//****************************************************************************************// // // Brain Used for Enfield // // // MISSION: mc2_13 // // //****************************************************************************************// fsm mc2_13_WFac2_Veh_2; var static WorldPosition startPosition; static PatrolState startPatrolState, HpgFacPatrolState; static PatrolPath startPatrolPath, HPGFacPatrolPath; 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; static boolean goWeapAttacked; //**************************************************************************************** function init; code //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, 500, CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL_OR_SENSOR + CONTACT_CRITERIA_NOT_DISABLED); setTargetPriority(2, TARGET_PRIORITY_NONE, 0, 0, 0); AttackStateHandle = getStateHandle("attack"); goWeapAttacked = false; //------------------------------------------- // Setup the Patrol here... //XL startPatrolState Start startPatrolState[0] = PATROL_TYPE_LINEAR; startPatrolState[1] = 3; //?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] = 0 + CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL + CONTACT_CRITERIA_NOT_DISABLED; startPatrolPath[0, 0] = 2965; startPatrolPath[0, 1] = 2496; startPatrolPath[1, 0] = 2240; startPatrolPath[1, 1] = 2965; startPatrolPath[2, 0] = 832; startPatrolPath[2, 1] = 2837; HpgFacPatrolState[0] = PATROL_TYPE_LINEAR; HpgFacPatrolState[1] = 3; //?num points HpgFacPatrolState[2] = 1; //?num cycles HpgFacPatrolState[3] = PATROL_DIRECTION_FORWARD; HpgFacPatrolState[4] = -1; //reset cur point HpgFacPatrolState[5] = -1; //reset cur cycle HpgFacPatrolState[6] = 0 + CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL + CONTACT_CRITERIA_NOT_DISABLED; HPGFacPatrolPath[0, 0] = -1258; HPGFacPatrolPath[0, 1] = 1856; HPGFacPatrolPath[1, 0] = -362; HPGFacPatrolPath[1, 1] = 1856; HPGFacPatrolPath[2, 0] = 1045; HPGFacPatrolPath[2, 1] = 1642; willRequestHelp = True; //?true or false helpRequestFrequency = 20.0; //?in secs attackerHelpRadius = 50; //?in meters defenderHelpRadius = 50; //?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; //-------------------------------------------------- // Process the pilot events since the last update... numFunctionalWeapons = getWeapons(weaponList, 1); if (numFunctionalWeapons == 0) then trans noWeapons; endif; /* //-------------------------------------------------- // Check If Weap Fac 2 has been attacked if (MainNorthAttacked) and ((Not goWeapAttacked) And (Not WeapFac2Attacked))then goWeapAttacked = True; trans goTOHPG; 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 WeapFac2Attacked = True; update; setDebugString(-1, 3, " ATTACK "); // coreAttackTactic(0, TACORDER_PARAM_NONE, TACTIC_RIGHT_FLANK, tacticState); coreAttack(0, TACORDER_PARAM_PURSUE); resetOrders(1); transBack; endstate; //---------------------------------------------------------------------------------------- state goTOHPG; code setDebugString(-1, 3, " GoTo HPG "); update; corePatrol(HPGFacPatrolState, HPGFacPatrolPath, attackStateHandle); resetOrders(1); endstate; //---------------------------------------------------------------------------------------- state start; code setDebugString(-1, 3, " Guarding "); update; coreGuard(startPosition, -1, attackStateHandle); //corePatrol(startpatrolState, startPatrolPath, attackStateHandle); resetOrders(1); endstate; //---------------------------------------------------------------------------------------- endfsm. //****************************************************************************************