//**************************************************************************************** // // FIGHTER: PATROL AND CALL IN REINFORCEMENTS // MISSION: Mc2_16 // Lead group in Main Reinforcements. (Southern Group) // // // //****************************************************************************************// fsm mc2_16_1stMain_lrm; var //**************ORIGINAL****************** static WorldPosition startPosition; 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 patrolState1,patrolState2; static PatrolPath patrolPath1,patrolPath2; static boolean FirstMain_Patrol_Triggered; //**************************************************************************************** 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, 300, CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL_OR_SENSOR + CONTACT_CRITERIA_NOT_DISABLED); setTargetPriority(2, TARGET_PRIORITY_NONE, 0, 0, 0); AttackStateHandle = getStateHandle("attack"); //**************NEW*********************** FirstMain_Patrol_Triggered = FALSE; //LT, used to check Patrol has been triggered //------------------------------------------- // Setup the Patrol here... //XL startBase1PatrolState Start patrolState1[0] = PATROL_TYPE_LINEAR; patrolState1[1] = 26; //?num points patrolState1[2] = 1; //?num cycles patrolState1[3] = PATROL_DIRECTION_FORWARD; patrolState1[4] = -1; //reset cur point patrolState1[5] = -1; //reset cur cycle patrolState1[6] = 0 + CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL_OR_SENSOR + CONTACT_CRITERIA_NOT_DISABLED; patrolPath1[0, 0] = -1344.000; patrolPath1[0, 1] = -6336.000; patrolPath1[1, 0] = 3264.000; patrolPath1[1, 1] = -6293.000; patrolPath1[2, 0] = 3264.000; patrolPath1[2, 1] = -5098.000; patrolPath1[3, 0] = 3178.667; patrolPath1[3, 1] = -3520.000; patrolPath1[4, 0] = 2538.000; patrolPath1[4, 1] = -3520.000; patrolPath1[5, 0] = 1216.000; patrolPath1[5, 1] = -3520.000; patrolPath1[6, 0] = 1216.000; patrolPath1[6, 1] = -3818.000; patrolPath1[7, 0] = 1216.000; patrolPath1[7, 1] = -4373.000; patrolPath1[8, 0] = -21.000; patrolPath1[8, 1] = -4416.000; patrolPath1[9, 0] = -1301.000; patrolPath1[9, 1] = -4373.000; patrolPath1[10, 0] = -1344.000; patrolPath1[10, 1] = -3818.667; patrolPath1[11, 0] = -1344.000; patrolPath1[11, 1] = -2538.667; patrolPath1[12, 0] = -1344.000; patrolPath1[12, 1] = -2368.000; patrolPath1[13, 0] = -2581.333; patrolPath1[13, 1] = -2368.000; patrolPath1[14, 0] = -3264.000; patrolPath1[14, 1] = -2325.333; patrolPath1[15, 0] = -3264.000; patrolPath1[15, 1] = -1258.667; patrolPath1[16, 0] = -3861.333; patrolPath1[16, 1] = -1088.000; patrolPath1[17, 0] = -5141.333; patrolPath1[17, 1] = -1088.000; patrolPath1[18, 0] = -6080.000; patrolPath1[18, 1] = -1045.333; patrolPath1[19, 0] = -6080.000; patrolPath1[19, 1] = 21.333; patrolPath1[20, 0] = -6080.000; patrolPath1[20, 1] = 1301.333; patrolPath1[21, 0] = -5141.333; patrolPath1[21, 1] = 1344.000; patrolPath1[22, 0] = -3861.333; patrolPath1[22, 1] = 1344.000; patrolPath1[23, 0] = -2880.000; patrolPath1[23, 1] = 1344.000; patrolPath1[24, 0] = -2880.000; patrolPath1[24, 1] = 2581.333; patrolPath1[25, 0] = -2880.000; patrolPath1[25, 1] = 3520.000; //XLs patrolPath1 end //------------------------- // Setup the Patrol here... //Guard Paths After Reaching Base patrolState2[0] = PATROL_TYPE_LINEAR; patrolState2[1] = 2; //?num points patrolState2[2] = -1; //?num cycles patrolState2[3] = PATROL_DIRECTION_FORWARD; patrolState2[4] = -1; //reset cur point patrolState2[5] = -1; //reset cur cycle patrolState2[6] = CONTACT_CRITERIA_VISUAL_OR_SENSOR + CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_NOT_DISABLED; patrolPath2[0, 0] = -3093.333 ; patrolPath2[0, 1] = 4074.667 ; patrolPath2[1, 0] = -2538.667 ; patrolPath2[1, 1] = 4202.667 ; //XLs patrolPath1 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 CvA Movers to Start Base1 Patrol if (FirstMain_Start_Trigger) then if (NOT FirstMain_Patrol_Triggered) then FirstMain_Patrol_Triggered = TRUE; trans Base1Escort; 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 Base1Escort; code update; setDebugString(-1, 3, " Base1Escort "); corePatrol(patrolState1, patrolPath1, AttackStateHandle); trans Base1Patrol; resetOrders(1); endstate; //---------------------------------------------------------------------------------------- state Base1Patrol; code update; setDebugString(-1, 3, " BasePatrol "); corePatrol(patrolState2, patrolPath2, 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.