//****************************************************************************************// // // Ecounter 1 Group 4 // // MISSION: Mc2_10 // This Unit will NOT run away from Ecounter 1 // LRMs on the Ridge // //****************************************************************************************// fsm mc2_10_EC1_Grp4; var static WorldPosition startPosition; static PatrolState startPatrolState, runPatrolState; static PatrolPath startPatrolPath, runPatrolPath; static boolean willRequestHelp; static real lastHelpRequestTime; static real helpRequestFrequency; static real attackerHelpRadius; static real defenderHelpRadius; static integer AttackStateHandle, RunAwayStateHandle; static boolean EC1attackTest, RunAwayTest, runTest2; static real runAwayTime, setTime; static integer numFunctionalWeapons; static integer[20] weaponList; //**************************************************************************************** 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("attack1"); RunAwayStateHandle = getStateHandle("runaway"); RunAwayTest = false; EC1attackTest = false; runTest2 = False; setTime = 0; //How long This AI should wait before Running towards the Gulag startPatrolState[0] = PATROL_TYPE_LINEAR; startPatrolState[1] = 1; //?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_VISUAL_OR_SENSOR + CONTACT_CRITERIA_NOT_DISABLED; startPatrolPath[0, 0] = -4288.0; startPatrolPath[0, 1] = 2197.333; runPatrolState[0] = PATROL_TYPE_LINEAR; runPatrolState[1] = 1; //?num points runPatrolState[2] = 1; //?num cycles runPatrolState[3] = PATROL_DIRECTION_FORWARD; runPatrolState[4] = -1; //reset cur point runPatrolState[5] = -1; //reset cur cycle runPatrolState[6] = CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL_OR_SENSOR + CONTACT_CRITERIA_NOT_DISABLED; runPatrolPath[0, 0] = -1728.000; runPatrolPath[0, 1] = 2112.000; runPatrolPath[1, 0] = -1728.000; runPatrolPath[1, 1] = 2112.000; 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; //----------------------------------- // Trigger for EC1 Movers to Attack the player if (ec1_Group_Attack) then if (Not EC1attackTest) then EC1attackTest= true; if (curStateHandle <> AttackStateHandle) then trans attack1; endif; endif; endif; //----------------------------------- // Safty Trigger for EC1 Movers to Run. Sets the Time if (ec1_Group_Run) then if (Not runAwayTest) then runAwayTest= true; runawayTime =getTime + setTime; endif; endif; //----------------------------------- //This will make the AI run away when runAwayTest is True, and Timer has expired. if (runAwayTest) AND (Not runTest2) then if (gettime > runawayTime) then if (curStateHandle <> RunAwayStateHandle) then runTest2 = True; //trans runAway; endif; endif; 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); 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 attack1; code //setTargetPriority(0, TARGET_PRIORITY_CURTARGET, -1, 800, CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL_OR_SENSOR + CONTACT_CRITERIA_NOT_DISABLED); //setTargetPriority(1, TARGET_PRIORITY_MOVER, 0, 700, CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL_OR_SENSOR + CONTACT_CRITERIA_NOT_DISABLED); update; ec1_Group_Trigger = True; ec1_Group_Attack = True; setDebugString(-1, 3, " ATTACK "); coreAttack(0, TACORDER_PARAM_NONE); resetOrders(1); trans start; endstate; //---------------------------------------------------------------------------------------- state attack; var integer tacticState; code update; setDebugString(-1, 3, " ATTACK "); coreAttack(0, TACORDER_PARAM_STOP_AND_FIRE); // coreAttackTactic(0, TACORDER_PARAM_NONE, TACTIC_STOP_AND_ATTACK, tacticState); resetOrders(1); transBack; endstate; //---------------------------------------------------------------------------------------- state runAway; var worldPosition gulagGuard; code setDebugString(-1, 3, " RUNAWAY "); AttackStateHandle = getStateHandle("attack"); //coreRun = True; corePatrol(runPatrolState, runPatrolPath, AttackStateHandle); gulagGuard[0] = -1941.333; gulagGuard[1] = 1941.333; gulagGuard[2] = 0.0; setMoveArea(gulagGuard, 50.0); setDebugString(-1, 3, "RUNGuard "); coreGuard (gulagGuard, -1, attackStateHandle); resetOrders(1); endstate; //---------------------------------------------------------------------------------------- state start; code update; setDebugString(-1, 3, "Patrol1 "); coreGuard(startPosition, -1, AttackStateHandle); resetOrders(1); endstate; //---------------------------------------------------------------------------------------- endfsm. //****************************************************************************************