//****************************************************************************************// // // FIGHTER: PATROL AND CALL IN REINFORCEMENTS // MISSION: Mc2_06 // Wave 2 2nd group Anubis // // //****************************************************************************************// fsm mc2_06_w2_2h; var static real[3] startPosition; static integer retreatBuilding; static PatrolState patrolState1; static PatrolPath patrolPath1; static boolean willRequestHelp; static real lastHelpRequestTime; static real helpRequestFrequency; static real attackerHelpRadius; static real defenderHelpRadius; static integer AttackStateHandle; //char[25] debugS; //DEBUG //**************************************************************************************** //state attack; forward; function init; var integer i; integer numPatrolPoints; code //---------------------------------------------------- // Grab his start position, and set his start state... getObjectPosition(-1, startPosition); //------------------- // 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); retreatBuilding = 0; AttackStateHandle = getStateHandle("attack"); //------------------------- // Setup the Patrol here... patrolState1[0] = PATROL_TYPE_LINEAR; patrolState1[1] = 2; //?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] = -5525.333; //?x coord patrolPath1[0, 1] = 3264.000; //?y coord patrolPath1[1, 0] = -5098.667; //?x coord patrolPath1[1, 1] = 2880.000; //?y coord willRequestHelp = true; //?true or false helpRequestFrequency = 20.0; //?in secs attackerHelpRadius = 250; //?in meters defenderHelpRadius = 250; //?in meters lastHelpRequestTime = -100.0; 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; case PILOT_EVENT_HIT: 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: //remed to see if this fixes brain problem //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; code update; //coreWait(20, -1, -1); coreWait(420, -1, -1); patrol(patrolState1, PatrolPath1); coreAttack(140967, TACORDER_PARAM_PURSUE); //1st tc @ -3349.33, -1728.000 coreAttack(173315, TACORDER_PARAM_PURSUE); //2nd tc @ -5568, -3648 coreAttack(174802, TACORDER_PARAM_PURSUE); //3rd tc @ -3562.67, -3733.33 coreAttack(177692, TACORDER_PARAM_PURSUE); //1st gate @ -3136, -3904 coreAttack(197162, TACORDER_PARAM_PURSUE); //Steiner HQ @ -1813.33, -4970.67 endstate; //---------------------------------------------------------------------------------------- // Main Code //---------------------------------------------------------------------------------------- endfsm. //****************************************************************************************