//****************************************************************************************// // // FIGHTER: PATROL AND CALL IN REINFORCEMENTS // MISSION: Mc2_06 // Wave 2 1st group // // //****************************************************************************************// fsm mc2_06_w21; var static real[3] startPosition; static integer retreatBuilding; static PatrolState startpatrolState; static PatrolPath startpatrolPath; static PatrolState patrolState1; static PatrolPath patrolPath1; static PatrolState patrolState2; static PatrolPath patrolPath2; static PatrolState patrolState3; static PatrolPath patrolPath3; static PatrolState patrolState4; static PatrolPath patrolPath4; static PatrolState patrolState5; static PatrolPath patrolPath5; static boolean willRequestHelp; static real lastHelpRequestTime; static real helpRequestFrequency; static real attackerHelpRadius; static real defenderHelpRadius; static integer AttackStateHandle; //char[25] debugS; //DEBUG static integer numhits; //**************************************************************************************** //state attack; forward; function init; var integer i; integer numPatrolPoints; code //---------------------------------------------------- // Grab his start position, and set his start state... getObjectPosition(-1, startPosition); //setPilotState(PILOT_STATE_PATROL); //setDebugWindow(-1, -1); //------------------- // 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, 325, CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL_OR_SENSOR + CONTACT_CRITERIA_NOT_DISABLED); setTargetPriority(2, TARGET_PRIORITY_NONE, 0, 0, 0); retreatBuilding = 0; AttackStateHandle = getStateHandle("attack"); //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; //------------------------- // Setup the Patrol here... patrolState1[0] = PATROL_TYPE_LINEAR; patrolState1[1] = 3; //?num points patrolState1[2] = 1; //?num cycles patrolState1[3] = PATROL_DIRECTION_FORWARD; patrolState1[4] = -1; //reset cur point patrolState1[5] = -1; //reset cur cycle patrolState1[6] = CONTACT_CRITERIA_VISUAL + CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_NOT_DISABLED; patrolPath1[0, 0] = -5184; //?x coord patrolPath1[0, 1] = 6080.333; //?y coord patrolPath1[1, 0] = -3520; //?x coord patrolPath1[1, 1] = -1941.333; //?y coord patrolPath1[2, 0] = -3520; //?x coord patrolPath1[2, 1] = -1941.333; //?y coord //------------------------- // Setup the Patrol here... patrolState2[0] = PATROL_TYPE_LINEAR; patrolState2[1] = 2; //?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] = -3008; //?x coord patrolPath2[0, 1] = -3477.333; //?y coord patrolPath2[1, 0] = -3008; //?x coord patrolPath2[1, 1] = -3477.333; //?y coord //------------------------- // Setup the Patrol here... patrolState3[0] = PATROL_TYPE_LINEAR; patrolState3[1] = 2; //?num points patrolState3[2] = 1; //?num cycles patrolState3[3] = PATROL_DIRECTION_FORWARD; patrolState3[4] = -1; //reset cur point patrolState3[5] = -1; //reset cur cycle patrolState3[6] = CONTACT_CRITERIA_VISUAL + CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_NOT_DISABLED; patrolPath3[0, 0] = -3306.667; //?x coord patrolPath3[0, 1] = -3648; //?y coord patrolPath3[1, 0] = -3306.667; //?x coord patrolPath3[1, 1] = -3648; //?y coord //------------------------- // Setup the Patrol here... patrolState4[0] = PATROL_TYPE_LINEAR; patrolState4[1] = 2; //?num points patrolState4[2] = 1; //?num cycles patrolState4[3] = PATROL_DIRECTION_FORWARD; patrolState4[4] = -1; //reset cur point patrolState4[5] = -1; //reset cur cycle patrolState4[6] = CONTACT_CRITERIA_VISUAL + CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_NOT_DISABLED; patrolPath4[0, 