//****************************************************************************************// // // Ecounter A Rebel Vehicles // // MISSION: MC2_15 // Mixed Long Path // This unit will scan for the player. And attack the player if detected // //****************************************************************************************// fsm mc2_15_EA_Reb_VehHq; var static WorldPosition startPosition; static PatrolState startPatrolState, assaultBaseState; static PatrolPath startPatrolPath, assaultBasePath; 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; static boolean targetDestroyed; static integer myPartId; //**************************************************************************************** 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, 300, CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL_OR_SENSOR + CONTACT_CRITERIA_NOT_DISABLED); setTargetPriority(2, TARGET_PRIORITY_BUILDING, 0,150, -1); setTargetPriority(3, TARGET_PRIORITY_NONE, 0, 0, 0); AttackStateHandle = getStateHandle("attack"); targetDestroyed = False; myPartId = getID; startPatrolState[0] = PATROL_TYPE_LINEAR; startPatrolState[1] = 2; //?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] = CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL_OR_SENSOR + CONTACT_CRITERIA_NOT_DISABLED; startPatrolPath[0, 0] = 1088; startPatrolPath[0, 1] = -2453; startPatrolPath[1, 0] = -149.333; startPatrolPath[1, 1] = -2240.000; //startPatrolPath[1, 0] = -2496.000; //startPatrolPath[1, 1] = -704.000; assaultBaseState[0] = PATROL_TYPE_LINEAR; assaultBaseState[1] = 2; //?num points assaultBaseState[2] = 1; //?num cycles assaultBaseState[3] = PATROL_DIRECTION_FORWARD; assaultBaseState[4] = -1; //reset cur point assaultBaseState[5] = -1; //reset cur cycle assaultBaseState[6] = CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL_OR_SENSOR + CONTACT_CRITERIA_NOT_DISABLED; assaultBasePath[0, 0] = 533.000; assaultBasePath[0, 1] = -7360; assaultBasePath[1, 0] = 106.667 + 100; assaultBasePath[1, 1] = -7388.000; willRequestHelp = true; //?true or false helpRequestFrequency = 20.0; //?in secs attackerHelpRadius = 100; //?in meters defenderHelpRadius = 125; //?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 //-------------------------------------------------- // Check Time and Check Current State Handle curTime = getTime; curStateHandle = getCurrentStateHandle; //-------------------------------------------------- //-------------------------------------------------- // Process the pilot events since the last update... numFunctionalWeapons = getWeapons(weaponList, 1); if (numFunctionalWeapons == 0) then //trans noWeapons; endif; //-------------------------------------------------- //Move on to Next target if Target is destroyed if (banditRunAway) then if (Not targetDestroyed) then targetDestroyed = True; trans assaultBase; endif; endif; //-------------------------------------------------- processingPilotEvents = TRUE; while (processingPilotEvents) do pilotEventID = getNextPilotEvent(pilotEventParams); if (pilotEventID == PILOT_EVENT_NONE) then processingPilotEvents = FALSE; else switch (pilotEventID) case PILOT_EVENT_TARGETED: 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, 0, tacticState); // coreAttack(0, TACORDER_PARAM_PURSUE); resetOrders(1); transBack; endstate; //---------------------------------------------------------------------------------------- state assaultBase; code corePatrol(assaultBaseState, assaultBasePath, 0); objectRemove(myPartId); resetOrders(1); endstate; //---------------------------------------------------------------------------------------- state start; code update; setDebugString(-1, 3, "Start"); coreGuard(startPosition, -1 , -1); //corePatrol(startPatrolState, startPatrolPath, -1); resetOrders(1); endstate; //---------------------------------------------------------------------------------------- endfsm. //****************************************************************************************