//****************************************************************************************// // // This brain is used to guard the Base // Used For Bush and Cat // MISSION: Mc2_20 // // //****************************************************************************************// fsm mc2_20_MogM_mog; var static WorldPosition startPosition; static PatrolState startPatrolState, BaseAssaultState; static PatrolPath startPatrolPath, BaseAssaultPath; 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 HeadingTowardBase; //**************************************************************************************** function init; code //setDebugWindow(-1, -1); //--------------------------- // Grab his start position... getObjectPosition(-1, startPosition); //------------------- // Look for movers... setTargetPriority(0, TARGET_PRIORITY_CURTARGET, -1, 75, CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL_OR_SENSOR + CONTACT_CRITERIA_NOT_DISABLED); setTargetPriority(1, TARGET_PRIORITY_MOVER, 0, 250, CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL_OR_SENSOR + CONTACT_CRITERIA_NOT_DISABLED); AttackStateHandle = getStateHandle("attack"); HeadingTowardBase = False; MogM_StartPos = startPosition; //------------------------------------------- // Setup the Patrol here... //XL startPatrolState Start startPatrolState[0] = PATROL_TYPE_LINEAR; startPatrolState[1] = 6; //?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] = startPosition[0]; startPatrolPath[0, 1] = startPosition[1]; startPatrolPath[1, 0] = startPosition[0] + 768; startPatrolPath[1, 1] = startPosition[1] + 85; startPatrolPath[2, 0] = startPosition[0] + 2390; startPatrolPath[2, 1] = startPosition[1] + 725; startPatrolPath[3, 0] = startPosition[0] + 2091; startPatrolPath[3, 1] = startPosition[1] - 512; startPatrolPath[4, 0] = startPosition[0] + 342; startPatrolPath[4, 1] = startPosition[1] - 2219; startPatrolPath[5, 0] = startPosition[0] + 384; startPatrolPath[5, 1] = startPosition[1] - 1195; //XLs startPatrolPath end 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 curTime = getTime; curStateHandle = getCurrentStateHandle; //-------------------------------------------------- // Process the pilot events since the last update... numFunctionalWeapons = getWeapons(weaponList, 1); if (numFunctionalWeapons == 0) then //trans noWeapons; endif; MogM_PartID = getID; 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, TACTIC_JOUST, tacticState); coreAttack(0, TACORDER_PARAM_PURSUE); resetOrders(1); transBack; endstate; //---------------------------------------------------------------------------------------- state start; code update; setDebugString(-1, 3, "Patroling "); corewait(12, -1, -1); corePatrol(startPatrolState, startPatrolPath, -1); resetOrders(1); endstate; //---------------------------------------------------------------------------------------- endfsm. //****************************************************************************************