0] = -3136; //?x coord patrolPath4[0, 1] = -3904; //?y coord patrolPath4[1, 0] = -3136; //?x coord patrolPath4[1, 1] = -3904; //?y coord //------------------------- // Setup the Patrol here... patrolState5[0] = PATROL_TYPE_LINEAR; patrolState5[1] = 2; //?num points patrolState5[2] = 1; //?num cycles patrolState5[3] = PATROL_DIRECTION_FORWARD; patrolState5[4] = -1; //reset cur point patrolState5[5] = -1; //reset cur cycle patrolState5[6] = CONTACT_CRITERIA_VISUAL + CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_NOT_DISABLED; patrolPath5[0, 0] = -1813.333; //?x coord patrolPath5[0, 1] = -4757.333; //?y coord patrolPath5[1, 0] = -1813.333; //?x coord patrolPath5[1, 1] = -4757.333; //?y coord willRequestHelp = true; //?true or false helpRequestFrequency = 50.0; //?in secs attackerHelpRadius = 125; //?in meters defenderHelpRadius = 225; //?in meters lastHelpRequestTime = -100.0; numhits = 0; 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; code curTime = getTime; //--------------------------------------------------------- // First, process the pilot events since the last update... 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; if (curTarget == 0) then coreAttack(pilotEventParams[0], TACORDER_PARAM_PURSUE); setState(AttackStateHandle); endif; endcase; //addedevent! *germ for trans berzerk. case PILOT_EVENT_HIT: numhits = numhits + 1; endcase; case PILOT_EVENT_DAMAGED: endcase; case PILOT_EVENT_FRIENDLY_KILLED: endcase; case PILOT_EVENT_FRIENDLY_CRIPPLED: endcase; case PILOT_EVENT_FRIENDLY_DESTROYED: endcase; case PILOT_EVENT_CRIPPLED: endcase; case PILOT_EVENT_DESTROYED: endcase; case PILOT_EVENT_WITHDRAWN: endcase; case PILOT_EVENT_ATTACK_ORDER: curTarget = getTarget(-1); if (curTarget == 0) then coreAttack(pilotEventParams[0], TACORDER_PARAM_PURSUE); setState(AttackStateHandle); endif; endcase; case PILOT_EVENT_COLLISION: endcase; case PILOT_EVENT_GUARD_RADIUS_BREACH: endcase; case PILOT_EVENT_TARGET_KILLED: endcase; case PILOT_EVENT_MATE_FIRED_WEAPON: endcase; case PILOT_EVENT_PLAYER_ORDER: endcase; case PILOT_EVENT_NO_MOVEPATH: endcase; case PILOT_EVENT_GATE_CLOSING: endcase; case PILOT_EVENT_CONTACT: endcase; endswitch; endif; endwhile; return(0); endfunction; //---------------------------------------------------------------------------------------- state attack; code setDebugString(-1, 3, " ATTACK "); coreAttack(0, TACORDER_PARAM_PURSUE); //transBack; endstate; //---------------------------------------------------------------------------------------- state start; var integer tacticState; char [50] s; code update; //coreWait(30, -1, -1); coreWait(300, -1, -1); s = "TACTIC_FIRE_FROM_HERE "; concat(s, numhits); setDebugString(-1, 3, s); if (numhits > 2) then // If I have taken 3 or more hits attack enemy. trans Attack; endif; patrol(startpatrolState, startpatrolPath); patrol(patrolState1, patrolPath1); coreAttack(140967, TACORDER_PARAM_PURSUE); //1st tc @ -3349.333, -1728 patrol(patrolState2, patrolPath2); coreAttack(173315, TACORDER_PARAM_PURSUE); //2nd tc @ ? -5568, -3648 patrol(patrolState3, patrolPath3); coreAttack(174802, TACORDER_PARAM_PURSUE); //3rd tc @ -3562.67, -3733.33 patrol(patrolState4, patrolPath4); coreAttack(177692, TACORDER_PARAM_PURSUE); //1st gate @ -3136, -3904 patrol(patrolState5, patrolPath5); coreAttack(197162, TACORDER_PARAM_PURSUE); //Steiner HQ @ -1813.33, -4970.67 endstate; //---------------------------------------------------------------------------------------- // Main Code //---------------------------------------------------------------------------------------- endfsm. //**********************************************************************************