//****************************************************************************************// // // Encounter 1 - Group 1 - Cents // Group of 2 Centipedes // // MISSION: Mc2_04 // Unit(s) that Guard, then Run Away // // //****************************************************************************************// fsm mc2_04_E1_G1_LRMs; 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 integer numFunctionalWeapons; static integer[20] weaponList; //**************NEW*********************** static PatrolState startBase1PatrolState; static PatrolPath startBase1PatrolPath; static WorldPosition startPosition; static integer Group0AttacksStateHandle; static boolean GoToBaseSet; static boolean Group0AttacksSet; static real Group0AttacksTime; //**************************************************************************************** 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, 300, CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL_OR_SENSOR + CONTACT_CRITERIA_NOT_DISABLED); setTargetPriority(2, TARGET_PRIORITY_NONE, 0, 0, 0); AttackStateHandle = getStateHandle("attack"); Group0AttacksStateHandle = getStateHandle("group0Attacks"); GoToBaseSet = false; Group0AttacksSet = false; 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; if ((not Group0AttacksFlag) and (Group0AttacksTime > 0.0)) then if (curTime > Group0AttacksTime) then mcprint("set Group0Attacks = true"); Group0AttacksFlag = true; endif; endif; if (Group0AttacksFlag) then if (not Group0AttacksSet) then Group0AttacksSet = true; if (curStateHandle <> Group0AttacksStateHandle) then mcprint("trans Group0Attacks"); trans Group0Attacks; endif; endif; endif; //-------------------------------------------------- // 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 group0Attacks; var WorldPosition group1Loc; code update; setMoveArea(startPosition, -1.0); setDebugString(-1, 3, "group0Attacks"); group1Loc[0] = 3178.667; group1Loc[1] = 1130.667; group1Loc[2] = 0.0; coreMoveTo(group1Loc, 0); // coreMoveTo(group1Loc, TACORDER_PARAM_RUN/* + TACORDER_PARAM_HOLDFIRE*/); setMoveArea(group1Loc, 50.0); coreGuard(group1Loc, -1, AttackStateHandle); resetOrders(1); endstate; //---------------------------------------------------------------------------------------- state attack; var integer tacticState; code update; setDebugString(-1, 3, " ATTACK "); if (Group0AttacksTime <= 0.0) then mcprint("Group0Attacks + 3.0"); Group0AttacksTime = getTime + 3.0; endif; coreAttack(0, TACORDER_PARAM_TURRET); // coreAttackTactic(0, TACORDER_PARAM_NONE, TACTIC_FIRE_FROM_HERE, tacticState); // coreAttack(0, TACORDER_PARAM_PURSUE); resetOrders(1); transBack; endstate; //---------------------------------------------------------------------------------------- state start; code update; setDebugString(-1, 3, " Guarding "); coreGuard(startPosition, -1, AttackStateHandle); /* if (Group0AttacksTime <= 0.0) then mcprint("Group0Attacks + 3.0"); Group0AttacksTime = getTime + 3.0; endif; */ resetOrders(1); endstate; //---------------------------------------------------------------------------------------- endfsm.