//****************************************************************************************// // // Ecounter 4 Group 1 // // MISSION: Mc2_10 // This is 1st of the Reinforcement Groups // // //****************************************************************************************// fsm mc2_10_EC4_Grp1a; var static WorldPosition startPosition; static PatrolState gulagPatrolState; static PatrolPath gulagPatrolPath; static boolean willRequestHelp; static real lastHelpRequestTime; static real helpRequestFrequency; static real attackerHelpRadius; static real defenderHelpRadius; static integer AttackStateHandle; static real goToGulagTimer; static Boolean TestGoGulag, TimerGoGulag; 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); //PLACEHOLDER setTargetPriority(1, TARGET_PRIORITY_MOVER, 0, 300, CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL_OR_SENSOR + CONTACT_CRITERIA_NOT_DISABLED); //PLACEHOLDER setTargetPriority(2, TARGET_PRIORITY_BUILDING, 0, 100, -1); AttackStateHandle = getStateHandle("attack"); TestgoGulag = False; TimerGoGulag = False; //------------------------------------------- // Setup the Patrol here... //XL gulagPatrolState Start gulagPatrolState[0] = PATROL_TYPE_LINEAR; gulagPatrolState[1] = 4; //?num points gulagPatrolState[2] = 1; //?num cycles gulagPatrolState[3] = PATROL_DIRECTION_FORWARD; gulagPatrolState[4] = -1; //reset cur point gulagPatrolState[5] = -1; //reset cur cycle gulagPatrolState[6] = 0 + CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL + CONTACT_CRITERIA_NOT_DISABLED; gulagPatrolPath[0, 0] = 2496.000; gulagPatrolPath[0, 1] = 3861.333; gulagPatrolPath[1, 0] = -746.667; gulagPatrolPath[1, 1] = -192.000; gulagPatrolPath[2, 0] = -1728.000; gulagPatrolPath[2, 1] = 618.667; gulagPatrolPath[3, 0] = -1728.000; gulagPatrolPath[3, 1] = 2122.000; /* DEBUG gulagPatrolState[0] = PATROL_TYPE_LINEAR; gulagPatrolState[1] = 11; //?num points gulagPatrolState[2] = 1; //?num cycles gulagPatrolState[3] = PATROL_DIRECTION_FORWARD; gulagPatrolState[4] = -1; //reset cur point gulagPatrolState[5] = -1; //reset cur cycle gulagPatrolState[6] = 0 + CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL + CONTACT_CRITERIA_NOT_DISABLED; gulagPatrolPath[0, 0] = 2922.667; gulagPatrolPath[0, 1] = 4672.000; gulagPatrolPath[1, 0] = 2880.000; gulagPatrolPath[1, 1] = 3904.000; gulagPatrolPath[2, 0] = 2496.000; gulagPatrolPath[2, 1] = 3904.000; gulagPatrolPath[3, 0] = 2496.000; gulagPatrolPath[3, 1] = 2538.667; gulagPatrolPath[4, 0] = 1770.667; gulagPatrolPath[4, 1] = 2496.000; gulagPatrolPath[5, 0] = 1728.000; gulagPatrolPath[5, 1] = 1642.667; gulagPatrolPath[6, 0] = 960.000; gulagPatrolPath[6, 1] = 1557.333; gulagPatrolPath[7, 0] = 960.000; gulagPatrolPath[7, 1] = 1002.667; gulagPatrolPath[8, 0] = 192.000; gulagPatrolPath[8, 1] = 960.000; gulagPatrolPath[9, 0] = 192.000; gulagPatrolPath[9, 1] = -192.000; gulagPatrolPath[10, 0] = -1728.000; gulagPatrolPath[10, 1] = -149.000; DEBUG */ //XLs gulagPatrolPath 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; //----------------------------------- // Trigger for to set the Timer for Reinforcements to Attack the Gulag if (Reinforce_Go) then if (Not TestGoGulag) then TestGoGulag= true; goToGulagTimer = getTime + 1 else if (Not TimerGoGulag) AND (getTime > goToGulagTimer) then TimerGoGulag = True; trans toGulag; endif; endif; endif; /*DEBUG //----------------------------------- // Trigger for Reinforcements to Attack the Gulag if (Not TimerGoGulag) AND (getTime > goToGulagTimer) then TimerGoGulag = True; trans toGulag; endif; DEBUG*/ //-------------------------------------------------- // 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; var integer tacticState; code update; setDebugString(-1, 3, " ATTACK "); coreAttackTactic(0, TACORDER_PARAM_NONE, TACTIC_LEFT_FLANK, tacticState); resetOrders(1); transBack; endstate; //---------------------------------------------------------------------------------------- state toGulag; var worldPosition gulagGuard; code update; setDebugString(-1, 3, " ToGulag "); corePatrol(gulagPatrolState, gulagPatrolPath, attackStateHandle); gulagGuard[0] = -1728.000; gulagGuard[1] = 2122.000; gulagGuard[2] = 0.0; coreGuard(gulagGuard, -1, AttackStateHandle); resetOrders(1); endstate; //---------------------------------------------------------------------------------------- state start; code update; setDebugString(-1, 3, " GUARD "); coreGuard(startPosition, -1, AttackStateHandle); resetOrders(1); endstate; //---------------------------------------------------------------------------------------- endfsm. //****************************************************************************************