//****************************************************************************************// // // Ecounter 1 - Storm 1 - Group of 1 Storm // // MISSION: Mc2_05 // These Unit(s) GUARD the AIR STRIP // // //****************************************************************************************// fsm mc2_05_EC1_storm1; 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; static PatrolState startBase1PatrolState; static PatrolPath startBase1PatrolPath; static boolean reinforcements_Triggered; //**************************************************************************************** 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, 350, CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL_OR_SENSOR + CONTACT_CRITERIA_NOT_DISABLED); setTargetPriority(2, TARGET_PRIORITY_NONE, 0, 0, 0); AttackStateHandle = getStateHandle("attack"); reinforcements_Triggered = FALSE; startBase1PatrolState[0] = PATROL_TYPE_LOOPING; startBase1PatrolState[1] = 2; //?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] = 4288.000; startBase1PatrolPath[0, 1] = 576.000; startBase1PatrolPath[1, 0] = -832.000; startBase1PatrolPath[1, 1] = 448.000; 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 curTime = getTime; //----------------------------------- // curStateHandle = getCurrentStateHandle; if (NorthBridgeFlag) then if (NOT reinforcements_Triggered) then reinforcements_Triggered = TRUE; if (curStateHandle <> AttackStateHandle) then trans attack1; 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 attack1; var integer tacticState; code //coreRun = True; update; setDebugString(-1, 3, " ATTACK1 "); corePatrol(startBase1PatrolState, startBase1PatrolPath, AttackStateHandle); resetOrders(1); trans start; endstate; //---------------------------------------------------------------------------------------- state attack; var integer tacticState; code update; setDebugString(-1, 3, " ATTACK "); coreAttack(0, TACORDER_PARAM_STOP_AND_FIRE); // coreAttackTactic(0, TACORDER_PARAM_NONE, TACTIC_STOP_AND_ATTACK, tacticState); // coreAttack(0, TACORDER_PARAM_PURSUE); resetOrders(1); transBack; endstate; //---------------------------------------------------------------------------------------- state start; code update; setDebugString(-1, 3, "StartGuard "); coreGuard(startPosition, -1, AttackStateHandle); resetOrders(1); endstate; //---------------------------------------------------------------------------------------- endfsm. //****************************************************************************************