//****************************************************************************************// // // This Brain will go along a patrolPath then Guard the last point // If Contact: If detect enemy contact will leave it patrol path and attack // // // //****************************************************************************************// //[EDIT] fsm moveTo_Guard; //EACH BRAIN MUST HAVE AN UNIQUE FSM ID.. //[EDIT END] var static WorldPosition startPosition; static PatrolState MOVEState; static PatrolPath MOVEPath; 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 worldPosition guardSpot; static integer scanRange; //**************************************************************************************** function init; code //[EDIT] //******************************************************************** // Scan Ranges for Unit scanRange = 300; //******************************************************************** // MOVE State MOVEState[1] = 7; //This is the Amount of Move Points there are listed below. Make sure you Count Patrol Point '0' //******************************************************************** // MOVEPoints below //Enter the Coordinates of where you want the Unit to Go. It will do them in Order Start from 0 and ending at the Last Point //Make sure you change the Index number (numbers in Brackets [0, 0] to match the correct Move Point. //Also, the number of Mover Points MUST match the number you have entered in the Move State. MOVEPath[0, 0] = -6762; //X Coordinate found in the Editor MOVEPath[0, 1] = -362; //Y coordinate found in the editor MOVEPath[1, 0] = -6421; MOVEPath[1, 1] = -661; MOVEPath[2, 0] = -5866; MOVEPath[2, 1] = -1216; MOVEPath[3, 0] = -5104; MOVEPath[3, 1] = -1514; MOVEPath[4, 0] = -3605; MOVEPath[4, 1] = -4501; MOVEPath[5, 0] = -1002; MOVEPath[5, 1] = -4160; MOVEPath[6, 0] = 1173; MOVEPath[6, 1] = -2709; //|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| // Guard Location. //******************************************************************** guardSpot[0] = 0; //The X Coordinate (Found in the editor) is the area this Unit will Guard when it reaches the end of it's move path. guardSpot[1] = 0; //The Y Coordinate (Found in the editor) is the area this Unit will Guard when it reaches the end of it's move path. //[EDIT END] //******************************************************************** // DO NOT EDIT BELOW THIS LINE //|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| MOVEState[0] = PATROL_TYPE_LINEAR; MOVEState[2] = 1; //This is How many MOVEState[3] = PATROL_DIRECTION_FORWARD; MOVEState[4] = -1; //reset cur point MOVEState[5] = -1; //reset cur cycle MOVEState[6] = CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL_OR_SENSOR + CONTACT_CRITERIA_NOT_DISABLED; //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); guardSpot[2] = 0; //IGNORE but do not delete AttackStateHandle = getStateHandle("attack"); 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; 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 guard; code update; setDebugString(-1, 3, "Guarding "); coreGuard(guardSpot, -1, attackStateHandle); resetOrders(1); endstate; //---------------------------------------------------------------------------------------- state start; code update; setDebugString(-1, 3, "Patroling "); corePatrol(MOVEState, MOVEPath, attackStateHandle); resetOrders(1); endstate; //---------------------------------------------------------------------------------------- endfsm. //****************************************************************************************