//------------------------------------------------------------------ // NOTE: The fsm name below MUST be changed in order for the // script to be considered a unique entity! UIFIELDS { FIELD< INT,attackRange,"Attack Range",500>; // At what range do I start shooting? FIELD< INT,withdrawRange,"Withdraw Range",750>; // At what range do I withdraw from combat entirely? FIELD< INT,piloting,"Piloting Skill",50>; // Piloting skill FIELD< INT,gunnery,"Gunnery Skill",50>; // Gunnery skill/chance to hit FIELD< FLOAT,minDelay,"Minimum fire Delay",1.0>; // Minimum amount of time I will wait between shots once a weapon is reloaded FIELD< FLOAT,maxDelay,"Maximum fire Delay",2.0>; // Maximum amount of time I will wait between shots once a weapon is reloaded FIELD< INT,takeOffDistance,"Take off distance",150>; FIELD< INT,eliteLevel,"Elite Level",60>; // Elite level. This helps determine tactics, defensive manuevers, opportunity fire // and other things. It indicates a general level of combat experience. FIELD< INT,isShotRadius,"Is Shot Radius",120>; // How far away from me will I detect an enemy shot? FIELD< INT,attackThrottle,"Percent throttle when in combat",80>; FIELD< INT,tower,"Unit ID of the Turret Tower",-1>; } fsm Generic_Turret : integer; //------------------------------------------------------------------ // Generic_Turret: // This shoots anything that comes near, but never moves. // It can be used for turrets. //------------------------------------------------------------------ //------------------------------------------------------------------ // Constants //------------------------------------------------------------------ const #include_ //------------------------------------------------------------------ // Types //------------------------------------------------------------------ type #include_ //------------------------------------------------------------------ // Variables //------------------------------------------------------------------ var static integer attackRange; // At what range do I start shooting? static integer withdrawRange; // At what range do I stop attacking? static ObjectID turretTower; // My control tower: if destroyed, I stop firing static integer piloting; // Piloting skill static integer gunnery; // Gunnery skill/chance to hit static real minDelay; // Minimum amount of time I will wait between shots once a weapon is reloaded static real maxDelay; // Maximum amount of time I will wait between shots once a weapon is reloaded static integer eliteLevel; // Elite level. This helps determine tactics, defensive manuevers, opportunity fire // and other things. It indicates a general level of combat experience. static integer isShotRadius; // How far away from me will I detect an enemy shot? static integer findTypes; // What kind of enemies to look for static integer attackSound; // The attack sound I play when I first attack static integer deathSound; // The sound I play when I die static integer mood; // My default mood. static integer takeOffDistance; // My take-off distance if I'm an airplane (ignored if not an airplane) static integer attackThrottle; // My take-off distance if I'm an airplane (ignored if not an airplane) //------------------------------------------------------------------ // Init: my initialization function //------------------------------------------------------------------ function Init; code // Variables set by editor attackRange = ; withdrawRange = ; takeOffDistance = ; piloting = ; gunnery = ; minDelay = ; maxDelay = ; eliteLevel = ; isShotRadius = ; attackThrottle = ; turretTower = ; // takeOffDistance = 150; attackSound = -1; // no sound deathSound = -1; // no sound mood = NEUTRAL_START; findTypes = FT_DEFAULT; endfunction; //------------------------------------------------------------------ // StartState: my initial state //------------------------------------------------------------------ state StartState; code SetFiringDelay (ME,minDelay,maxDelay); SetIgnoreFriendlyFire (ME,true); SetIsShotRadius (ME,isshotradius); SetEntropyMood (ME,mood); SetCurMood (ME,mood); SetSkillLevel (ME,piloting,gunnery,elitelevel); if (orderTakeOff(takeOffDistance) == true) then trans WaitState; endif; endstate; //------------------------------------------------------------------ // WaitState: wait for someone to come near //------------------------------------------------------------------ state WaitState; code if (FindEnemy(attackRange,findTypes)) then trans AttackState; endif; if (turretTower <> NO_UNIT) then if (IsDead(turretTower) == true) then trans TowerGoneState; endif; endif; SetSensorVisibility(ME,FALSE); OrderMoveLookOut; endstate; //------------------------------------------------------------------ // AttackState: let's see what's around, and destroy it //------------------------------------------------------------------ state AttackState; code if (LeaveAttackState(withdrawRange)) then OrderStopAttacking; SetTarget(ME,NO_UNIT); trans WaitState; endif; if (turretTower <> NO_UNIT) then if (IsDead(turretTower) == true) then trans TowerGoneState; endif; endif; if (attackSound <> -1) then PlaySoundOnce(attackSound); endif; SetSensorVisibility(ME,TRUE); OrderAttackTactic(TACTIC_SHOOT_ONLY,true); endstate; //------------------------------------------------------------------ // TowerGoneState: my control tower is destroyed; I can do nothing //------------------------------------------------------------------ state TowerGoneState; code SetTarget(ME,NO_UNIT); OrderStopAttacking; ClearMoveOrder(ME); SetTargetDesirability(ME,-1); SetSensorVisibility(ME,FALSE); endstate; //------------------------------------------------------------------ // DeadState: OK, I kicked the bucket. //------------------------------------------------------------------ state DeadState; code if (deathSound <> -1) then PlaySoundOnce(deathSound); endif; orderDie; endstate; endfsm.