//****************************************************************************************// // // Base 1 - Mechs // Group of ??? Mechs // // MISSION: Mc2_23 // Unit(s) that GUARD the Starport // // //****************************************************************************************// fsm mc2_23_Starport_Mechs_South1; 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 AttackRearStateHandle; static integer numFunctionalWeapons; static integer[20] weaponList; //**************NEW*********************** static PatrolState startBase1PatrolState; static PatrolPath startBase1PatrolPath; static PatrolState startNorthPatrolState; static PatrolPath startNorthPatrolPath; static PatrolState startSouthPatrolState; static PatrolPath startSouthPatrolPath; static boolean PatrolToStarport_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); setTargetPriority(2, TARGET_PRIORITY_NONE, 0, 0, 0); AttackStateHandle = getStateHandle("attack"); AttackRearStateHandle = getStateHandle("attackrear"); PatrolToStarport_Check = FALSE; startBase1PatrolState[0] = PATROL_TYPE_LINEAR; startBase1PatrolState[1] = 2; //?num points startBase1PatrolState[2] = -1; //?num cycles startBase1PatrolState[3] = PATROL_DIRECTION_FORWARD; startBase1PatrolState[4] = -1; //reset cur point startBase1PatrolState[5] = -1; //reset cur cycle startBase1PatrolState[6] = 0 + CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL_OR_SENSOR + CONTACT_CRITERIA_NOT_DISABLED; startBase1PatrolPath[0, 0] = 2240.000; startBase1PatrolPath[0, 1] = -4928.000; startBase1PatrolPath[1, 0] = 1472.000; startBase1PatrolPath[1, 1] = -4928.000; startNorthPatrolState[0] = PATROL_TYPE_LINEAR; startNorthPatrolState[1] = 3; //?num points startNorthPatrolState[2] = 1; //?num cycles startNorthPatrolState[3] = PATROL_DIRECTION_FORWARD; startNorthPatrolState[4] = -1; //reset cur point startNorthPatrolState[5] = -1; //reset cur cycle startNorthPatrolState[6] = 0 + CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL_OR_SENSOR + CONTACT_CRITERIA_NOT_DISABLED; startNorthPatrolPath[0, 0] = 576.000; startNorthPatrolPath[0, 1] = -5568.000; startNorthPatrolPath[1, 0] = -576.000; startNorthPatrolPath[1, 1] = -3776.000; startNorthPatrolPath[2, 0] = 2496.000; startNorthPatrolPath[2, 1] = -2240.000; /* startSouthPatrolState[0] = PATROL_TYPE_LINEAR; startSouthPatrolState[1] = 2; //?num points startSouthPatrolState[2] = -1; //?num cycles startSouthPatrolState[3] = PATROL_DIRECTION_FORWARD; startSouthPatrolState[4] = -1; //reset cur point startSouthPatrolState[5] = -1; //reset cur cycle startSouthPatrolState[6] = 0 + CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL_OR_SENSOR + CONTACT_CRITERIA_NOT_DISABLED; startSouthPatrolPath[0, 0] = -1472.000; startSouthPatrolPath[0, 1] = -3776.000; startSouthPatrolPath[1, 0] = 2496.000; startSouthPatrolPath[1, 1] = -2240.000; */ 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; // Trigger for Rebels to Start Patrol to Starport if (Starport_Attacked_North) then if (NOT PatrolToStarport_Check) then PatrolToStarport_Check = TRUE; if (curStateHandle <> AttackStateHandle) then trans SouthPatrolToStarport; endif; endif; endif; /* // Trigger for Rebels to Start Patrol to Starport if (Starport_Attacked_South) then if (NOT PatrolToStarport_Check) then PatrolToStarport_Check = TRUE; if (curStateHandle <> AttackStateHandle) then trans NorthPatrolToStarport; endif; endif; endif; */ /* // Trigger for Razorbacks to run away and hide by way of Bridge if (Starport_Attacked_North) then if (NOT Runaway_Trigger_Check) then Runaway_TimerDelay = getTime + 45; //Wait 10 secs before Running Away Runaway_Trigger_Check = TRUE; else if ((getTime > Runaway_TimerDelay) AND (Not Runaway_Timer_Check)) then Runaway_Timer_Check = TRUE; trans RunAwaybyWater; endif; endif; 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) AND (curStateHandle <> AttackRearStateHandle) 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) AND (curStateHandle <> AttackRearStateHandle) 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 SouthPatrolToStarport; code 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, 150, CONTACT_CRITERIA_ENEMY + CONTACT_CRITERIA_VISUAL_OR_SENSOR + CONTACT_CRITERIA_NOT_DISABLED); setTargetPriority(2, TARGET_PRIORITY_NONE, 0, 0, 0); //coreRun = TRUE; update; setDebugString(-1, 3, " SouthPatrolToStarport "); corePatrol(startNorthPatrolState, startNorthPatrolPath, AttackRearStateHandle); resetOrders(1); trans start; endstate; /* //---------------------------------------------------------------------------------------- state NorthPatrolToStarport; code //coreRun = TRUE; update; setDebugString(-1, 3, " NorthPatrolToStarport "); // corePatrol(startTownPatrolState, startTownPatrolPath, -1); corePatrol(startSouthPatrolState, startSouthPatrolPath, AttackRearStateHandle); resetOrders(1); endstate; */ //---------------------------------------------------------------------------------------- state attackrear; var integer tacticState; code update; setDebugString(-1, 3, " ATTACK "); coreAttackTactic(0, TACORDER_PARAM_NONE, TACTIC_REAR, tacticState); // coreAttack(0, TACORDER_PARAM_PURSUE); resetOrders(1); transBack; endstate; //---------------------------------------------------------------------------------------- state attack; var integer tacticState; code Starport_Attacked_South = TRUE; update; setDebugString(-1, 3, " ATTACK "); AttackMusicTrigger1 = TRUE; // coreAttackTactic(0, TACORDER_PARAM_NONE, TACTIC_STOP_AND_ATTACK, tacticState); coreAttack(0, TACORDER_PARAM_PURSUE); resetOrders(1); transBack; endstate; //---------------------------------------------------------------------------------------- state start; code update; setDebugString(-1, 3, " PatrollingBase1 "); corePatrol(startBase1PatrolState, startBase1PatrolPath, AttackStateHandle); // coreGuard(startPosition, -1, AttackStateHandle); resetOrders(1); endstate; //---------------------------------------------------------------------------------------- endfsm. //****************************************************************************************