//****************************************************************************************// // // This brain is used to guard the Base // // MISSION: Mc2_2 Tutorial Brain // // //****************************************************************************************// fsm mc2_06_wv1_2a; var static WorldPosition startPosition; static PatrolState SpawnState, BaseAssaultState; static PatrolPath SpawnPath, BaseAssaultPath; 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 boolean HeadingTowardBase; //**************************************************************************************** function init; code ////setDebugWindow(-1, -1); //--------------------------- // Grab his start position... getObjectPosition(-1, startPosition); //------------------- // Look for movers... setTargetPriority(0, TARGET_PRIORITY_CURTARGET, -1, 100, 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); AttackStateHandle = getStateHandle("attack"); HeadingTowardBase = False; //------------------------------------------- // Setup the Patrol here... //XL startPatrolState Start BaseAssaultState[0] = PATROL_TYPE_LOOPING; BaseAssaultState[1] = 5; //?num points BaseAssaultState[2] = 1; //?num cycles BaseAssaultState[3] = PATROL_DIRECTION_FORWARD; BaseAssaultState[4] = -1; //reset cur point BaseAssaultState[5] = -1; //reset cur cycle BaseAssaultState[6] = 0 + CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL + CONTACT_CRITERIA_NOT_DISABLED; BaseAssaultPath[0 ,0] = startPosition[0] + 256; BaseAssaultPath[0 ,1] = startPosition[1] - 2690; BaseAssaultPath[1 ,0] = startPosition[0] + 0; BaseAssaultPath[1 ,1] = startPosition[1] - 6444; BaseAssaultPath[2 ,0] = startPosition[0] - 1280; BaseAssaultPath[2 ,1] = startPosition[1] - 8236; BaseAssaultPath[3 ,0] = startPosition[0] - 1493; BaseAssaultPath[3 ,1] = startPosition[1] - 9857; BaseAssaultPath[4 ,0] = startPosition[0] - 2261; BaseAssaultPath[4 ,1] = startPosition[1] - 11137; //------------------------------------------- // Setup the Patrol here... //XL startPatrolState Start SpawnState[0] = PATROL_TYPE_LOOPING; SpawnState[1] = 4; //?num points SpawnState[2] = 1; //?num cycles SpawnState[3] = PATROL_DIRECTION_FORWARD; SpawnState[4] = -1; //reset cur point SpawnState[5] = -1; //reset cur cycle SpawnState[6] = 0 + CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL + CONTACT_CRITERIA_NOT_DISABLED; SpawnPath[0 ,0] = startPosition[0]; SpawnPath[0 ,1] = startPosition[1]; SpawnPath[1 ,0] = startPosition[0]; SpawnPath[1 ,1] = startPosition[1] - 100; SpawnPath[2 ,0] = startPosition[0]; SpawnPath[2 ,1] = startPosition[1] - 500; SpawnPath[3 ,0] = startPosition[0]; SpawnPath[3 ,1] = startPosition[1] - 1000; //XLs startPatrolPath end 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; guard2 = getID; //-------------------------------------------------- // Process the pilot events since the last update... numFunctionalWeapons = getWeapons(weaponList, 1); if (numFunctionalWeapons == 0) then trans noWeapons; endif; //-------------------------------------------------- // Check to see if time to attack the player if (goGroup1) and (not HeadingTowardBase) then HeadingTowardBase = True; trans SpawnIN; 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; var integer tacticState; code update; setDebugString(-1, 3, " ATTACK "); //coreAttackTactic(0, TACORDER_PARAM_RUN, TACTIC_JOUST, tacticState); coreAttack(0, TACORDER_PARAM_PURSUE); resetOrders(1); transBack; endstate; //---------------------------------------------------------------------------------------- state baseAssault; code update; setDebugString(-1, 3, "Patroling "); corePatrol(BaseAssaultState, BaseAssaultPath, attackstateHandle); /* setDebugString(-1, 3, " ATTACKOBJECT1 "); coreAttack(177767, TACORDER_PARAM_PURSUE); //1st gate coreAttack(177761, TACORDER_PARAM_PURSUE); //2nd gate coreAttack(197162, TACORDER_PARAM_PURSUE); //Steiner HQ Building */ resetOrders(1); endstate; //---------------------------------------------------------------------------------------- state SpawnIN; var code update; setDebugString(-1, 3, "Spawning "); corePatrol(Spawnstate, spawnPath, -1); trans baseAssault; endstate; //---------------------------------------------------------------------------------------- state start; code update; setDebugString(-1, 3, "Waiting "); endstate; //---------------------------------------------------------------------------------------- endfsm. //****************************************************************************************