//****************************************************************************************// // // Hill - Mech // Group of ??? Mechs // // MISSION: Mc2_12 // Unit(s) that GUARD HILL and if TRIGGERED, enter CITY // // //****************************************************************************************// fsm mc2_12_Hill_Mechs; 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; //****************************NEW********************* static boolean poweredDown; static PatrolState startCityPatrolState; static PatrolPath startCityPatrolPath; static boolean CityAttackTest; static boolean Hill_Area_Trigger_Check; //**************************************************************************************** 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*********************** //------------------------------------------- // Setup the Patrol here... //XL startCityPatrolState Start startCityPatrolState[0] = PATROL_TYPE_LINEAR; startCityPatrolState[1] = 5; //?num points startCityPatrolState[2] = -1; //?num cycles startCityPatrolState[3] = PATROL_DIRECTION_FORWARD; startCityPatrolState[4] = -1; //reset cur point startCityPatrolState[5] = -1; //reset cur cycle startCityPatrolState[6] = 0 + CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL_OR_SENSOR + CONTACT_CRITERIA_NOT_DISABLED; startCityPatrolPath[0, 0] = 1088.000; startCityPatrolPath[0, 1] = -320.000; startCityPatrolPath[1, 0] = 1088.000; startCityPatrolPath[1, 1] = -1600.000; startCityPatrolPath[2, 0] = -320.000; startCityPatrolPath[2, 1] = 1728.000; startCityPatrolPath[3, 0] = -320.000; startCityPatrolPath[3, 1] = 960.000; startCityPatrolPath[4, 0] = 832.000; startCityPatrolPath[4, 1] = 2112.000; //XLs startCityPatrolPath end CityAttackTest = FALSE; //LT, used to check trigger Hill_Area_Trigger_Check = FALSE; //LT, used to check area trigger //**************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 Hill Movers to Defend City if (City_Area_Trigger) then if (Not CityAttackTest) then CityAttackTest = true; if (curStateHandle <> AttackStateHandle) then trans CityDefend; endif; endif; endif; // Trigger for Hill Movers to Powerup and scan if (Hill_Area_Trigger) then if (NOT Hill_Area_Trigger_Check) then Hill_Area_Trigger_Check = TRUE; trans powerup; 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 CityDefend; code corePower(true); //coreRun = True; update; setDebugString(-1, 3, " CityDefend "); corePatrol(startCityPatrolState, startCityPatrolPath, AttackStateHandle); resetOrders(1); endstate; //---------------------------------------------------------------------------------------- state powerup; code corePower(true); update; setDebugString(-1, 3, " GuardingHill "); coreGuard(startPosition, -1, AttackStateHandle); resetOrders(1); endstate; //---------------------------------------------------------------------------------------- state attack; var integer tacticState; code update; setDebugString(-1, 3, " ATTACK "); // coreAttackTactic(0, TACORDER_PARAM_NONE, TACTIC_RIGHT_FLANK, tacticState); coreAttack(0, TACORDER_PARAM_PURSUE); resetOrders(1); transBack; endstate; //---------------------------------------------------------------------------------------- state start; code if (not poweredDown) then corePower(false); poweredDown = true; endif; update; setDebugString(-1, 3, " PoweredDown "); endstate; //---------------------------------------------------------------------------------------- endfsm. //****************************************************************************************