//****************************************************************************************// // // GROUP E3_LRMS // // MISSION: GENCON // //****************************************************************************************// fsm mc2_gencon_e3_LRMS; var static WorldPosition startPosition; static boolean willRequestHelp; static real lastHelpRequestTime; static real helpRequestFrequency; static real attackerHelpRadius; static real defenderHelpRadius; static integer AttackStateHandle; static integer buildingID; static real[3] buildingPos; static integer numFunctionalWeapons; static integer[20] weaponList; //**************************************************************************************** function init; var real[3] weaponRanges; code //setDebugWindow(-1, -1); getObjectPosition(-1, startPosition); getWeaponRanges(-1, weaponRanges); setTargetPriority(0, TARGET_PRIORITY_CURTARGET, -1, trunc(weaponRanges[2]), CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL_OR_SENSOR + CONTACT_CRITERIA_NOT_DISABLED); setTargetPriority(1, TARGET_PRIORITY_MOVER, 0, trunc(weaponRanges[2]) - 5, CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL_OR_SENSOR + CONTACT_CRITERIA_NOT_DISABLED); setTargetPriority(2, TARGET_PRIORITY_NONE, 0, 0, 0); AttackStateHandle = getStateHandle("attack"); buildingID = 89822; getObjectPosition(buildingID, buildingPos); 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; real[3] weaponRanges; code getWeaponRanges(-1, weaponRanges); setTargetPriority(0, TARGET_PRIORITY_CURTARGET, -1, trunc(weaponRanges[2]), CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL_OR_SENSOR + CONTACT_CRITERIA_NOT_DISABLED); setTargetPriority(1, TARGET_PRIORITY_MOVER, 0, trunc(weaponRanges[2]) - 5, CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL_OR_SENSOR + CONTACT_CRITERIA_NOT_DISABLED); curTime = getTime; 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_NONE); 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_NONE); setState(AttackStateHandle); endif; endif; 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 weaponsStatus; integer[35] weaponList; integer result; code update; setDebugString(-1, 3, " ATTACK "); result = coreScan(0, -1); if (result <> 0) then coreAttack(0, TACORDER_PARAM_NONE); endif; resetOrders(1); transBack; endstate; //---------------------------------------------------------------------------------------- state start; code update; setDebugString(-1, 3, " GUARD "); coreGuard(startPosition, -1, attackStateHandle); endstate; //---------------------------------------------------------------------------------------- endfsm. //****************************************************************************************