2 // huffware script: concussive (aka blow em up), by fred huffhines
4 // provides a script for a missile that will start tracking the last position it
5 // hit something at and will start a sensor probe to see if there are avatars there.
6 // if there are, it will blow up and try to take avatars and active objects with it.
8 // this script is licensed by the GPL v3 which is documented at: http://www.gnu.org/licenses/gpl.html
9 // do not use it in objects without fully realizing you are implicitly accepting that license.
12 // hmmm: unimplemented ideas...
13 // buddy list; ids to not blow up besides the owner.
14 // maybe that's just a team setup.
15 // probably better in a notecard?
18 // configurable parameters...
20 float sense_distance = 23.0;
21 // the distance from the bisconation device within which to search for happy targets.
23 float sensory_addition = 14.0;
24 // the amount of distance that can be added in the case of
25 // a failure to sense any avatars or items.
27 float push_magnitude = 2147483646.0; //maxint - 1, dealing with svc-2723.
28 // how much to push the targets that we have located.
30 integer MAXIMUM_HITS = 2;
31 // the most times the object is allowed through its sensor loops.
33 float MAX_VEL_ADJUST = 20.0;
34 // the maximum amount we would randomly add to the object's velocity after a
35 // failure to sense any items.
38 // huffware script: auto-retire, by fred huffhines, version 2.5.
39 // distributed under BSD-like license.
40 // !! keep in mind that this code must be *copied* into another
41 // !! script that you wish to add auto-retirement capability to.
42 // when a script has auto_retire in it, it can be dropped into an
43 // object and the most recent version of the script will destroy
44 // all older versions.
46 // the version numbers are embedded into the script names themselves.
47 // the notation for versions uses a letter 'v', followed by two numbers
48 // in the form "major.minor".
49 // major and minor versions are implicitly considered as a floating point
50 // number that increases with each newer version of the script. thus,
51 // "hazmap v0.1" might be the first script in the "hazmap" script continuum,
52 // and "hazmap v3.2" is a more recent version.
54 // example usage of the auto-retirement script:
57 // auto_retire(); // make sure newest addition is only version of script.
60 // this script is partly based on the self-upgrading scripts from markov brodsky
61 // and jippen faddoul.
64 string self = llGetScriptName(); // the name of this script.
65 list split = compute_basename_and_version(self);
66 if (llGetListLength(split) != 2) return; // nothing to do for this script.
67 string basename = llList2String(split, 0); // script name with no version attached.
68 string version_string = llList2String(split, 1); // the version found.
70 // find any scripts that match the basename. they are variants of this script.
71 for (posn = llGetInventoryNumber(INVENTORY_SCRIPT) - 1; posn >= 0; posn--) {
72 //log_it("invpo=" + (string)posn);
73 string curr_script = llGetInventoryName(INVENTORY_SCRIPT, posn);
74 if ( (curr_script != self) && (llSubStringIndex(curr_script, basename) == 0) ) {
75 // found a basic match at least.
76 list inv_split = compute_basename_and_version(curr_script);
77 if (llGetListLength(inv_split) == 2) {
78 // see if this script is more ancient.
79 string inv_version_string = llList2String(inv_split, 1); // the version found.
80 // must make sure that the retiring script is completely the identical basename;
81 // just matching in the front doesn't make it a relative.
82 if ( (llList2String(inv_split, 0) == basename)
83 && ((float)inv_version_string < (float)version_string) ) {
84 // remove script with same name from inventory that has inferior version.
85 llRemoveInventory(curr_script);
92 // separates the base script name and version number. used by auto_retire.
93 list compute_basename_and_version(string to_chop_up)
95 // minimum script name is 2 characters plus a version.
97 // find the last useful space and 'v' combo.
98 for (space_v_posn = llStringLength(to_chop_up) - 3;
99 (space_v_posn >= 2) && (llGetSubString(to_chop_up, space_v_posn, space_v_posn + 1) != " v");
101 // look for space and v but do nothing else.
102 //log_it("pos=" + (string)space_v_posn);
104 if (space_v_posn < 2) return []; // no space found.
105 //log_it("space v@" + (string)space_v_posn);
106 // now we zoom through the stuff after our beloved v character and find any evil
107 // space characters, which are most likely from SL having found a duplicate item
108 // name and not so helpfully renamed it for us.
