X-Git-Url: https://feistymeow.org/gitweb/?a=blobdiff_plain;f=huffware%2Fhuffotronic_eepaw_knowledge%2Fconcussive_v19.2.txt;fp=huffware%2Fhuffotronic_eepaw_knowledge%2Fconcussive_v19.2.txt;h=0000000000000000000000000000000000000000;hb=2ad923922ef5c1e212dd45aa5074f08d54ea9371;hp=d658d55e8632f6becfc92b519356f7474b0dd205;hpb=1809c04b7499a188d1c2a7df3ec588bc8591a2e3;p=feisty_meow.git diff --git a/huffware/huffotronic_eepaw_knowledge/concussive_v19.2.txt b/huffware/huffotronic_eepaw_knowledge/concussive_v19.2.txt deleted file mode 100755 index d658d55e..00000000 --- a/huffware/huffotronic_eepaw_knowledge/concussive_v19.2.txt +++ /dev/null @@ -1,487 +0,0 @@ - -// huffware script: concussive (aka blow em up), by fred huffhines -// -// provides a script for a missile that will start tracking the last position it -// hit something at and will start a sensor probe to see if there are avatars there. -// if there are, it will blow up and try to take avatars and active objects with it. -// -// this script is licensed by the GPL v3 which is documented at: http://www.gnu.org/licenses/gpl.html -// do not use it in objects without fully realizing you are implicitly accepting that license. -// - -// hmmm: unimplemented ideas... -// buddy list; ids to not blow up besides the owner. -// maybe that's just a team setup. -// probably better in a notecard? - - -// configurable parameters... - -float sense_distance = 23.0; - // the distance from the bisconation device within which to search for happy targets. - -float sensory_addition = 14.0; - // the amount of distance that can be added in the case of - // a failure to sense any avatars or items. - -float push_magnitude = 2147483646.0; //maxint - 1, dealing with svc-2723. - // how much to push the targets that we have located. - -integer MAXIMUM_HITS = 2; - // the most times the object is allowed through its sensor loops. - -float MAX_VEL_ADJUST = 20.0; - // the maximum amount we would randomly add to the object's velocity after a - // failure to sense any items. - -////////////// -// huffware script: auto-retire, by fred huffhines, version 2.5. -// distributed under BSD-like license. -// !! keep in mind that this code must be *copied* into another -// !! script that you wish to add auto-retirement capability to. -// when a script has auto_retire in it, it can be dropped into an -// object and the most recent version of the script will destroy -// all older versions. -// -// the version numbers are embedded into the script names themselves. -// the notation for versions uses a letter 'v', followed by two numbers -// in the form "major.minor". -// major and minor versions are implicitly considered as a floating point -// number that increases with each newer version of the script. thus, -// "hazmap v0.1" might be the first script in the "hazmap" script continuum, -// and "hazmap v3.2" is a more recent version. -// -// example usage of the auto-retirement script: -// default { -// state_entry() { -// auto_retire(); // make sure newest addition is only version of script. -// } -// } -// this script is partly based on the self-upgrading scripts from markov brodsky -// and jippen faddoul. -////////////// -auto_retire() { - string self = llGetScriptName(); // the name of this script. - list split = compute_basename_and_version(self); - if (llGetListLength(split) != 2) return; // nothing to do for this script. - string basename = llList2String(split, 0); // script name with no version attached. - string version_string = llList2String(split, 1); // the version found. - integer posn; - // find any scripts that match the basename. they are variants of this script. - for (posn = llGetInventoryNumber(INVENTORY_SCRIPT) - 1; posn >= 0; posn--) { -//log_it("invpo=" + (string)posn); - string curr_script = llGetInventoryName(INVENTORY_SCRIPT, posn); - if ( (curr_script != self) && (llSubStringIndex(curr_script, basename) == 0) ) { - // found a basic match at least. - list inv_split = compute_basename_and_version(curr_script); - if (llGetListLength(inv_split) == 2) { - // see if this script is more ancient. - string inv_version_string = llList2String(inv_split, 1); // the version found. - // must make sure that the retiring script is completely the identical basename; - // just matching in the front doesn't make it a relative. - if ( (llList2String(inv_split, 0) == basename) - && ((float)inv_version_string < (float)version_string) ) { - // remove script with same name from inventory that has inferior version. - llRemoveInventory(curr_script); - } - } - } - } -} -// -// separates the base script name and version number. used by auto_retire. -list compute_basename_and_version(string to_chop_up) -{ - // minimum script name is 2 characters plus a version. - integer space_v_posn; - // find the last useful space and 'v' combo. - for (space_v_posn = llStringLength(to_chop_up) - 3; - (space_v_posn >= 2) && (llGetSubString(to_chop_up, space_v_posn, space_v_posn + 1) != " v"); - space_v_posn--) { - // look for space and v but do nothing else. -//log_it("pos=" + (string)space_v_posn); - } - if (space_v_posn < 2) return []; // no space found. -//log_it("space v@" + (string)space_v_posn); - // now we zoom through the stuff after our beloved v character and find any evil - // space characters, which are most likely from SL having found a duplicate item - // name and not so helpfully renamed it for us. - integer indy; - for (indy = llStringLength(to_chop_up) - 1; indy > space_v_posn; indy--) { -//log_it("indy=" + (string)space_v_posn); - if (llGetSubString(to_chop_up, indy, indy) == " ") { - // found