//****************************************************************************************// // // Convoy C - Combat Vehicles // ???Vehicles // // MISSION: Mc2_12 // Unit(s) that WAIT until TRIGGERED, then PATROL to BASE 1 // // //****************************************************************************************// fsm mc2_12_CvC_Vehs2; 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 startBase1RunPatrolState; static PatrolPath startBase1RunPatrolPath; static PatrolState startBase1PatrolState; static PatrolPath startBase1PatrolPath; static boolean CvC_Patrol_Triggered; static boolean CvC_Patrol_End_Triggered; static real timerDelay; static boolean timerDelay_Check; 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*********************** CvC_Patrol_Triggered = FALSE; //LT, used to check Patrol has been triggered CvC_Patrol_End_Triggered = FALSE; //LT, used to check when NCV patrol ends timerDelay_Check = FALSE; //LT, used to check timer //------------------------------------------- // Setup the Patrol here... //XL startBase1RunPatrolState Start startBase1PatrolState[0] = PATROL_TYPE_LINEAR; startBase1PatrolState[1] = 2; //?num points startBase1PatrolState[2] = -1; //?num cycles startBase1PatrolState[3] = PATROL_DIRECTION_FORWARD; startBase1PatrolState[4] = -1; //reset cur point startBase1PatrolState[5] = -1; //reset cur cycle startBase1PatrolState[6] = 0 + CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL_OR_SENSOR + CONTACT_CRITERIA_NOT_DISABLED; startBase1PatrolPath[0, 0] = -2880.000; startBase1PatrolPath[0, 1] = 1472.000; startBase1PatrolPath[1, 0] = -2880.000; startBase1PatrolPath[1, 1] = 2496.000; startBase1RunPatrolState[0] = PATROL_TYPE_LINEAR; startBase1RunPatrolState[1] = 2; //?num points startBase1RunPatrolState[2] = 1; //?num cycles startBase1RunPatrolState[3] = PATROL_DIRECTION_FORWARD; startBase1RunPatrolState[4] = -1; //reset cur point startBase1RunPatrolState[5] = -1; //reset cur cycle startBase1RunPatrolState[6] = 0 + CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL_OR_SENSOR + CONTACT_CRITERIA_NOT_DISABLED; startBase1RunPatrolPath[0, 0] = -1216.000; startBase1RunPatrolPath[0, 1] = 1216.000; startBase1RunPatrolPath[1, 0] = -3136.000; startBase1RunPatrolPath[1, 1] = 320.000; 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] = 4544.000; startSpawnPatrolPath[1, 0] = 6464.000; startSpawnPatrolPath[1, 1] = 4544.000; //XLs startBase1RunPatrolPath 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 CvC Movers to Start Base1 Escort if (CvC_Start_Trigger2) then if (NOT CvC_Patrol_Triggered) then CvC_Patrol_Triggered = TRUE; trans MoveFromSpawn; endif; endif; // Trigger for CvC Movers to Start Base1 Patrol if (CvC_End_Trigger) then if (NOT CvC_Patrol_End_Triggered) then CvC_Patrol_End_Triggered = TRUE; trans Base1Patrol; 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 Base1Escort; resetOrders(1); endstate; //---------------------------------------------------------------------------------------- state Base1Escort; var integer guardCharge; WorldPosition guardChargePos; integer guardChargeStatus; code //coreRun = TRUE; 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(753) <> 1) and (objectStatus(753) <> 2)) then guardCharge = 753; else if ((objectStatus(752) <> 1) and (objectStatus(752) <> 2)) then guardCharge = 752; else if ((objectStatus(751) <> 1) and (objectStatus(751) <> 2)) then guardCharge = 751; else if ((objectStatus(750) <> 1) and (objectStatus(750) <> 2)) then guardCharge = 750; else if ((objectStatus(749) <> 1) and (objectStatus(749) <> 2)) then guardCharge = 749; else if ((objectStatus(748) <> 1) and (objectStatus(748) <> 2)) then guardCharge = 748; else trans RunToBase1; endif; endif; 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 RunToBase1; code //coreRun = TRUE; MoverRunningToBase = TRUE; update; setDebugString(-1, 3, " RunToBase1 "); corePatrol(startBase1RunPatrolState, startBase1RunPatrolPath, AttackStateHandle); trans Base1Patrol; resetOrders(1); endstate; //---------------------------------------------------------------------------------------- state Base1Patrol; code //coreRun = FALSE; update; setDebugString(-1, 3, " Base1Patrol "); corePatrol(startBase1PatrolState, startBase1PatrolPath, AttackStateHandle); resetOrders(1); 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); // coreAttack(0, TACORDER_PARAM_PURSUE); resetOrders(1); transBack; endstate; //---------------------------------------------------------------------------------------- state start; code setDebugString(-1, 3, " WAIT "); update; endstate; //---------------------------------------------------------------------------------------- endfsm. //****************************************************************************************