110 for (indy = llStringLength(to_chop_up) - 1; indy > space_v_posn; indy--) {
111 //log_it("indy=" + (string)space_v_posn);
112 if (llGetSubString(to_chop_up, indy, indy) == " ") {
113 // found one; zap it. since we're going backwards we don't need to
114 // adjust the loop at all.
115 to_chop_up = llDeleteSubString(to_chop_up, indy, indy);
116 //log_it("saw case of previously redundant item, aieee. flattened: " + to_chop_up);
119 string full_suffix = llGetSubString(to_chop_up, space_v_posn, -1);
120 // ditch the space character for our numerical check.
121 string chop_suffix = llGetSubString(full_suffix, 1, llStringLength(full_suffix) - 1);
122 // strip out a 'v' if there is one.
123 if (llGetSubString(chop_suffix, 0, 0) == "v")
124 chop_suffix = llGetSubString(chop_suffix, 1, llStringLength(chop_suffix) - 1);
125 // if valid floating point number and greater than zero, that works for our version.
126 string basename = to_chop_up; // script name with no version attached.
127 if ((float)chop_suffix > 0.0) {
128 // this is a big success right here.
129 basename = llGetSubString(to_chop_up, 0, -llStringLength(full_suffix) - 1);
130 return [ basename, chop_suffix ];
132 // seems like we found nothing useful.
138 //borrowed from jump good
139 set_velocity(vector new_velocity, integer local_axis)
141 vector current_velocity = llGetVel();
144 rotation rot = llGetRot();
145 current_velocity /= rot; // undo the rotation.
148 new_velocity -= current_velocity;
149 new_velocity *= llGetMass();
151 llApplyImpulse(new_velocity, local_axis);
154 // attempts to bring the object to a complete stop.
157 llSetForce(<0,0,0>, FALSE);
158 set_velocity(<0,0,0>, FALSE);
164 //borrowed from jaunt script...
167 // returns the portion of the list between start and end, but only if they are valid compared with
168 // the list length. an attempt to use negative start or end values also returns a blank list.
169 list chop_list(list to_chop, integer start, integer end)
171 integer last_len = llGetListLength(to_chop) - 1;
172 if ( (start < 0) || (end < 0) || (start > last_len) || (end > last_len) ) return [];
173 return llList2List(to_chop, start, end);
176 // the most jumps the script will try to take. the overall distance from the start
177 // to the end can be 10 * MAXIMUM_JUMPS meters.
178 integer MAXIMUM_JUMPS = 100;
180 // used to calculate jump distances.
183 // helper function for warp_across_list. this adds one jump vector to the
184 // list of rules as long as the destination is interesting.
185 list process_warp_item(vector next_jump)
187 //tell_owner("last posn " + (string)last_posn);
188 //tell_owner("next warp " + (string)next_jump);
189 // calculate the number of jumps needed.
190 integer jumps = (integer)(llVecDist(next_jump, last_posn) / 10.0) + 1;
191 // calculate the offset needed for crossing sim boundaries.
192 /// adjust_offset(next_jump);
193 last_posn = next_jump; // record for next check.
194 // set up our list which we'll replicate.
195 list rules = [ PRIM_POSITION, next_jump ];
196 // Try and avoid stack/heap collisions.
197 if (jumps > MAXIMUM_JUMPS) jumps = MAXIMUM_JUMPS;
198 // add the rules repeatedly to get the effective overall jump done.
200 while ( (count = count << 1) < jumps) rules += rules;
201 // magnify the rule list before really adding it. this gets us to the proper
202 // final number of jumps.
203 return rules + llList2List(rules, (count - jumps) << 1, count);
206 // originally based on warpPos from lsl wiki but drastically modified.
208 // transfer points instead of a single target.
209 list warp_across_list(list full_journey, integer forwards)
211 //tell_owner("entry to warp across list, list size=" + (string)llGetListLength(full_journey));
212 // make sure the list didn't run out.
213 if (llGetListLength(full_journey) == 0) return [];
215 // forwards traversal of the list.
216 vector next_jump = (vector)llList2String(full_journey, 0);
217 // shortcut the jumps if we're already there.
218 if (next_jump == llGetPos())
219 return warp_across_list(chop_list(full_journey, 1, llGetListLength(full_journey) - 1), forwards);
220 // calculate our trajectory for the next jump and add in all subsequent jumps.
