = 0; //The Y Coordinate (Found in the editor) is the area this Unit will Guard if the Unit it is suppose to Escort is destroyed //[EDIT END] //******************************************************************** // DO NOT EDIT BELOW THIS LINE //|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| //setDebugWindow(-1, -1); //--------------------------- // Grab his start position... getObjectPosition(-1, startPosition); setTargetPriority(0, TARGET_PRIORITY_CURTARGET, -1, 150, CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL_OR_SENSOR + CONTACT_CRITERIA_NOT_DISABLED); setTargetPriority(1, TARGET_PRIORITY_MOVER, 0, ScanRange, CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL_OR_SENSOR + CONTACT_CRITERIA_NOT_DISABLED); setTargetPriority(2, TARGET_PRIORITY_NONE, 0, 0, 0); AttackStateHandle = getStateHandle("attack"); IsEscortUnitDead = False; getUnitMates(escortSquadID, moverList); willRequestHelp = true; //?true or false helpRequestFrequency = 20.0; //?in secs attackerHelpRadius = 100; //?in meters defenderHelpRadius = 125; //?in meters lastHelpRequestTime = -100.0; setWillHelp(False); endfunction; //---------------------------------------------------------------------------------------- function setWillRequestHelp (boolean setting); code if (setting and (not willRequestHelp)) then lastHelpRequestTime = 0.0; endif; willRequestHelp = setting; endfunction; //---------------------------------------------------------------------------------------- function update : integer; var boolean processingPilotEvents; boolean thinking; integer pilotEventID; integer pilotState; integer[20] pilotEventParams; integer curTarget; real curTime; real[3] myPos; real[3] attackerPos; real distanceToAttacker; integer curStateHandle; code curTime = getTime; curStateHandle = getCurrentStateHandle; //-------------------------------------------------- // Process the pilot events since the last update... numFunctionalWeapons = getWeapons(weaponList, 1); if (numFunctionalWeapons == 0) then trans noWeapons; endif; //-------------------------------------------------- // Check to see escorting Unit is dead if (((objectStatus(moverList[0]) == 1) or (objectStatus(moverList[0]) == 2)) and (Not IsEscortUnitDead)) then IsEscortUnitDead = True; trans guardLocation; endif; processingPilotEvents = TRUE; while (processingPilotEvents) do pilotEventID = getNextPilotEvent(pilotEventParams); if (pilotEventID == PILOT_EVENT_NONE) then processingPilotEvents = FALSE; else switch (pilotEventID) case PILOT_EVENT_TARGETED: curTarget = getTarget(-1); if (lastHelpRequestTime < (curTime - helpRequestFrequency)) then lastHelpRequestTime = curTime; if (willRequestHelp) then //distanceToAttacker = distanceToObject(-1, pilotEventParams[0]); getObjectPosition(pilotEventParams[0], attackerPos); getObjectPosition(-1, myPos); requestHelp(pilotEventParams[0], myPos, attackerHelpRadius, attackerPos, defenderHelpRadius, 1); endif; endif; numFunctionalWeapons = getWeapons(weaponList, 0); if (curStateHandle <> AttackStateHandle) then if ((numFunctionalWeapons > 0) and (curTarget == 0)) then coreAttack(pilotEventParams[0], TACORDER_PARAM_PURSUE); setState(AttackStateHandle); endif; endif; endcase; case PILOT_EVENT_ATTACK_ORDER: curTarget = getTarget(-1); if (curStateHandle <> AttackStateHandle) then if ((numFunctionalWeapons > 0) and (curTarget == 0))then coreAttack(pilotEventParams[0], TACORDER_PARAM_PURSUE); setState(AttackStateHandle); endif; endif; endcase; case PILOT_EVENT_FIRED_WEAPON: endcase; endswitch; endif; endwhile; return(0); endfunction; //---------------------------------------------------------------------------------------- state noWeapons; code setDebugString(-1, 3, " NO WEAPONS "); if (objectClass(-1) == 2) then coreEject; else corePower(false); endif; endstate; //---------------------------------------------------------------------------------------- state attack; code update; setDebugString(-1, 3, " ATTACK "); coreAttack(0, TACORDER_PARAM_PURSUE); resetOrders(1); transBack; endstate; //---------------------------------------------------------------------------------------- state guardLocation; code update; setDebugString(-1, 3, "Guarding "); coreGuard(startposition, -1, attackStateHandle); resetOrders(1); endstate; //---------------------------------------------------------------------------------------- state start; var worldposition escortPos; code update; setDebugString(-1, 3, "Escort "); getObjectPosition(moverList[0], escortPos); setMoveArea(escortPos, escortRange); coreEscort(moverList[0], 40.0, 135.0, attackstateHandle); resetOrders(1); endstate; //---------------------------------------------------------------------------------------- endfsm. //****************************************************************************************