//****************************************************************************************// // // Southbase Convoy - Mechs // Mechs // // MISSION: Mc2_23 // Units That guard important vehicles in a convoy. // // //****************************************************************************************// fsm mc2_23_Southbase_Cnv_grd; 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; static PatrolState startBase1RunPatrolState; static PatrolPath startBase1RunPatrolPath; static boolean CvA_Patrol_Triggered; static boolean CvA_Patrol_End_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, 150, CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL_OR_SENSOR + CONTACT_CRITERIA_NOT_DISABLED); setTargetPriority(2, TARGET_PRIORITY_NONE, 0, 0, 0); AttackStateHandle = getStateHandle("attack"); //**************NEW*********************** CvA_Patrol_Triggered = FALSE; //LT, used to check Patrol has been triggered CvA_Patrol_End_Triggered = FALSE; //LT, used to check when NCV patrol ends //------------------------------------------- // Setup the Patrol here... //XL startBase1PatrolState Start startBase1PatrolState[0] = PATROL_TYPE_LINEAR; startBase1PatrolState[1] = 2; //?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] = -5696.000; startBase1PatrolPath[0, 1] = -5440.000; startBase1PatrolPath[1, 0] = -2368.000; startBase1PatrolPath[1, 1] = -5440.000; startBase1RunPatrolState[0] = PATROL_TYPE_LINEAR; startBase1RunPatrolState[1] = 2; //?num points startBase1RunPatrolState[2] = 1; //?num cycles startBase1RunPatrolState[3] = PATROL_DIRECTION_FORWARD; startBase1RunPatrolState[4] = -1; //reset cur point startBase1RunPatrolState[5] = -1; //reset cur cycle startBase1RunPatrolState[6] = 0 + CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL_OR_SENSOR + CONTACT_CRITERIA_NOT_DISABLED; startBase1RunPatrolPath[0, 0] = -5696.000; startBase1RunPatrolPath[0, 1] = -5440.000; startBase1RunPatrolPath[1, 0] = -2368.000; startBase1RunPatrolPath[1, 1] = -5440.000; //XLs startBase1PatrolPath end //**************ORIGINAL****************** willRequestHelp = false; //?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 Escort if (Southbase_Attacked) then if (NOT CvA_Patrol_Triggered) then CvA_Patrol_Triggered = TRUE; trans Base1Escort; endif; endif; // Trigger for CvA Movers to Start Base1 Patrol if (Cv_End_Trigger) then if (NOT CvA_Patrol_End_Triggered) then CvA_Patrol_End_Triggered = TRUE; trans Base1Patrol; endif; endif; //**************End New****************** //----------------------------------- // 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; var integer guardCharge; WorldPosition guardChargePos; integer guardChargeStatus; code 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, 250, CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL_OR_SENSOR + CONTACT_CRITERIA_NOT_DISABLED); setTargetPriority(2, TARGET_PRIORITY_NONE, 0, 0, 0); //coreRun = TRUE; update; setDebugString(-1, 3, " ESCORT "); //select my guard charge if (guardCharge <> 0) then guardChargeStatus = objectStatus(guardCharge); if ((guardChargeStatus == 1) or (guardChargeStatus == 2)) then guardCharge = 0; endif; endif; if (guardCharge == 0) then if ((objectStatus(741) <> OBJ_STATUS_DISABLED) and (objectStatus(741) <> OBJ_STATUS_DESTROYED)) then guardCharge = 741; //HQ else if ((objectStatus(742) <> OBJ_STATUS_DISABLED) and (objectStatus(742) <> OBJ_STATUS_DESTROYED)) then guardCharge = 742; //RP else trans RunToBase1; endif; endif; endif; if (guardCharge == 0) then getObjectPosition(-1, guardChargePos); setMoveArea(guardChargePos, -1.0); coreGuard(guardChargePos, -1, AttackStateHandle); else getObjectPosition(guardCharge, guardChargePos); setMoveArea(guardChargePos, 100.0); coreEscort(guardCharge, 40.0, 135.0, -1); endif; endstate; //---------------------------------------------------------------------------------------- state RunToBase1; code //coreRun = TRUE; // MoverRunningToBase = TRUE; update; setDebugString(-1, 3, " RunToBase1 "); corePatrol(startBase1RunPatrolState, startBase1RunPatrolPath, AttackStateHandle); trans Base1Guard; resetOrders(1); endstate; //---------------------------------------------------------------------------------------- state Base1Guard; code //coreRun = FALSE; update; setDebugString(-1, 3, " Base1Guard "); coreGuard(startPosition, -1, AttackStateHandle); resetOrders(1); endstate; //---------------------------------------------------------------------------------------- state attack; var integer tacticState; code Southbase_Attacked = TRUE; update; setDebugString(-1, 3, " ATTACK "); // coreAttackTactic(0, TACORDER_PARAM_NONE, TACTIC_RIGHT_FLANK, tacticState); coreAttack(0, TACORDER_PARAM_PURSUE); resetOrders(1); transBack; endstate; //---------------------------------------------------------------------------------------- state start; code update; setDebugString(-1, 3, " Guarding "); coreGuard(startPosition, -1, AttackStateHandle); resetOrders(1); endstate; //---------------------------------------------------------------------------------------- endfsm. //****************************************************************************************