//****************************************************************************************// // // This Brain is used for Reinforcement Group 2 // FireAnts // // MISSION: Mc2_2 Tutorial Brain // // //****************************************************************************************// fsm mc2_02_Ref_Group2_Mech_1; var static WorldPosition startPosition; static PatrolState startPatrolState, BasePatrolState, WaitPatrolState; static PatrolPath startPatrolPath, BasePatrolPath, WaitPatrolPath; 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; static boolean send_ReinForce_Check; static boolean wait4Vehicles_Check; //**************************************************************************************** function init; code //setDebugWindow(-1, -1); //--------------------------- // Grab his start position... getObjectPosition(-1, startPosition); //------------------- // Look for movers... setTargetPriority(0, TARGET_PRIORITY_CURTARGET, -1, 150, 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); AttackStateHandle = getStateHandle("attack"); send_ReinForce_Check = False; wait4Vehicles_Check = False; //================================= //Path Used for Entering the Base startPatrolState[0] = PATROL_TYPE_LINEAR; startPatrolState[1] = 2; //?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_ENEMY + CONTACT_CRITERIA_VISUAL_OR_SENSOR + CONTACT_CRITERIA_NOT_DISABLED; startPatrolPath[0, 0] = -2154; startPatrolPath[0, 1] = -1557; startPatrolPath[1, 0] = -576; startPatrolPath[1, 1] = -1173; //================================= //Path Used for Patrol Base after Assault BasePatrolState[0] = PATROL_TYPE_LOOPING; BasePatrolState[1] = 2; //?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] = 234; BasePatrolPath[0, 1] = -2368; BasePatrolPath[1, 0] = -874; BasePatrolPath[1, 1] = -2282; //================================= //Path used for Waiting for Vehicles to Join UP WaitPatrolState[0] = PATROL_TYPE_LOOPING; WaitPatrolState[1] = 2; //?num points WaitPatrolState[2] = 1; //?num cycles WaitPatrolState[3] = PATROL_DIRECTION_FORWARD; WaitPatrolState[4] = -1; //reset cur point WaitPatrolState[5] = -1; //reset cur cycle WaitPatrolState[6] = CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL_OR_SENSOR + CONTACT_CRITERIA_NOT_DISABLED; WaitPatrolPath[0, 0] = -5312; WaitPatrolPath[0, 1] = -1258; WaitPatrolPath[1, 0] = -3818; WaitPatrolPath[1, 1] = -1318; willRequestHelp = true; //?true or false helpRequestFrequency = 20.0; //?in secs attackerHelpRadius = 100; //?in meters defenderHelpRadius = 125; //?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; //-------------------------------------------------- // Process the pilot events since the last update... numFunctionalWeapons = getWeapons(weaponList, 1); if (numFunctionalWeapons == 0) then trans noWeapons; endif; //-------------------------------------------------- // Move Wait Point if (Call_Reinf_Group2) And (Not send_ReinForce_Check) then send_ReinForce_Check = True; trans attackBase; endif; //-------------------------------------------------- // Attack Base if (group2_AttackBase) And (Not wait4Vehicles_Check) then wait4Vehicles_Check = True; trans MoveToBase; 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; var integer tacticState; code update; setDebugString(-1, 3, " ATTACK "); //coreAttackTactic(0, TACORDER_PARAM_RUN, TACTIC_REAR, tacticState); coreAttack(0, TACORDER_PARAM_PURSUE); resetOrders(1); transBack; endstate; //---------------------------------------------------------------------------------------- state attackBase; code update; setDebugString(-1, 3, "WaitPath "); corePatrol(WaitPatrolState, WaitPatrolPath, attackstateHandle); wait4Vehicles = True; endstate; //---------------------------------------------------------------------------------------- state moveToBase; code update; setDebugString(-1, 3, "BaseAssault "); corePatrol(startPatrolState, startPatrolPath, attackstateHandle); trans patrolBase; endstate; //--------------------------------------------------------------------------------------- state patrolBase; code update; setDebugString(-1, 3, "GuardBase "); corePatrol(BasePatrolState, BasePatrolPath, attackstateHandle); resetOrders(1); endstate; //---------------------------------------------------------------------------------------- state start; code update; setDebugString(-1, 3, " GUARD "); coreGuard(startPosition, -1, attackstateHandle); //corePatrol(startPatrolState, startPatrolPath, attackstateHandle); resetOrders(1); endstate; //---------------------------------------------------------------------------------------- endfsm. //****************************************************************************************