//****************************************************************************************// // // GROUP E4_CENTIP // // MISSION: GENCON // //****************************************************************************************// fsm mc2_gencon_e4_reinforcements; var static WorldPosition startPosition; static PatrolState factoryPatrolState; static PatrolPath factoryPatrolPath; static boolean willRequestHelp; static real lastHelpRequestTime; static real helpRequestFrequency; static real attackerHelpRadius; static real defenderHelpRadius; static integer AttackStateHandle; static integer factoryCapturedStateHandle; static boolean IsCapturedSet; 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, 300, CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL_OR_SENSOR + CONTACT_CRITERIA_NOT_DISABLED); setTargetPriority(2, TARGET_PRIORITY_NONE, 0, 0, 0); AttackStateHandle = getStateHandle("attack"); factoryCapturedStateHandle = getStateHandle("factoryCaptured"); IsCapturedSet = false; factoryPatrolState[0] = PATROL_TYPE_LINEAR; factoryPatrolState[1] = 1; //?num points factoryPatrolState[2] = 1; //?num cycles factoryPatrolState[3] = PATROL_DIRECTION_FORWARD; factoryPatrolState[4] = -1; //reset cur point factoryPatrolState[5] = -1; //reset cur cycle factoryPatrolState[6] = CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL_OR_SENSOR + CONTACT_CRITERIA_NOT_DISABLED; factoryPatrolPath[0, 0] = -4629.333; factoryPatrolPath[0, 1] = 4800.0; willRequestHelp = true; //?true or false helpRequestFrequency = 20.0; //?in secs attackerHelpRadius = 300; //?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; curStateHandle = getCurrentStateHandle; if (objectteam(48102) <> objectteam(-1)) then mcprint("weapons facility captured"); if (not IsCapturedSet) then IsCapturedSet = true; if (factoryCapturedVO < 0.0) then factoryCapturedVO = getTime + 5.0; endif; if (curStateHandle <> factoryCapturedStateHandle) then mcprint("trans factoryCaptured"); trans factoryCaptured; 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; 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; code update; setDebugString(-1, 3, " ATTACK "); coreAttack(0, TACORDER_PARAM_PURSUE); resetOrders(1); transBack; endstate; //---------------------------------------------------------------------------------------- state factoryCaptured; var WorldPosition factoryPos; code update; setDebugString(-1, 3, " gotToBase "); setWillHelp(true); factoryPos[0] = -4629.333; factoryPos[1] = 4800.0; factoryPos[2] = 0.0; if (numFunctionalWeapons > 0) then corePatrol(factoryPatrolState, factoryPatrolPath, AttackStateHandle); coreGuard(factoryPos, -1, AttackStateHandle); else setDebugString(-1, 3, " gotToBase(NO WP) "); corePatrol(factoryPatrolState, factoryPatrolPath, -1); trans noWeapons; endif; endstate; //---------------------------------------------------------------------------------------- state start; code setWillHelp(false); update; coreWait(999999.0, -1, -1); endstate; //---------------------------------------------------------------------------------------- endfsm. //****************************************************************************************