//****************************************************************************************// // // Convoy A - Non-Combat Vehicles // // // MISSION: Mc2_03 // Unit(s) that WAIT until TRIGGERED, then PATROL to BASE 1 // // //****************************************************************************************// fsm tut_05_CNV; var //**************ORIGINAL****************** 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 boolean poweredDown; static integer numFunctionalWeapons; static integer[20] weaponList; //**************NEW*********************** static PatrolState startBase1PatrolState; static PatrolPath startBase1PatrolPath; static boolean CvA_Patrol_Triggered; //**************************************************************************************** function init; code //**************ORIGINAL****************** 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"); //**************NEW*********************** CvA_Patrol_Triggered = FALSE; //LT, used to check Patrol has been triggered willRequestHelp = false; //?true or false helpRequestFrequency = 20.0; //?in secs attackerHelpRadius = 200; //?in meters defenderHelpRadius = 225; //?in meters lastHelpRequestTime = -100.0; setEject(TRUE); 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 //**************NEW*********************** 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; endcase; case PILOT_EVENT_ATTACK_ORDER: endcase; case PILOT_EVENT_FIRED_WEAPON: endcase; endswitch; endif; endwhile; return(0); endfunction; //---------------------------------------------------------------------------------------- state start; code setDebugString(-1, 3, " WAIT "); update; endstate; //---------------------------------------------------------------------------------------- endfsm. //****************************************************************************************