//****************************************************************************************// // // Reinforcements - Group 1 - Part1 - Mixed // Group of ??? // // MISSION: Tut_03 // Unit(s) that Patrol // // //****************************************************************************************// fsm tut_03_HQ1; 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; //**************NEW*********************** static PatrolState startBase1PatrolState; static PatrolPath startBase1PatrolPath; static boolean reinforcements_Triggered; static boolean poweredDown; static boolean poweredUp; //**************************************************************************************** function init; code //setDebugWindow(-1, -1); //--------------------------- // Grab his start position... getObjectPosition(-1, startPosition); //------------------- // Look for movers... setTargetPriority(0, TARGET_PRIORITY_CURTARGET, -1, 0, CONTACT_CRITERIA_NONE); setTargetPriority(1, TARGET_PRIORITY_MOVER, 0, 0, CONTACT_CRITERIA_NONE); setTargetPriority(2, TARGET_PRIORITY_NONE, 0, 0, 0); AttackStateHandle = getStateHandle("attack"); reinforcements_Triggered = false; //------------------------------------------- // Setup the Patrol here... //XL startBase1PatrolState Start startPatrolState[0] = PATROL_TYPE_LINEAR; startPatrolState[1] = 4; //?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_NONE; startPatrolPath[0, 0] = -2112.000; startPatrolPath[0, 1] = 3136.000; startPatrolPath[1, 0] = -2112.000; startPatrolPath[1, 1] = 2496.000; startPatrolPath[2, 0] = -2880.000; startPatrolPath[2, 1] = 2496.000; startPatrolPath[3, 0] = -2880.000; startPatrolPath[3, 1] = 3136.000; //XLs startBase1PatrolPath end willRequestHelp = false; //?true or false helpRequestFrequency = 20.0; //?in secs attackerHelpRadius = 200; //?in meters defenderHelpRadius = 225; //?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; //----------------------------------- // 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; endcase; case PILOT_EVENT_ATTACK_ORDER: endcase; case PILOT_EVENT_FIRED_WEAPON: endcase; endswitch; endif; endwhile; return(0); endfunction; //---------------------------------------------------------------------------------------- state start; code update; setDebugString(-1, 3, " Patrolling "); corePatrol(startPatrolState, startPatrolPath, AttackStateHandle); resetOrders(1); endstate; //---------------------------------------------------------------------------------------- endfsm. //****************************************************************************************