221 return process_warp_item(next_jump)
222 + warp_across_list(chop_list(full_journey, 1, llGetListLength(full_journey) - 1), forwards);
224 // reverse traversal of the list.
225 vector next_jump = (vector)llList2String(full_journey, llGetListLength(full_journey) - 1);
226 // shortcut the jumps if we're already there.
227 if (next_jump == llGetPos())
228 return warp_across_list(chop_list(full_journey, 0, llGetListLength(full_journey) - 2), forwards);
229 // calculate our trajectory for the next jump and add in all subsequent jumps.
230 return process_warp_item(next_jump)
231 + warp_across_list(chop_list(full_journey, 0, llGetListLength(full_journey) - 2), forwards);
235 // the main function that performs the jaunting process.
236 jaunt(list full_journey, integer forwards)
238 // set up our global variables...
239 last_posn = llGetPos();
240 // calculate the trip and run it.
241 llSetPrimitiveParams(warp_across_list(full_journey, forwards));
242 // failsafe to patch up any math issues...
243 integer last_indy = 0;
244 if (forwards == TRUE) last_indy = llGetListLength(full_journey) - 1;
246 // pick out the last target in the list based on the direction we're moving.
247 vector last_jump = (vector)llList2String(full_journey, last_indy);
248 integer max_attempts = 3; // a rough guess at most adjustments we'd ever need.
249 while ( (llVecDist(llGetPos(), last_jump) > .001) && (max_attempts-- > 0) ) {
250 ////llWhisper(0, "touch up jump from " + (string)llGetPos());
255 //end borrowed from jaunt
258 // sends an object back along its trajectory.
259 reverse_velocity(integer local_axis)
261 vector current_velocity = llGetVel();
264 rotation rot = llGetRot();
265 current_velocity /= rot; // undo the rotation.
268 vector new_velocity = -2 * current_velocity;
269 new_velocity *= llGetMass();
271 llApplyImpulse(new_velocity, local_axis);
276 // globals that record parameters during runtime.
278 vector last_victim = <0.0, 0.0, 0.0>;
279 // the last place we collided or sensed something and decided to check out.
281 vector previous_velocity;
282 // the rate the object was going when it started to hit something.
284 // the steps taken when the bullet itself dies.
287 // make fire appear again.
288 llMakeExplosion(20, 1.0, 5, 3.0, 1.0, "fire", ZERO_VECTOR);
289 // replay the explosion noise, for good measure
290 llTriggerSound("Explosion", 1.0);
291 // make the smoke visible. it would technically be faster than the sound, but
292 // the call also pauses the script.
293 llMakeExplosion(20, 1.0, 5, 3.0, 1.0, "Smoke", ZERO_VECTOR);
298 fling_at(vector location)
300 if (location == <0.0, 0.0, 0.0>) return;
301 vector proper_direction = location - llGetPos();
302 set_velocity(100 * proper_direction, FALSE);
305 jaunt_to_location(vector location)
307 if (location == <0.0, 0.0, 0.0>) return;
308 // this turns off the physics property for the object, so that jaunt and
309 // llSetPos will still work. this became necessary due to havok4.
310 llSetStatus(STATUS_PHYSICS, FALSE);
311 llSetStatus(STATUS_PHANTOM, TRUE);
312 // go to position specified.
313 jaunt([llGetPos(), location], TRUE);
314 // return to prior characteristics.
315 llSetStatus(STATUS_PHANTOM, FALSE);
316 llSetStatus(STATUS_PHYSICS, TRUE);
318 //simplistic version.
319 //// llSetPos(location);
322 blow_up_item(key to_whack, integer type)
324 if (to_whack == NULL_KEY) {
325 llOwnerSay("wtf? passed a null key in blow up item.");
328 list details = llGetObjectDetails(to_whack, [ OBJECT_POS ]);
329 vector current_victim = llList2Vector(details, 0);
330 /// fling_at(current_victim);
331 jaunt_to_location(current_victim - <0.0, 0.0, 0.042>);
333 llOwnerSay("targeting: " + llKey2Name(to_whack));
335 llMakeExplosion(20, 1.0, 5, 3.0, 1.0, "fire", ZERO_VECTOR);
336 // reset the last victim for a *real* victim.
