//****************************************************************************************// // // Encounter 1 // Group of ??? // // MISSION: Mc2_24 // Unit(s) that Patrol Area // // //****************************************************************************************// fsm mc2_24_EC1_Reb_veds; var 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 integer numFunctionalWeapons; static integer[20] weaponList; //**************NEW*********************** static PatrolState startBase1PatrolState; static PatrolPath startBase1PatrolPath; static PatrolState startBase1PatrolState1; static PatrolPath startBase1PatrolPath1; static PatrolState startBase1PatrolState2; static PatrolPath startBase1PatrolPath2; static PatrolState startBase1PatrolState3; static PatrolPath startBase1PatrolPath3; static boolean Rebels_Triggered; //**************************************************************************************** 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_NONE, 0, 0, 0); AttackStateHandle = getStateHandle("attack"); Rebels_Triggered = false; //------------------------------------------- // 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 + CONTACT_CRITERIA_NOT_DISABLED; startBase1PatrolPath[0, 0] = 6080.000; startBase1PatrolPath[0, 1] = 4160.000; startBase1PatrolPath[1, 0] = 3008.000; startBase1PatrolPath[1, 1] = 3776.000; startBase1PatrolState2[0] = PATROL_TYPE_LINEAR; startBase1PatrolState2[1] = 4; //?num points startBase1PatrolState2[2] = 1; //?num cycles startBase1PatrolState2[3] = PATROL_DIRECTION_FORWARD; startBase1PatrolState2[4] = -1; //reset cur point startBase1PatrolState2[5] = -1; //reset cur cycle startBase1PatrolState2[6] = 0 + CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL + CONTACT_CRITERIA_NOT_DISABLED; startBase1PatrolPath2[0, 0] = 1216.000; startBase1PatrolPath2[0, 1] = 1984.000; startBase1PatrolPath2[1, 0] = -64.000; startBase1PatrolPath2[1, 1] = 1344.000; startBase1PatrolPath2[2, 0] = -1472.000; startBase1PatrolPath2[2, 1] = 1344.000; startBase1PatrolPath2[3, 0] = -1600.000; startBase1PatrolPath2[3, 1] = -1344.000; startBase1PatrolState3[0] = PATROL_TYPE_LOOPING; startBase1PatrolState3[1] = 4; //?num points startBase1PatrolState3[2] = -1; //?num cycles startBase1PatrolState3[3] = PATROL_DIRECTION_FORWARD; startBase1PatrolState3[4] = -1; //reset cur point startBase1PatrolState3[5] = -1; //reset cur cycle startBase1PatrolState3[6] = 0 + CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL + CONTACT_CRITERIA_NOT_DISABLED; startBase1PatrolPath3[0, 0] = -106.667; startBase1PatrolPath3[0, 1] = 2624.000; startBase1PatrolPath3[1, 0] = -106.667; startBase1PatrolPath3[1, 1] = 1344.000; startBase1PatrolPath3[2, 0] = -1386.667; startBase1PatrolPath3[2, 1] = 1344.000; startBase1PatrolPath3[3, 0] = -1386.667; startBase1PatrolPath3[3, 1] = 2624.000; //XLs startBase1PatrolPath end 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; //----------------------------------- // curStateHandle = getCurrentStateHandle; // Trigger for Patrol 1 to Start Base1 Patrol if (Rebels_Attack) then if (NOT Rebels_Triggered) then Rebels_Triggered = TRUE; trans attack1; 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 attack1; var integer tacticState; code update; setDebugString(-1, 3, " ATTACK1 "); corePatrol(startBase1PatrolState, startBase1PatrolPath, AttackStateHandle); resetOrders(1); trans enter_base; endstate; //---------------------------------------------------------------------------------------- state enter_base; var integer tacticState; 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, 300, CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL_OR_SENSOR + CONTACT_CRITERIA_NOT_DISABLED); setTargetPriority(2, TARGET_PRIORITY_NONE, 0, 0, 0); update; setDebugString(-1, 3, " ATTACK2 "); corePatrol(startBase1PatrolState2, startBase1PatrolPath2, AttackStateHandle); corePatrol(startBase1PatrolState3, startBase1PatrolPath3, AttackStateHandle); resetOrders(1); trans start; endstate; //---------------------------------------------------------------------------------------- state attack; var integer tacticState; code update; setDebugString(-1, 3, " ATTACK "); coreAttack(0, TACORDER_PARAM_PURSUE); resetOrders(1); transBack; endstate; //---------------------------------------------------------------------------------------- state start; code update; setDebugString(-1, 3, " GuardingArea "); coreGuard(startPosition, -1, AttackStateHandle); resetOrders(1); endstate; //---------------------------------------------------------------------------------------- endfsm. //****************************************************************************************