//****************************************************************************************// // // Encounter 2 - Mixed // Group of ??? // // MISSION: Mc2_04 // Unit(s) that PATROL Area and get triggered when objective complete // // //****************************************************************************************// fsm mc2_04_E2_shayus2; 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 PatrolState startBridgePatrolState; static PatrolPath startBridgePatrolPath; static boolean bridge_triggger_check; //**************************************************************************************** function init; code //setDebugWindow(-1, -1); //--------------------------- // Grab his start position... getObjectPosition(-1, startPosition); //------------------- // Look for movers... setTargetPriority(0, TARGET_PRIORITY_CURTARGET, -1, 125, 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"); bridge_triggger_check = False; //------------------------------------------- // Setup the Patrol here... //XL startBase1PatrolState Start 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] = -1472.000; startBase1PatrolPath[0, 1] = 3776.000; startBase1PatrolPath[1, 0] = -1344.000; startBase1PatrolPath[1, 1] = 4288.000; startBase1PatrolPath[2, 0] = -2112.000; startBase1PatrolPath[2, 1] = 4288.000; startBase1PatrolPath[3, 0] = -2112.000; startBase1PatrolPath[3, 1] = 3648.000; startBridgePatrolState[0] = PATROL_TYPE_LINEAR; startBridgePatrolState[1] = 3; //?num points startBridgePatrolState[2] = -1; //?num cycles startBridgePatrolState[3] = PATROL_DIRECTION_FORWARD; startBridgePatrolState[4] = -1; //reset cur point startBridgePatrolState[5] = -1; //reset cur cycle startBridgePatrolState[6] = 0 + CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL + CONTACT_CRITERIA_NOT_DISABLED; startBridgePatrolPath[0, 0] = -960.000; startBridgePatrolPath[0, 1] = 4160.000; startBridgePatrolPath[1, 0] = 192.000; startBridgePatrolPath[1, 1] = 3776.000; startBridgePatrolPath[2, 0] = 277.333; startBridgePatrolPath[2, 1] = 2368.000; //XLs startBase1PatrolPath 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; if (Bridge_Shayu_Trigger) then if (not bridge_triggger_check) then bridge_triggger_check = true; trans Run2Bridge; 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 Run2Bridge; code update; //coreRun = True; setDebugString(-1, 3, " Running to Bridge "); corePatrol(startBridgePatrolState, startBridgePatrolPath, AttackStateHandle); resetOrders(1); endstate; //---------------------------------------------------------------------------------------- //---------------------------------------------------------------------------------------- state attack; var integer tacticState; code update; //coreRun = False; setDebugString(-1, 3, " ATTACK "); AttackMusicTrigger1 = TRUE; // coreAttackTactic(0, TACORDER_PARAM_NONE, TACTIC_JOUST, tacticState); coreAttack(0, TACORDER_PARAM_PURSUE); resetOrders(1); transBack; endstate; //---------------------------------------------------------------------------------------- state start; code update; setDebugString(-1, 3, " Patrolling "); corePatrol(startBase1PatrolState, startBase1PatrolPath, AttackStateHandle); resetOrders(1); endstate; //---------------------------------------------------------------------------------------- endfsm. //****************************************************************************************