//****************************************************************************************// // // Brain used for the 1st Wave of Liao Reinforce // RIght Group // MISSION: Mc2_17 // // //****************************************************************************************// fsm mc2_17_a2_Liao_Mech_4; var static WorldPosition startPosition; static PatrolState startPatrolState, BasePatrolState, attackPatrolState; static PatrolPath startPatrolPath, BasePatrolPath, attackPatrolPath; 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 goReinforcements; static boolean goGuardBase; static boolean goPatroling; static Real goPatroling_Timer; //**************************************************************************************** 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, 350, CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL_OR_SENSOR + CONTACT_CRITERIA_NOT_DISABLED); AttackStateHandle = getStateHandle("attack"); goReinforcements = False; goPatroling = False; goPatroling_Timer = 0; goGuardBase = False; 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] = 490 + 88; startPatrolPath[0, 1] = -6634; startPatrolPath[1, 0] = 1258 + 88; startPatrolPath[1, 1] = -4074; BasePatrolState[0] = PATROL_TYPE_LINEAR; BasePatrolState[1] = 3; //?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] = 3050 + 44 ; BasePatrolPath[0, 1] = -1088; BasePatrolPath[1, 0] = 4714 + 44; BasePatrolPath[1, 1] = 1984; BasePatrolPath[2, 0] = 5738 + 44; BasePatrolPath[2, 1] = 3434; attackPatrolState[0] = PATROL_TYPE_LINEAR; attackPatrolState[1] = 3; //?num points attackPatrolState[2] = 1; //?num cycles attackPatrolState[3] = PATROL_DIRECTION_FORWARD; attackPatrolState[4] = -1; //reset cur point attackPatrolState[5] = -1; //reset cur cycle attackPatrolState[6] = CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL_OR_SENSOR + CONTACT_CRITERIA_NOT_DISABLED; attackPatrolPath[0, 0] = 576; attackPatrolPath[0, 1] = -2624; attackPatrolPath[1, 0] = 661; attackPatrolPath[1, 1] = -1600; attackPatrolPath[2, 0] = 1130; attackPatrolPath[2, 1] = -1173; willRequestHelp = true; //?true or false helpRequestFrequency = 20.0; //?in secs attackerHelpRadius = 100; //?in meters defenderHelpRadius = 125; //?in meters lastHelpRequestTime = -100.0; setWillHelp(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 curTime = getTime; curStateHandle = getCurrentStateHandle; //-------------------------------------------------- // Process the pilot events since the last update... numFunctionalWeapons = getWeapons(weaponList, 1); if (numFunctionalWeapons == 0) then trans noWeapons; endif; //-------------------------------------------------- // Check to see if time to guard base if (LiaoSendReinforce) and (Not goReinforcements) then goReinforcements = True; trans goReinforce; endif; //-------------------------------------------------- // Check to see if time to attack the player if (LiaoReinforce_1_LEFT) and (Not goGuardBase) then goGuardBase = True; goPatroling_Timer = getTime + LiaoReinforce_Wait_Timer; trans attackBase; endif; //-------------------------------------------------- // Check to see if time to Patrol the Rebel Area if ((getTime > goPatroling_Timer) and (Not goPatroling) and (goPatroling_Timer > 0)) then goPatroling = True; trans PatrolBase; 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 "); AttackMusicTrigger1 = TRUE; //coreAttackTactic(0, TACORDER_PARAM_NONE, TACTIC_JOUST, tacticState); coreAttack(0, TACORDER_PARAM_PURSUE); resetOrders(1); transBack; endstate; //---------------------------------------------------------------------------------------- state goReinforce; code update; setDebugString(-1, 3, "goReinforce "); corePatrol(startPatrolState, startPatrolPath, AttackStateHandle); resetOrders(1); trans Wait4Force; endstate; //---------------------------------------------------------------------------------------- state Wait4Force; var worldPosition GuardSpot; code guardSpot[0] = startPatrolPath[1, 0]; guardSpot[1] = startPatrolPath[1, 1]; guardSpot[2] = 0; update; setDebugString(-1, 3, "Wait4Force "); coreGuard(GuardSpot, -1, AttackStateHandle); resetOrders(1); endstate; //---------------------------------------------------------------------------------------- state attackBase; code update; setDebugString(-1, 3, "attackBase"); //coreRun = True; corePatrol(attackPatrolState, attackPatrolPath, -1); resetOrders(1); trans GuardBase; endstate; //---------------------------------------------------------------------------------------- state GuardBase; var worldPosition GuardSpot; code guardSpot[0] = 2538; guardSpot[1] = -874; guardSpot[2] = 0; update; setDebugString(-1, 3, "GuardBase "); setMoveArea(GuardSpot, 100.0); coreGuard(GuardSpot, -1, AttackStateHandle); resetOrders(1); endstate; //---------------------------------------------------------------------------------------- state PatrolBase; code update; setDebugString(-1, 3, "PatrolBase "); corePatrol(basePatrolState, basePatrolPath, AttackStateHandle); resetOrders(1); endstate; //---------------------------------------------------------------------------------------- state start; code update; endstate; //---------------------------------------------------------------------------------------- endfsm. //****************************************************************************************