//****************************************************************************************// // // FIGHTER: PATROL AND CALL IN REINFORCEMENTS // MISSION: Mc2_06 // First Wave 2 Drillisons 2 monsoons // //****************************************************************************************// fsm mc2_06_w1_1c; var static WorldPosition startPosition; static PatrolState startPatrolState; static PatrolPath startPatrolPath; static PatrolState patrolState2; static PatrolPath patrolPath2; 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; //**************************************************************************************** function init; code //setDebugWindow(-1, -1); //--------------------------- // Grab his start position... getObjectPosition(-1, startPosition); //------------------- *Changing contact_criteria_visual_or_sensor to contact_criteria_sensor // Look for movers... setTargetPriority(0, TARGET_PRIORITY_CURTARGET, -1, 275, 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"); startPatrolState[0] = PATROL_TYPE_LINEAR; startPatrolState[1] = 3; //?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] = CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_SENSOR + CONTACT_CRITERIA_NOT_DISABLED; startPatrolPath[0, 0] = 1002.000; startPatrolPath[0, 1] = 6122.000; startPatrolPath[1, 0] = 576.000; startPatrolPath[1, 1] = -3861.333; startPatrolPath[2, 0] = 577.000; startPatrolPath[2, 1] = -3861.333; //------------------------- // 2nd Patrol here... patrolState2[0] = PATROL_TYPE_LINEAR; patrolState2[1] = 4; //?num points patrolState2[2] = 1; //?num cycles patrolState2[3] = PATROL_DIRECTION_FORWARD; patrolState2[4] = -1; //reset cur point patrolState2[5] = -1; //reset cur cycle patrolState2[6] = CONTACT_CRITERIA_VISUAL + CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_NOT_DISABLED; patrolPath2[0, 0] = -1770.667; //?x coord patrolPath2[0, 1] = -4672; //?y coord patrolPath2[1, 0] = 64; //?x coord patrolPath2[1, 1] = 3904; //?y coord patrolPath2[2, 0] = -234.667; //?x coord patrolPath2[2, 1] = -3904; //?y coord patrolPath2[3, 0] = -1216; //?x coord patrolPath2[3, 1] = -4330.667; //?y coord willRequestHelp = true; //?true or false helpRequestFrequency = 20; attackerHelpRadius = 250; //?in meters defenderHelpRadius = 250; //?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: 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 attack; code setDebugString(-1, 3, " ATTACK "); coreAttack(0, TACORDER_PARAM_PURSUE); transBack; endstate; //---------------------------------------------------------------------------------------- state start; code update; coreWait(10, -1, -1); setDebugString(-1, 3, " startPatrolPath "); patrol(startpatrolState, startPatrolPath); setDebugString(-1, 3, " ATTACKOBJECT1 "); coreAttack(177766, TACORDER_PARAM_PURSUE); //1st gate coreAttack(177760, TACORDER_PARAM_PURSUE); //2nd gate patrol(patrolState2, patrolPath2); coreAttack(197162, TACORDER_PARAM_PURSUE); //Steiner HQ Building endstate; //---------------------------------------------------------------------------------------- endfsm. //****************************************************************************************