//****************************************************************************************// // // MISSION: Mc2_06 // Units That guard important vehicles in a convoy. // // //****************************************************************************************// fsm mc2_06_1_1grd; var //**************ORIGINAL****************** 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; static integer guardCharge; static WorldPosition guardChargePos; static integer guardChargeStatus; //**************NEW*********************** static integer Guard1st; static integer Guard2nd; static integer Guard3rd; //**************************************************************************************** function init; code //**************ORIGINAL****************** setDebugWindow(-1, -1); //--------------------------- // Grab his start position... getObjectPosition(-1, startPosition); //------------------- // Look for movers... setTargetPriority(0, TARGET_PRIORITY_CURTARGET, -1, 400, CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL_OR_SENSOR + CONTACT_CRITERIA_NOT_DISABLED); setTargetPriority(1, TARGET_PRIORITY_MOVER, 0, 500, CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL_OR_SENSOR + CONTACT_CRITERIA_NOT_DISABLED); setTargetPriority(2, TARGET_PRIORITY_NONE, 0, 0, 0); AttackStateHandle = getStateHandle("attack"); //**************NEW*********************** //CvA_Patrol_Triggered = FALSE; //LT, used to check Patrol has been triggered //CvA_Patrol_End_Triggered = FALSE; //LT, used to check when NCV patrol ends //------------------------------------------- // Setup the Patrol here... //XL startBase1PatrolState Start //Get off edge of map startPatrolState[0] = PATROL_TYPE_LINEAR; startPatrolState[1] = 4; //?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] = startPosition[0]; startPatrolPath[0, 1] = startPosition[1]; startPatrolPath[1, 0] = startPosition[0] + 13; startPatrolPath[1, 1] = startPosition[1] - 213.333; startPatrolPath[2, 0] = startPosition[0] + 13; startPatrolPath[2, 1] = startPosition[1] - 597.333; startPatrolPath[3, 0] = startPosition[0] + 13; startPatrolPath[3, 1] = startPosition[1] - 1109.333; //XLs startBase1PatrolPath end //**************ORIGINAL****************** willRequestHelp = true; //?true or false helpRequestFrequency = 20.0; //?in secs attackerHelpRadius = 200; //?in meters defenderHelpRadius = 225; //?in meters lastHelpRequestTime = -100.0; //*************addvar****************** Guard1st = 704; Guard2nd = 705; Guard3rd = 709; guardCharge = 0; guardChargeStatus = 0; //*************endaddvar****************** 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; //**************NEW*********************** //**************End New****************** //----------------------------------- // 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 Base1Escort; var code update; setDebugString(-1, 3, " ESCORT "); //coreRun = True; //select my guard charge if (guardCharge <> 0) then guardChargeStatus = objectStatus(guardCharge); if ((guardChargeStatus == 1) or (guardChargeStatus == 2)) then guardCharge = 0; endif; endif; if (guardCharge == 0) then if ((objectStatus(Guard1st) <> OBJ_STATUS_DISABLED) and (objectStatus(Guard1st) <> OBJ_STATUS_DESTROYED)) and (objectTeam(Guard1st) == obj_team_2) then guardCharge = Guard1st; else if ((objectStatus(Guard2nd) <> OBJ_STATUS_DISABLED) and (objectStatus(Guard2nd) <> OBJ_STATUS_DESTROYED)) and (objectTeam(Guard2nd) == obj_team_2) then guardCharge = Guard2nd; else if ((objectStatus(Guard3rd) <> OBJ_STATUS_DISABLED) and (objectStatus(Guard3rd) <> OBJ_STATUS_DESTROYED)) and (objectTeam(Guard3rd) == obj_team_2) then guardCharge = Guard3rd;setDebugString(-1, 3, " WAIT "); else trans Attack; endif; endif; endif; endif; if (guardCharge == 0) then getObjectPosition(-1, guardChargePos); setMoveArea(guardChargePos, -1.0); coreGuard(guardChargePos, -1, AttackStateHandle); else getObjectPosition(guardCharge, guardChargePos); setMoveArea(guardChargePos, 100.0); coreEscort(guardCharge, 40.0, 135.0, -1); endif; endstate; //---------------------------------------------------------------------------------------- //---------------------------------------------------------------------------------------- //---------------------------------------------------------------------------------------- state attack; var integer tacticState; code update; setDebugString(-1, 3, " ATTACK "); // coreAttackTactic(0, TACORDER_PARAM_NONE, TACTIC_RIGHT_FLANK, tacticState); coreAttack(0, TACORDER_PARAM_PURSUE); resetOrders(1); endstate; //---------------------------------------------------------------------------------------- state start; code coreWait(10, -1, -1); //coreRun = True; setDebugString(-1, 3, " WAIT "); patrol(startpatrolState, startPatrolPath); if (gametime <> 0) then trans Base1Escort; endif; update; endstate; //---------------------------------------------------------------------------------------- endfsm. //****************************************************************************************