//****************************************************************************************// // // GROUP 2B // // MISSION: GENCON // //****************************************************************************************// fsm mc2_gencon_group2b; var static WorldPosition startPosition; static PatrolState basePatrolState,group3PatrolState; static PatrolPath basePatrolPath,group3PatrolPath; static boolean willRequestHelp; static real lastHelpRequestTime; static real helpRequestFrequency; static real attackerHelpRadius; static real defenderHelpRadius; static integer AttackStateHandle; static integer GoToBaseStateHandle; static integer Group3AttacksStateHandle; static boolean GoToBaseSet; static boolean Group3AttacksSet; static integer numFunctionalWeapons; static integer[20] weaponList; //**************************************************************************************** function init; code //setDebugWindow(-1, -1); //--------------------------- // Grab his start position... getObjectPosition(-1, startPosition); //------------------- // Look for movers... setTargetPriority(0, TARGET_PRIORITY_CURTARGET, -1, 400, 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"); GoToBaseStateHandle = getStateHandle("goToBase"); Group3AttacksStateHandle = getStateHandle("group3Attacks"); GoToBaseSet = false; Group3AttacksSet = false; basePatrolState[0] = PATROL_TYPE_LINEAR; basePatrolState[1] = 2; //?num points basePatrolState[2] = 1; //?num cycles basePatrolState[3] = PATROL_DIRECTION_FORWARD; basePatrolState[4] = -1; //reset cur point basePatrolState[5] = -1; //reset cur cycle basePatrolState[6] = CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL_OR_SENSOR + CONTACT_CRITERIA_NOT_DISABLED; basePatrolPath[0, 0] = 64.0; basePatrolPath[0, 1] = 2752.0; basePatrolPath[1, 0] = -1770.667; basePatrolPath[1, 1] = 2752.0; group3PatrolState[0] = PATROL_TYPE_LINEAR; group3PatrolState[1] = 2; //?num points group3PatrolState[2] = 1; //?num cycles group3PatrolState[3] = PATROL_DIRECTION_FORWARD; group3PatrolState[4] = -1; //reset cur point group3PatrolState[5] = -1; //reset cur cycle group3PatrolState[6] = CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL + CONTACT_CRITERIA_NOT_DISABLED; group3PatrolPath[0, 0] = 3349.333; group3PatrolPath[0, 1] = -1557.333; group3PatrolPath[1, 0] = 4074.666; group3PatrolPath[1, 1] = 21.333; willRequestHelp = true; //?true or false helpRequestFrequency = 20.0; //?in secs attackerHelpRadius = 100; //?in meters defenderHelpRadius = 225; //?in meters lastHelpRequestTime = -100.0; 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; //----------------------------------- // Is it time to move to a new state? curStateHandle = getCurrentStateHandle; if (GoToBaseFlag) then if (not GoToBaseSet) then GoToBaseSet = true; if (curStateHandle <> GoToBaseStateHandle) then mcprint("trans GoToBase"); trans GoToBase; endif; endif; else if (Group3AttacksFlag) then if (not Group3AttacksSet) then Group3AttacksSet = true; if (curStateHandle <> Group3AttacksStateHandle) then mcprint("trans Group3Attacks"); trans Group3Attacks; endif; 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 attack; var integer tacticState; code update; setDebugString(-1, 3, " ATTACK "); Group2AttacksFlag = true; coreAttackTactic(0, TACORDER_PARAM_RUN, TACTIC_REAR, tacticState); // coreAttack(0, TACORDER_PARAM_PURSUE); resetOrders(1); transBack; endstate; //---------------------------------------------------------------------------------------- state goToBase; var WorldPosition baseLocation; code update; setDebugString(-1, 3, " gotToBase "); baseLocation[0] = -1770.667; baseLocation[1] = 2752.0; baseLocation[2] = 0.0; if (numFunctionalWeapons > 0) then corePatrol(basePatrolState, basePatrolPath, AttackStateHandle); coreGuard(baseLocation, -1, AttackStateHandle); else setDebugString(-1, 3, " gotToBase(NO WP) "); setMoveArea(startPosition, -1.0); corePatrol(basePatrolState, basePatrolPath, -1); trans noWeapons; endif; endstate; //---------------------------------------------------------------------------------------- state group3Attacks; var WorldPosition group3Loc; code update; setMoveArea(startPosition, -1.0); setDebugString(-1, 3, "group3Attacks"); if (numFunctionalWeapons > 0) then CoreRun = true; corePatrol(group3PatrolState, group3PatrolPath, AttackStateHandle); group3Loc[0] = 4074.666; group3Loc[1] = 21.333; group3Loc[2] = 0.0; coreGuard(group3Loc, -1, AttackStateHandle); else trans noWeapons; endif; endstate; //---------------------------------------------------------------------------------------- state start; code update; setDebugString(-1, 3, " GUARD "); setMoveArea(startPosition, -1.0); numFunctionalWeapons = getWeapons(weaponList, 1); if (numFunctionalWeapons > 0) then coreGuard(startPosition, -1, AttackStateHandle); else coreMoveTo(startPosition, 0); resetOrders(1); endif; endstate; //---------------------------------------------------------------------------------------- endfsm. //****************************************************************************************