//****************************************************************************************// // // MISSION: Mc2_06 // Units That guard important vehicles in a convoy. // // //****************************************************************************************// fsm mc2_06_wv2_Guard2; var //**************ORIGINAL****************** static WorldPosition startPosition; static PatrolState startPatrolState, spawnState; static PatrolPath startPatrolPath, spawnPath; 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; static boolean HeadingTowardBase; static boolean guardingDude; //**************************************************************************************** function init; code //**************ORIGINAL****************** //setDebugWindow(-1, -1); //--------------------------- // Grab his start position... getObjectPosition(-1, startPosition); //------------------- // Look for movers... setTargetPriority(0, TARGET_PRIORITY_CURTARGET, -1, 200, 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"); HeadingTowardBase = False; guardingDude = False; //------------------------------------------- // Setup the Patrol here... //XL startPatrolState Start spawnState[0] = PATROL_TYPE_LOOPING; spawnState[1] = 2; //?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] + 500; spawnPath[1, 1] = startPosition[1]; spawnPath[2, 0] = startPosition[0] + 1000; spawnPath[2, 1] = startPosition[1]; //XLs startPatrolPath end willRequestHelp = true; //?true or false helpRequestFrequency = 20.0; //?in secs attackerHelpRadius = 200; //?in meters defenderHelpRadius = 225; //?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; //-------------------------------------------------- // Check time to start Guarding if (goGroup4) and (not guardingDude) then guardingDude = True; trans spawnIN; endif; //-------------------------------------------------- // Check if Guardee is dead if so Hit the base if (objectStatus(Guard4) == OBJ_STATUS_DESTROYED) and (not HeadingTowardBase) then HeadingTowardBase = True; trans baseAssault; endif; //-------------------------------------------------- // 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); 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 worldposition guardHere; code update; setDebugString(-1, 3, " ESCORT "); //coreRun = True; getObjectPosition(guard4, guardHere); setMoveArea(guardHere, 100.0); coreEscort(guard4, 40.0, 135.0, -1); resetOrders(1); endstate; //---------------------------------------------------------------------------------------- state baseAssault; var worldPosition goHere; code goHere[0] = -1728; goHere[1] = -4757; goHere[2] = 0; update; setDebugString(-1, 3, "ATTACKOBJECT1 "); setMoveArea(goHere, 100.0); coreGuard(goHere, -1, attackStateHandle); resetOrders(1); endstate; //---------------------------------------------------------------------------------------- state SpawnIN; var code update; setDebugString(-1, 3, "Spawning "); corePatrol(Spawnstate, spawnPath, -1); trans Base1Escort; endstate; //---------------------------------------------------------------------------------------- state attack; var integer tacticState; code update; setDebugString(-1, 3, " ATTACK "); AttackMusicTrigger2 = TRUE; // coreAttackTactic(0, TACORDER_PARAM_NONE, TACTIC_RIGHT_FLANK, tacticState); coreAttack(0, TACORDER_PARAM_PURSUE); resetOrders(1); transback; endstate; //---------------------------------------------------------------------------------------- state start; code //coreRun = True; update; setDebugString(-1, 3, " WAIT "); endstate; //---------------------------------------------------------------------------------------- endfsm. //****************************************************************************************