//****************************************************************************************// // // Convoy B - Mechs // ???Mechs // // MISSION: Mc2_12 // Unit(s) that WAIT until TRIGGERED, then PATROL to BASE 2 // // //****************************************************************************************// fsm mc2_12_CvB_Mechs; var //**************ORIGINAL****************** 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 boolean poweredDown; static integer numFunctionalWeapons; static integer[20] weaponList; //**************NEW*********************** static PatrolState startBase2RunPatrolState; static PatrolPath startBase2RunPatrolPath; static PatrolState startBase2PatrolState; static PatrolPath startBase2PatrolPath; static boolean CvB_Patrol_Triggered; static boolean CvB_Patrol_End_Triggered; static PatrolState startSpawnPatrolState; static PatrolPath startSpawnPatrolPath; //**************************************************************************************** function init; code //**************ORIGINAL****************** setDebugWindow(-1, -1); //--------------------------- // Grab his start position... getObjectPosition(-1, startPosition); //------------------- // Look for movers... setTargetPriority(0, TARGET_PRIORITY_CURTARGET, -1, 150, CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL_OR_SENSOR + CONTACT_CRITERIA_NOT_DISABLED); setTargetPriority(1, TARGET_PRIORITY_MOVER, 0, 400, CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL_OR_SENSOR + CONTACT_CRITERIA_NOT_DISABLED); setTargetPriority(2, TARGET_PRIORITY_NONE, 0, 0, 0); AttackStateHandle = getStateHandle("attack"); //**************NEW*********************** CvB_Patrol_Triggered = FALSE; //LT, used to check Patrol has been triggered CvB_Patrol_End_Triggered = FALSE; //LT, used to check when NCV patrol ends //------------------------------------------- // Setup the Patrol here... //XL startBase2RunPatrolState Start startBase2PatrolState[0] = PATROL_TYPE_LINEAR; startBase2PatrolState[1] = 2; //?num points startBase2PatrolState[2] = -1; //?num cycles startBase2PatrolState[3] = PATROL_DIRECTION_FORWARD; startBase2PatrolState[4] = -1; //reset cur point startBase2PatrolState[5] = -1; //reset cur cycle startBase2PatrolState[6] = 0 + CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL_OR_SENSOR + CONTACT_CRITERIA_NOT_DISABLED; startBase2PatrolPath[0, 0] = -4672.000; startBase2PatrolPath[0, 1] = -2112.000; startBase2PatrolPath[1, 0] = -5952.000; startBase2PatrolPath[1, 1] = -2112.000; startBase2RunPatrolState[0] = PATROL_TYPE_LINEAR; startBase2RunPatrolState[1] = 6; //?num points startBase2RunPatrolState[2] = 1; //?num cycles startBase2RunPatrolState[3] = PATROL_DIRECTION_FORWARD; startBase2RunPatrolState[4] = -1; //reset cur point startBase2RunPatrolState[5] = -1; //reset cur cycle startBase2RunPatrolState[6] = 0 + CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL_OR_SENSOR + CONTACT_CRITERIA_NOT_DISABLED; startBase2RunPatrolPath[0, 0] = -1472.000; startBase2RunPatrolPath[0, 1] = 1216.000; startBase2RunPatrolPath[1, 0] = -2496.000; startBase2RunPatrolPath[1, 1] = 1216.000; startBase2RunPatrolPath[2, 0] = -3136.000; startBase2RunPatrolPath[2, 1] = 448.000; startBase2RunPatrolPath[3, 0] = -4800.000; startBase2RunPatrolPath[3, 1] = 320.000; startBase2RunPatrolPath[4, 0] = -5184.000; startBase2RunPatrolPath[4, 1] = -320.000; startBase2RunPatrolPath[5, 0] = -4672.000; startBase2RunPatrolPath[5, 1] = -2112.000; startSpawnPatrolState[0] = PATROL_TYPE_LINEAR; startSpawnPatrolState[1] = 2; //?num points startSpawnPatrolState[2] = 1; //?num cycles startSpawnPatrolState[3] = PATROL_DIRECTION_FORWARD; startSpawnPatrolState[4] = -1; //reset cur point