//****************************************************************************************// // // GROUP 4 // // MISSION: GENCON // //****************************************************************************************// fsm mc2_gencon_group4; var static WorldPosition startPosition; static PatrolState basePatrolState; static PatrolPath basePatrolPath; static boolean willRequestHelp; static real lastHelpRequestTime; static real helpRequestFrequency; static real attackerHelpRadius; static real defenderHelpRadius; static integer AttackStateHandle; static integer GoToBaseStateHandle; static boolean GoToBaseSet; static integer numFunctionalWeapons; static integer[20] weaponList; //**************************************************************************************** function init; code if (getID == 751) then setDebugWindow(-1, -1); endif; //--------------------------- // Grab his start position... getObjectPosition(-1, startPosition); //------------------- // Look for movers... setTargetPriority(0, TARGET_PRIORITY_CURTARGET, -1, 200, CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL + CONTACT_CRITERIA_NOT_DISABLED); setTargetPriority(1, TARGET_PRIORITY_MOVER, 0, 150, CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL + CONTACT_CRITERIA_NOT_DISABLED); setTargetPriority(2, TARGET_PRIORITY_NONE, 0, 0, 0); AttackStateHandle = getStateHandle("attack"); GoToBaseStateHandle = getStateHandle("goToBase"); GoToBaseSet = false; basePatrolState[0] = PATROL_TYPE_LINEAR; basePatrolState[1] = 6; //?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] = -1130.667; basePatrolPath[1, 1] = 2752.0; basePatrolPath[2, 0] = -2496.0; basePatrolPath[2, 1] = 2752.0; basePatrolPath[3, 0] = -2538.667; basePatrolPath[3, 1] = 1856.0; basePatrolPath[4, 0] = -5056.0; basePatrolPath[4, 1] = 2240.0; basePatrolPath[5, 0] = -5696.0; basePatrolPath[5, 1] = 1685.333; willRequestHelp = true; //?true or false helpRequestFrequency = 20.0; //?in secs attackerHelpRadius = 200; //?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; 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; code update; setDebugString(-1, 3, " ATTACK "); coreAttack(0, TACORDER_PARAM_PURSUE); resetOrders(1); transBack; endstate; //---------------------------------------------------------------------------------------- state goToBase; var WorldPosition baseLoc; code update; setDebugString(-1, 3, " gotToBase "); // mcprint("GOTOBASE!!!!!!!!!!!!!!"); baseLoc[0] = -5696.0; baseLoc[1] = 1685.333; baseLoc[2] = 0.0; if (numFunctionalWeapons > 0) then corePatrol(basePatrolState, basePatrolPath, AttackStateHandle); coreGuard(baseLoc, -1, AttackStateHandle); else setDebugString(-1, 3, " gotToBase(NO WP) "); setMoveArea(startPosition, -1.0); corePatrol(basePatrolState, basePatrolPath, -1); trans noWeapons; endif; endstate; //---------------------------------------------------------------------------------------- state group4Run; var WorldPosition baseLoc; code update; setDebugString(-1, 3, "group4Run"); // mcprint("GROUP4RUN!!!!!!!!!!!!!!"); if (group4RunVO) then group4RunVO = false; playWave("data\sound\mc2_gencon_vo2.wav", -1); endif; corePatrol(basePatrolState, basePatrolPath, -1); baseLoc[0] = -5696.0; baseLoc[1] = 1685.333; baseLoc[2] = 0.0; if (numFunctionalWeapons > 0) then coreGuard(baseLoc, -1, AttackStateHandle); endif; endstate; //---------------------------------------------------------------------------------------- state start; code update; setDebugString(-1, 3, " GUARD "); coreGuard(startPosition, CONTACT_CRITERIA_VISUAL + CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_NOT_DISABLED, 0); trans group4Run; endstate; //---------------------------------------------------------------------------------------- endfsm. //****************************************************************************************