337 last_victim = current_victim;
339 //fling_at(last_victim);//trying new approach.
341 llPushObject(to_whack, push_magnitude * llRot2Up(llGetRot()), ZERO_VECTOR, FALSE);
342 // then the noise, if the victim is important enough.
344 // make a glad noise. sound is slower, right?
345 llSetStatus(STATUS_PHYSICS, FALSE);//guess temp.
346 llTriggerSound("Explosion", 1.0);
347 llSetStatus(STATUS_PHYSICS, TRUE);//guess temp.
353 jaunt_to_location(last_victim); // start back where we first collided.
354 // onward at nearly the same rate, but backwards.
355 vector adjusted = <llFrand(MAX_VEL_ADJUST), llFrand(MAX_VEL_ADJUST),
356 llFrand(MAX_VEL_ADJUST)>;
357 set_velocity(-previous_velocity + adjusted, FALSE);
358 last_victim = <0.0, 0.0, 0.0>; // allow collisions to start being noticed again.
361 integer blow_up_avatars(integer total_number)
363 // fling_at(last_victim);
364 jaunt_to_location(last_victim);
366 //if (last_victim != <0.0, 0.0, 0.0>) {
368 //// check where it actually thinks we hit.
370 //for (i = 0; i < 20; i++)
371 //llMakeExplosion(20, 1.0, 5, 3.0, 1.0, "fire", ZERO_VECTOR);
374 integer found_avatar = FALSE;
376 // now whack the avatars.
378 for (i = 0; i < total_number; i++) {
379 // if we hit an avatar, slam them away.
380 key curr_key = llDetectedKey(i);
381 if (curr_key != NULL_KEY) {
382 // why would the key ever be null? yet it seems we have seen that.
383 integer type = llDetectedType(i);
384 // make sure the target is an avatar and it's NOT the owner.
385 if (curr_key != llGetOwner()) {
386 // blow them up regardless of what type they are.
387 blow_up_item(curr_key, type);
388 // set that we found an avatar if the type is right.
389 if (type & AGENT) found_avatar = TRUE;
396 return FALSE; // don't die right now. we didn't achieve our objective.
400 return TRUE; // i'm not sure we'll ever see this statement...
403 integer enabled = FALSE; // true if bullet is ready to operate.
405 integer hits_used = 0; // number of hits consumed so far on sensors.
409 /// llSensorRemove();
411 // llSetDamage(5000); // hang onto that.
412 //what do they mean by "task will be killed"?
414 // pick the object characteristics that seem to work best.
415 llSetStatus(STATUS_PHYSICS, TRUE);
416 llSetStatus(STATUS_PHANTOM, FALSE);
419 last_victim = <0.0, 0.0, 0.0>;
422 limit_obnoxiousness()
425 if (hits_used > MAXIMUM_HITS) dying_scene();
430 state_entry() { if (llSubStringIndex(llGetObjectName(), "huffotronic") < 0) state real_default; }
431 on_rez(integer parm) { state rerun; }
433 state rerun { state_entry() { state default; } }
438 llPreloadSound("Explosion");
442 on_rez(integer start_param) {
443 // make this a bit more specific so we can work on it.
444 if (start_param == 2814) {
450 collision_start(integer total_number)
452 if (!enabled) return;
453 // initialize our boom position if it hasn't been yet.
454 if (last_victim == <0.0, 0.0, 0.0>) {
455 previous_velocity = llGetVel();
456 last_victim = llGetPos();
457 // reverse_velocity(FALSE);
458 // sense up any bogies.
459 llSensor("", NULL_KEY, AGENT | ACTIVE, sense_distance, 2.0 * PI);
463 sensor(integer total_number) {
464 if (!enabled) return;
465 limit_obnoxiousness();
466 // act on who we sensed around us.
467 integer found_one = blow_up_avatars(total_number);
468 // did we find an avatar? that makes us explode with pleasure.
470 // start looking again.
471 llSensor("", NULL_KEY, AGENT | ACTIVE, sensory_addition + sense_distance, 2.0 * PI);
473 // we had seen one, so croak.
479 if (!enabled) return;
480 limit_obnoxiousness();
481 // try again until we find a victim.
483 llSensor("", NULL_KEY, AGENT | ACTIVE, 2.0 * sensory_addition
484 + sense_distance, 2.0 * PI);