startSpawnPatrolState[5] = -1; //reset cur cycle startSpawnPatrolState[6] = 0 + CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL_OR_SENSOR + CONTACT_CRITERIA_NOT_DISABLED; startSpawnPatrolPath[0, 0] = 7232.000; startSpawnPatrolPath[0, 1] = 5056.000; startSpawnPatrolPath[1, 0] = 6464.000; startSpawnPatrolPath[1, 1] = 5056.000; //XLs startBase2RunPatrolPath end //**************ORIGINAL****************** 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; //**************NEW*********************** // Trigger for CvB Movers to Start Base2 Escort if (CvB_Start_Trigger2) then if (NOT CvB_Patrol_Triggered) then CvB_Patrol_Triggered = TRUE; trans MoveFromSpawn; endif; endif; // Trigger for CvB Movers to Start Base2 Patrol if (CvB_End_Trigger) then if (NOT CvB_Patrol_End_Triggered) then CvB_Patrol_End_Triggered = TRUE; trans Base2Patrol; endif; endif; //**************ORIGINAL****************** //----------------------------------- // 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 MoveFromSpawn; code //coreRun = FALSE; update; setDebugString(-1, 3, " Moving from Spawn "); corePatrol(startSpawnPatrolState, startSpawnPatrolPath, AttackStateHandle); trans Base2Escort; resetOrders(1); endstate; //---------------------------------------------------------------------------------------- state Base2Escort; var integer guardCharge; WorldPosition guardChargePos; integer guardChargeStatus; code update; setDebugString(-1, 3, " ESCORT "); //select my guard charge if (guardCharge <> 0) then guardChargeStatus = objectStatus(guardCharge); if ((guardChargeStatus == 1) or (guardChargeStatus == 2)) then guardCharge = 0; endif; endif; if (guardCharge == 0) then if ((objectStatus(737) <> 1) and (objectStatus(737) <> 2)) then guardCharge = 737; else if ((objectStatus(738) <> 1) and (objectStatus(738) <> 2)) then guardCharge = 738; else if ((objectStatus(739) <> 1) and (objectStatus(739) <> 2)) then guardCharge = 739; else if ((objectStatus(740) <> 1) and (objectStatus(740) <> 2)) then guardCharge = 740; else trans RunToBase2; endif; endif; endif; endif; endif; if (guardCharge == 0) then getObjectPosition(-1, guardChargePos); setMoveArea(guardChargePos, -1.0); coreGuard(guardChargePos, -1, AttackStateHandle); else getObjectPosition(guardCharge, guardChargePos); setMoveArea(guardChargePos, 100.0); coreEscort(guardCharge, 40.0, 135.0, -1); endif; endstate; //---------------------------------------------------------------------------------------- state RunToBase2; code //coreRun = TRUE; MoverRunningToBase = TRUE; update; setDebugString(-1, 3, " RunToBase2 "); corePatrol(startBase2RunPatrolState, startBase2RunPatrolPath, AttackStateHandle); trans Base2Patrol; resetOrders(1); endstate; //---------------------------------------------------------------------------------------- state Base2Patrol; code //coreRun = FALSE; update; setDebugString(-1, 3, " Base2Patrol "); corePatrol(startBase2PatrolState, startBase2PatrolPath, AttackStateHandle); resetOrders(1); endstate; //---------------------------------------------------------------------------------------- state attack; var integer tacticState; code update; setDebugString(-1, 3, " ATTACK "); AttackMusicTrigger1 = TRUE; // coreAttackTactic(0, TACORDER_PARAM_NONE, TACTIC_RIGHT_FLANK, tacticState); coreAttack(0, TACORDER_PARAM_PURSUE); resetOrders(1); transBack; endstate; //---------------------------------------------------------------------------------------- state start; code setDebugString(-1, 3, " WAIT "); update; endstate; //---------------------------------------------------------------------------------------- endfsm. //****************************************************************************************