//****************************************************************************************// // // Starslayer // Group of ??? Mechs // // MISSION: Mc2_01 // Unit(s) that Powerup when all other mechs dead // // //****************************************************************************************// fsm mc2_01_Urbies; var static WorldPosition startPosition; static PatrolState startBase1PatrolState; static PatrolPath startBase1PatrolPath; 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 boolean Starslayer_Trigger_Check; static real PUDelay; static boolean PUpTime; //**************************************************************************************** function init; code //setDebugWindow(-1, -1); //--------------------------- // Grab his start position... getObjectPosition(-1, startPosition); //------------------- // Look for movers... 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, 400, CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL_OR_SENSOR + CONTACT_CRITERIA_NOT_DISABLED); setTargetPriority(2, TARGET_PRIORITY_NONE, 0, 0, 0); AttackStateHandle = getStateHandle("attack"); PUDelay = -1; PUpTime = False; Starslayer_Trigger_Check = FALSE; //LT, used to check area trigger startBase1PatrolState[0] = PATROL_TYPE_LOOPING; startBase1PatrolState[1] = 4; //?num points startBase1PatrolState[2] = -1; //?num cycles startBase1PatrolState[3] = PATROL_DIRECTION_FORWARD; startBase1PatrolState[4] = -1; //reset cur point startBase1PatrolState[5] = -1; //reset cur cycle startBase1PatrolState[6] = 0 + CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL + CONTACT_CRITERIA_NOT_DISABLED; startBase1PatrolPath[0, 0] = -2240.000; startBase1PatrolPath[0, 1] = 960.000; startBase1PatrolPath[1, 0] = -2112.000; startBase1PatrolPath[1, 1] = 1344.000; startBase1PatrolPath[2, 0] = -2496.000; startBase1PatrolPath[2, 1] = 1856.000; startBase1PatrolPath[3, 0] = -2752.000; startBase1PatrolPath[3, 1] = 1344.000; willRequestHelp = true; //?true or false helpRequestFrequency = 20.0; //?in secs attackerHelpRadius = 100; //?in meters defenderHelpRadius = 125; //?in meters lastHelpRequestTime = -100.0; 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 //**************NEW*********************** // Trigger for Island Movers to Powerup if (Starslayer_Trigger) then if (NOT Starslayer_Trigger_Check) then Starslayer_Trigger_Check = TRUE; trans powerup; endif; endif; //-------------------------------------------------- //Time to Power UP if ((PUpTime) and (PUDelay == -1)) then PUDelay = getTime + 6; endif; if (PUDelay > 0) and (getTime > PUDelay) then corePower(True); endif; 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; var integer tacticState; code update; //coreRun = False; setDebugString(-1, 3, " ATTACK "); AttackMusicTrigger3 = TRUE; coreAttackTactic(0, TACORDER_PARAM_NONE, TACTIC_LEFT_FLANK, tacticState); // coreAttack(0, TACORDER_PARAM_PURSUE); resetOrders(1); transBack; endstate; //---------------------------------------------------------------------------------------- state powerup; code // corePower(true); PUpTime = True; update; //coreRun = TRUE; setDebugString(-1, 3, " GuardingIsland "); corePatrol(startBase1PatrolState, startBase1PatrolPath, AttackStateHandle); resetOrders(1); endstate; //---------------------------------------------------------------------------------------- state start; code if (not poweredDown) then corePower(false); poweredDown = true; endif; update; setDebugString(-1, 3, " PoweredDown "); endstate; //---------------------------------------------------------------------------------------- endfsm. //****************************************************************************************