//****************************************************************************************// // // Ecounter 2 Vehicles Guarding the Base // // // MISSION: Mc2_2 Liao Palace // This will Guard it start location // if it detects the player it will attack. // //****************************************************************************************// fsm mc2_22_EC2_Veh_Guard; var static WorldPosition startPosition; static PatrolState startPatrolState, palacePatrolState; static PatrolPath startPatrolPath, palacePatrolPath; 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 goto_Palace; static boolean baseAttack; //**************************************************************************************** function init; code //setDebugWindow(-1, -1); //--------------------------- // Grab his start position... getObjectPosition(-1, startPosition); //------------------- // Look for movers... setTargetPriority(0, TARGET_PRIORITY_CURTARGET, -1, 50, 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"); baseAttack = False; goto_Palace = False; 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] = 960.000; startPatrolPath[0, 1] = -4800.000; startPatrolPath[1, 0] = 490.667; startPatrolPath[1, 1] = -5525.333; palacePatrolState[0] = PATROL_TYPE_LINEAR; palacePatrolState[1] = 2; //?num points palacePatrolState[2] = 1; //?num cycles palacePatrolState[3] = PATROL_DIRECTION_FORWARD; palacePatrolState[4] = -1; //reset cur point palacePatrolState[5] = -1; //reset cur cycle palacePatrolState[6] = CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL_OR_SENSOR + CONTACT_CRITERIA_NOT_DISABLED; palacePatrolPath[0, 0] = 4288.000; palacePatrolPath[0, 1] = 2410.667; palacePatrolPath[1, 0] = 4288.000; palacePatrolPath[1, 1] = 2410.667; 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 //-------------------------------------------------- // Check Time and Check Current State Handle curTime = getTime; curStateHandle = getCurrentStateHandle; //-------------------------------------------------- //-------------------------------------------------- //Check if I should head towards the Palace if (palaceBeenAttack) then if (NOT goto_Palace) then goto_Palace = True; //trans goToPalace; endif; endif; //-------------------------------------------------- //Check if Base is under Attack if (baseUnderAttack) then if (NOT baseAttack) then baseAttack = True; trans goToPalace; endif; endif; //-------------------------------------------------- // 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 attack; var integer tacticState; code baseUnderAttack = True; update; setDebugString(-1, 3, " ATTACK "); // coreAttackTactic(0, TACORDER_PARAM_NONE, TACTIC_REAR, tacticState); coreAttack(0, TACORDER_PARAM_PURSUE); resetOrders(1); transBack; endstate; //---------------------------------------------------------------------------------------- state goToPalace; code update; setDebugString(-1, 3, " GoPalace "); corePatrol(palacePatrolState, palacePatrolPath, attackStateHandle); trans guardPalace; endstate; //---------------------------------------------------------------------------------------- state guardPalace; var worldPosition palaceGuard; code update; setDebugString(-1, 3, " GuardPalace "); palaceGuard[0] = -1984.000; palaceGuard[1] = 2880.000; palaceGuard[2] = 0.0; setMoveArea(palaceGuard, 50.0); coreGuard (palaceGuard, -1, attackStateHandle); resetOrders(1); endstate; //---------------------------------------------------------------------------------------- state BaseOnAlert; code setTargetPriority(0, TARGET_PRIORITY_CURTARGET, -1, 600, CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL_OR_SENSOR + CONTACT_CRITERIA_NOT_DISABLED); setTargetPriority(1, TARGET_PRIORITY_MOVER, 0, 400, CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL_OR_SENSOR + CONTACT_CRITERIA_NOT_DISABLED); update; setDebugString(-1, 3, "AlertPatrol "); coreGuard (startPosition, -1, attackStateHandle); resetOrders(1); endstate; //---------------------------------------------------------------------------------------- state start; code update; setDebugString(-1, 3, "StartPatrol1 "); coreGuard(startPosition, -1 , 0); resetOrders(1); trans Attack; endstate; //---------------------------------------------------------------------------------------- endfsm. //****************************************************************************************