//****************************************************************************************// // // Southern Cargo Truck between Town And Base // // MISSION: Mc2_2 Tutorial Brain // // //****************************************************************************************// fsm mc2_02_Cargo_4; var static WorldPosition startPosition; static PatrolState startPatrolState; static PatrolPath startPatrolPath; 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; //**************************************************************************************** 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, 200, CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL_OR_SENSOR + CONTACT_CRITERIA_NOT_DISABLED); setTargetPriority(2, TARGET_PRIORITY_NONE, 0, 0, 0); AttackStateHandle = getStateHandle("attack"); //------------------------------------------- // Setup the Patrol here... //XL startPatrolState Start startPatrolState[0] = PATROL_TYPE_LINEAR; startPatrolState[1] = 2; //?num points startPatrolState[2] = -1; //?num cycles startPatrolState[3] = PATROL_DIRECTION_FORWARD; startPatrolState[4] = -1; //reset cur point startPatrolState[5] = -1; //reset cur cycle startPatrolState[6] = 0 + CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL + CONTACT_CRITERIA_NOT_DISABLED; startPatrolPath[0, 0] = -7274.000; startPatrolPath[0, 1] = -1856.000; startPatrolPath[1, 0] = -4800.000; startPatrolPath[1, 1] = -1856.000; startPatrolPath[2, 0] = -3776.000; startPatrolPath[2, 1] = -1600.000; startPatrolPath[3, 0] = -3008.000; startPatrolPath[3, 1] = -832.000; startPatrolPath[4, 0] = -1472.000; startPatrolPath[4, 1] = -1088.000; startPatrolPath[5, 0] = -960.000; startPatrolPath[5, 1] = -448.000; startPatrolPath[6, 0] = 576.000; startPatrolPath[6, 1] = -192.000; startPatrolPath[7, 0] = 576.000; startPatrolPath[7, 1] = -1088.000; startPatrolPath[8, 0] = 1984.000; startPatrolPath[8, 1] = -917.000; startPatrolPath[9, 0] = 3392.000; startPatrolPath[9, 1] = -576.000; startPatrolPath[10, 0] = 3520.000; startPatrolPath[10, 1] = -1216.000; startPatrolPath[11, 0] = 4458.000; startPatrolPath[11, 1] = -1600.000; startPatrolPath[12, 0] = 7274.000; startPatrolPath[12, 1] = -1216.000; //XLs startPatrolPath end willRequestHelp = true; //?true or false helpRequestFrequency = 20.0; //?in secs attackerHelpRadius = 200; //?in meters defenderHelpRadius = 225; //?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 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: endcase; case PILOT_EVENT_ATTACK_ORDER: 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 setDebugString(-1, 3, " ATTACK "); //coreAttackTactic(0, TACORDER_PARAM_RUN, TACTIC_REAR, tacticState); coreAttack(0, TACORDER_PARAM_PURSUE); resetOrders(1); transBack; endstate; //---------------------------------------------------------------------------------------- state start; code setDebugString(-1, 3, " MOVING "); //coreGuard(startPosition, -1, 0); corePatrol(startPatrolState, startPatrolPath, -1); resetOrders(1); endstate; //---------------------------------------------------------------------------------------- endfsm. //****************************************************************************************