//****************************************************************************************// // // // //****************************************************************************************// fsm pathptrl7; var static WorldPosition startPosition; static PatrolState startPatrolState; static PatrolPath startPatrolPath; 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, 300, 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); AttackStateHandle = getStateHandle("attack"); startPatrolState[0] = PATROL_TYPE_LINEAR; startPatrolState[1] = 20; //?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] = 5525.333; startPatrolPath[0, 1] = 5952.000; startPatrolPath[1, 0] = 5354.667; startPatrolPath[1, 1] = 5952.000; startPatrolPath[2, 0] = 5269.333; startPatrolPath[2, 1] = 5824.000; startPatrolPath[3, 0] = 3904.000; startPatrolPath[3, 1] = 5824.000; startPatrolPath[4, 0] = 3946.667; startPatrolPath[4, 1] = 5568.000; startPatrolPath[5, 0] = 4032.000; startPatrolPath[5, 1] = 5568.000; startPatrolPath[6, 0] = 4074.667; startPatrolPath[6, 1] = 5184.000; startPatrolPath[7, 0] = 5184.000; startPatrolPath[7, 1] = 5184.000; startPatrolPath[8, 0] = 5184.000; startPatrolPath[8, 1] = 4416.000; startPatrolPath[9, 0] = 5824.000; startPatrolPath[9, 1] = 4416.000; startPatrolPath[10, 0] = 5824.000; startPatrolPath[10, 1] = 3520.000; startPatrolPath[11, 0] = 2837.333; startPatrolPath[11, 1] = 1344.000; startPatrolPath[12, 0] = 1472.000; startPatrolPath[12, 1] = 1344.000; startPatrolPath[13, 0] = 1472.000; startPatrolPath[13, 1] = 2112.000; startPatrolPath[14, 0] = 1216.000; startPatrolPath[14, 1] = 2112.000; startPatrolPath[15, 0] = 1216.000; startPatrolPath[15, 1] = 3648.000; startPatrolPath[16, 0] = -64.000; startPatrolPath[16, 1] = 3648.000; startPatrolPath[17, 0] = -64.000; startPatrolPath[17, 1] = 4160.000; startPatrolPath[18, 0] = 576.000; startPatrolPath[18, 1] = 4202.667; startPatrolPath[19, 0] = 576.000; startPatrolPath[19, 1] = 4672.000; 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; //-------------------------------------------------- // 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 update; setDebugString(-1, 3, " Panic Attack "); //coreRun = True; corePatrol(startPatrolState, startPatrolPath, -1); resetOrders(1); endstate; //---------------------------------------------------------------------------------------- state start; code update; setDebugString(-1, 3, "StartPatrol1 "); //coreRun = False; corePatrol(startPatrolState, startPatrolPath, AttackStateHandle); resetOrders(1); endstate; //---------------------------------------------------------------------------------------- endfsm. //****************************************************************************************