//****************************************************************************************// // // Mobile Gun Vehicles // ???Vehicles // // MISSION: Mc2_14 // Unit(s) that PATROL // // //****************************************************************************************// fsm mc2_14_MOG_patrol; 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 startBase1PatrolState; static PatrolPath startBase1PatrolPath; //**************************************************************************************** function init; code //**************ORIGINAL****************** setDebugWindow(-1, -1); //--------------------------- // Grab his start position... getObjectPosition(-1, startPosition); //------------------- // Look for movers... setTargetPriority(0, TARGET_PRIORITY_CURTARGET, -1, 0, CONTACT_CRITERIA_NONE); setTargetPriority(1, TARGET_PRIORITY_MOVER, 0, 0, CONTACT_CRITERIA_NONE); setTargetPriority(2, TARGET_PRIORITY_NONE, 0, 0, 0); // AttackStateHandle = getStateHandle("attack"); //**************NEW*********************** //------------------------------------------- // Setup the Patrol here... //XL startBase1PatrolState Start /* startBase1PatrolState[0] = PATROL_TYPE_LOOPING; startBase1PatrolState[1] = 8; //?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] = 1216; //?x coord startBase1PatrolPath[0, 1] = 1600; //?y coord startBase1PatrolPath[1, 0] = 1685.333; //?x coord startBase1PatrolPath[1, 1] = -1429.333; //?y coord startBase1PatrolPath[2, 0] = 3178.667; //?x coord startBase1PatrolPath[2, 1] = -3520; //?y coord startBase1PatrolPath[3, 0] = 3648; //?x coord startBase1PatrolPath[3, 1] = -5098.667; //?y coord startBase1PatrolPath[4, 0] = 3178.667; //?x coord startBase1PatrolPath[4, 1] = -3520; //?y coord startBase1PatrolPath[5, 0] = 1685.333; //?x coord startBase1PatrolPath[5, 1] = -1429.333; //?y coord startBase1PatrolPath[6, 0] = 1216; //?x coord startBase1PatrolPath[6, 1] = 1600; //?y coord startBase1PatrolPath[7, 0] = 3392; //?x coord startBase1PatrolPath[7, 1] = 5397.333; //?y coord */ startBase1PatrolState[0] = PATROL_TYPE_LOOPING; startBase1PatrolState[1] = 13; //?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] = 6080.000; //?x coord startBase1PatrolPath[0, 1] = 5440.000; //?y coord startBase1PatrolPath[1, 0] = 3392.000; //?x coord startBase1PatrolPath[1, 1] = 5312.000; //?y coord startBase1PatrolPath[2, 0] = 1216.000; //?x coord startBase1PatrolPath[2, 1] = 4288.000; //?y coord startBase1PatrolPath[3, 0] = 1216.000; //?x coord startBase1PatrolPath[3, 1] = 1600.000; //?y coord startBase1PatrolPath[4, 0] = -320.000; //?x coord startBase1PatrolPath[4, 1] = 1600.000; //?y coord startBase1PatrolPath[5, 0] = -320.000; //?x coord startBase1PatrolPath[5, 1] = 448.000; //?y coord startBase1PatrolPath[6, 0] = -832.000; //?x coord startBase1PatrolPath[6, 1] = 448.000; //?y coord startBase1PatrolPath[7, 0] = -832.000; //?x coord startBase1PatrolPath[7, 1] = 832.000; //?y coord startBase1PatrolPath[8, 0] = -320.000; //?x coord startBase1PatrolPath[8, 1] = 832.000; //?y coord startBase1PatrolPath[9, 0] = -320.000; //?x coord startBase1PatrolPath[9, 1] = 1600.000; //?y coord startBase1PatrolPath[10, 0] = 1216.000; //?x coord startBase1PatrolPath[10, 1] = 1600.000; //?y coord startBase1PatrolPath[11, 0] = 1216.000; //?x coord startBase1PatrolPath[11, 1] = 4288.000; //?y coord startBase1PatrolPath[12, 0] = 3392.000; //?x coord startBase1PatrolPath[12, 1] = 5312.000; //?y coord //XLs startBase1PatrolPath 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 //**************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; endcase; case PILOT_EVENT_ATTACK_ORDER: 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_RIGHT_FLANK, tacticState); // resetOrders(1); // transBack; //endstate; //---------------------------------------------------------------------------------------- state start; code update; setDebugString(-1, 3, " Patrol "); corePatrol(startBase1PatrolState, startBase1PatrolPath, AttackStateHandle); update; endstate; //---------------------------------------------------------------------------------------- endfsm. //****************************************************************************************