//****************************************************************************************// // // Ecounter 4 Mech that patrol Production Fac and Reinforce the Supply Depot // // MISSION: MC2_15 // RazorBack // This unit will scan for the player. And attack the player if detected // //****************************************************************************************// fsm mc2_15_E4_ref_Sdpot_Mech1; var static WorldPosition startPosition; static PatrolState startPatrolState, SupplyBase_AttackState, SupplyBase_PatrolState; static PatrolPath startPatrolPath, SupplyBase_AttackPatrol, SupplyBase_PatrolPath; 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; static boolean supplyPatrolTrigger; //**************************************************************************************** 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, 400, CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL_OR_SENSOR + CONTACT_CRITERIA_NOT_DISABLED); setTargetPriority(2, TARGET_PRIORITY_NONE, 0, 0, 0); AttackStateHandle = getStateHandle("attack"); supplyPatrolTrigger = false; SupplyBase_PatrolState[0] = PATROL_TYPE_LINEAR; SupplyBase_PatrolState[1] = 2; //?num points SupplyBase_PatrolState[2] = -1; //?num cycles SupplyBase_PatrolState[3] = PATROL_DIRECTION_FORWARD; SupplyBase_PatrolState[4] = -1; //reset cur point SupplyBase_PatrolState[5] = -1; //reset cur cycle SupplyBase_PatrolState[6] = CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL_OR_SENSOR + CONTACT_CRITERIA_NOT_DISABLED; SupplyBase_PatrolPath[0, 0] = 3818.667; SupplyBase_PatrolPath[0, 1] = -746.667; SupplyBase_PatrolPath[1, 0] = 2709.333; SupplyBase_PatrolPath[1, 1] = -1088.000; SupplyBase_AttackState[0] = PATROL_TYPE_LINEAR; SupplyBase_AttackState[1] = 2; //?num points SupplyBase_AttackState[2] = 1; //?num cycles SupplyBase_AttackState[3] = PATROL_DIRECTION_FORWARD; SupplyBase_AttackState[4] = -1; //reset cur point SupplyBase_AttackState[5] = -1; //reset cur cycle SupplyBase_AttackState[6] = CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL_OR_SENSOR + CONTACT_CRITERIA_NOT_DISABLED; SupplyBase_AttackPatrol[0, 0] = 3818.667; SupplyBase_AttackPatrol[0, 1] = -746.667; SupplyBase_AttackPatrol[1, 0] = 3818.667; SupplyBase_AttackPatrol[1, 1] = -746.667; //------------------------------------------- // Setup the Patrol here... //XL startpatrolState Start startpatrolState[0] = PATROL_TYPE_LINEAR; startpatrolState[1] = 8; //?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] = 0 + CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL + CONTACT_CRITERIA_NOT_DISABLED; startPatrolPath[0, 0] = -533.000; startPatrolPath[0, 1] = 2794.000; startPatrolPath[1, 0] = 1045.000; startPatrolPath[1, 1] = 2538.000; startPatrolPath[2, 0] = 1514.000; startPatrolPath[2, 1] = 1861.000; startPatrolPath[3, 0] = 1301.000; startPatrolPath[3, 1] = 5141.000; startPatrolPath[4, 0] = 405.000; startPatrolPath[4, 1] = 5909.000; startPatrolPath[5, 0] = -789.000; startPatrolPath[5, 1] = 5866.000; startPatrolPath[6, 0] = -1045.000; startPatrolPath[6, 1] = 4373.000; startPatrolPath[7, 0] = -1258.667; startPatrolPath[7, 1] = 3178.667; //XLs startPatrolPath end willRequestHelp = true; //?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 //-------------------------------------------------- // Check Time and Check Current State Handle curTime = getTime; curStateHandle = getCurrentStateHandle; //-------------------------------------------------- //-------------------------------------------------- // Trigger for when Supply base gets attacked. if (supplyBase_Attacked) and (Not supplyPatrolTrigger) then supplyPatrolTrigger = True; trans SupplyBaseAttacked; 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; 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_NONE, TACTIC_RIGHT_FLANK, tacticState); // coreAttack(0, TACORDER_PARAM_PURSUE); resetOrders(1); transBack; endstate; //---------------------------------------------------------------------------------------- state SupplyBaseAttacked; code update; setDebugString(-1, 3, " ReinForceAtt "); //coreRun = True; corePatrol(SupplyBase_AttackState, SupplyBase_AttackPatrol, AttackStateHandle); trans SupplyBasePatrol; endstate; //---------------------------------------------------------------------------------------- state SupplyBasePatrol; code update; setDebugString(-1, 3, " ReinForce "); corePatrol(SupplyBase_PatrolState, SupplyBase_PatrolPath, AttackStateHandle); resetOrders(1); endstate; //---------------------------------------------------------------------------------------- state start; code update; setDebugString(-1, 3, "StartPatrol1 "); //coreGuard(startPosition, -1 , AttackStateHandle); corePatrol(startPatrolState, startPatrolPath, AttackStateHandle); resetOrders(1); endstate; //---------------------------------------------------------------------------------------- endfsm. //****************************************************************************************