//****************************************************************************************// // // Ecounter 3 - Group of ??? // // MISSION: Mc2_24 // These Unit(s) PATROL the EAST OF THE BASE // // //****************************************************************************************// fsm mc2_24_EC4_West_Mechs3; 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; static PatrolState RunToCenterPatrolState; static PatrolPath RunToCenterPatrolPath; static boolean Check_Center; //**************************************************************************************** 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"); Check_Center = False; startPatrolState[0] = PATROL_TYPE_LOOPING; startPatrolState[1] = 9; //?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] = -1344.000; startPatrolPath[0, 1] = 3648.000; startPatrolPath[1, 0] = -320.000; startPatrolPath[1, 1] = 3648.000; startPatrolPath[2, 0] = -64.000; startPatrolPath[2, 1] = 3904.000; startPatrolPath[3, 0] = -64.000; startPatrolPath[3, 1] = 5184.000; startPatrolPath[4, 0] = -64.000; startPatrolPath[4, 1] = 3904.000; startPatrolPath[5, 0] = -320.000; startPatrolPath[5, 1] = 3648.000; startPatrolPath[6, 0] = -64.000; startPatrolPath[6, 1] = 3392.000; startPatrolPath[7, 0] = -64.000; startPatrolPath[7, 1] = 2624.000; startPatrolPath[8, 0] = -1344.000; startPatrolPath[8, 1] = 2624.000; RunToCenterPatrolState[0] = PATROL_TYPE_LINEAR; RunToCenterPatrolState[1] = 2; //?num points RunToCenterPatrolState[2] = 1; //?num cycles RunToCenterPatrolState[3] = PATROL_DIRECTION_FORWARD; RunToCenterPatrolState[4] = -1; //reset cur point RunToCenterPatrolState[5] = -1; //reset cur cycle RunToCenterPatrolState[6] = 0 + CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL + CONTACT_CRITERIA_NOT_DISABLED; RunToCenterPatrolPath[0, 0] = -960.000; RunToCenterPatrolPath[0, 1] = 2496.000; RunToCenterPatrolPath[1, 0] = 192.000; RunToCenterPatrolPath[1, 1] = 2496.000; 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; // Trigger for Center Area Trigger if (Center_Area_Triggered) then if (NOT Check_Center) then Check_Center = TRUE; if (curStateHandle <> AttackStateHandle) then trans RunToCenter; endif; 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 RunToCenter; var integer tacticState; code //coreRun = True; update; setDebugString(-1, 3, " RunToCenter "); corePatrol(RunToCenterPatrolState, RunToCenterPatrolPath, 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, " StartPatrol1 "); corePatrol(startPatrolState, startPatrolPath, AttackStateHandle); resetOrders(1); endstate; //---------------------------------------------------------------------------------------- endfsm. //****************************************************************************************