one; zap it. since we're going backwards we don't need to - // adjust the loop at all. - to_chop_up = llDeleteSubString(to_chop_up, indy, indy); -//log_it("saw case of previously redundant item, aieee. flattened: " + to_chop_up); - } - } - string full_suffix = llGetSubString(to_chop_up, space_v_posn, -1); - // ditch the space character for our numerical check. - string chop_suffix = llGetSubString(full_suffix, 1, llStringLength(full_suffix) - 1); - // strip out a 'v' if there is one. - if (llGetSubString(chop_suffix, 0, 0) == "v") - chop_suffix = llGetSubString(chop_suffix, 1, llStringLength(chop_suffix) - 1); - // if valid floating point number and greater than zero, that works for our version. - string basename = to_chop_up; // script name with no version attached. - if ((float)chop_suffix > 0.0) { - // this is a big success right here. - basename = llGetSubString(to_chop_up, 0, -llStringLength(full_suffix) - 1); - return [ basename, chop_suffix ]; - } - // seems like we found nothing useful. - return []; -} -// -////////////// - -//borrowed from jump good -set_velocity(vector new_velocity, integer local_axis) -{ - vector current_velocity = llGetVel(); - - if (local_axis) { - rotation rot = llGetRot(); - current_velocity /= rot; // undo the rotation. - } - - new_velocity -= current_velocity; - new_velocity *= llGetMass(); - - llApplyImpulse(new_velocity, local_axis); -} - -// attempts to bring the object to a complete stop. -full_stop() -{ - llSetForce(<0,0,0>, FALSE); - set_velocity(<0,0,0>, FALSE); -} - -////////////// - -////////////// -//borrowed from jaunt script... -/////////////// - -// returns the portion of the list between start and end, but only if they are valid compared with -// the list length. an attempt to use negative start or end values also returns a blank list. -list chop_list(list to_chop, integer start, integer end) -{ - integer last_len = llGetListLength(to_chop) - 1; - if ( (start < 0) || (end < 0) || (start > last_len) || (end > last_len) ) return []; - return llList2List(to_chop, start, end); -} - -// the most jumps the script will try to take. the overall distance from the start -// to the end can be 10 * MAXIMUM_JUMPS meters. -integer MAXIMUM_JUMPS = 100; - -// used to calculate jump distances. -vector last_posn; - -// helper function for warp_across_list. this adds one jump vector to the -// list of rules as long as the destination is interesting. -list process_warp_item(vector next_jump) -{ -//tell_owner("last posn " + (string)last_posn); -//tell_owner("next warp " + (string)next_jump); - // calculate the number of jumps needed. - integer jumps = (integer)(llVecDist(next_jump, last_posn) / 10.0) + 1; - // calculate the offset needed for crossing sim boundaries. -/// adjust_offset(next_jump); - last_posn = next_jump; // record for next check. - // set up our list which we'll replicate. - list rules = [ PRIM_POSITION, next_jump ]; - // Try and avoid stack/heap collisions. - if (jumps > MAXIMUM_JUMPS) jumps = MAXIMUM_JUMPS; - // add the rules repeatedly to get the effective overall jump done. - integer count = 1; - while ( (count = count << 1) < jumps) rules += rules; - // magnify the rule list before really adding it. this gets us to the proper - // final number of jumps. - return rules + llList2List(rules, (count - jumps) << 1, count); -} - -// originally based on warpPos from lsl wiki but drastically modified. -// uses a set of -// transfer points instead of a single target. -list warp_across_list(list full_journey, integer forwards) -{ -//tell_owner("entry to warp across list, list size=" + (string)llGetListLength(full_journey)); - // make sure the list didn't run out. - if (llGetListLength(full_journey) == 0) return []; - if (forwards) { - // forwards traversal of the list. - vector next_jump = (vector)llList2String(full_journey, 0); - // shortcut the jumps if we're already there. - if (next_jump == llGetPos()) - return warp_across_list(chop_list(full_journey, 1, llGetListLength(full_journey) - 1), forwards); - // calculate our trajectory for the next jump and add in all subsequent jumps. - return process_warp_item(next_jump) - + warp_across_list(chop_list(full_journey, 1, llGetListLength(full_journey) - 1), forwards); - } else { - // reverse traversal of the list. - vector next_jump = (vector)llList2String(full_journey, llGetListLength(full_journey) - 1); - // shortcut the jumps if we're already there. - if (next_jump == llGetPos()) - return warp_across_list(chop_list(full_journey, 0, llGetListLength(full_journey) - 2), forwards); - // calculate our trajectory for the next jump and add in all subsequent jumps. - return process_warp_item(next_jump) - + warp_across_list(chop_list(full_journey, 0, llGetListLength(full_journey) - 2), forwards); - } -} - -// the main function that performs the jaunting process. -jaunt(list full_journey, integer forwards) -{ - // set up our global variables... - last_posn = llGetPos(); - // calculate the trip and run it. - llSetPrimitiveParams(warp_across_list(full_journey, forwards)); - // failsafe to patch up any math issues... - integer last_indy = 0; - if (forwards == TRUE) last_indy = llGetListLength(full_journey) - 1; - - // pick out the last target in the list based on the direction we're moving. - vector last_jump = (vector)llList2String(full_journey, last_indy); - integer max_attempts = 3; // a rough guess at most adjustments we'd ever need. - while ( (llVecDist(llGetPos(), last_jump) > .001) && (max_attempts-- > 0) ) { -////llWhisper(0, "touch up jump from " + (string)llGetPos()); - llSetPos(last_jump); - } -} - -//end borrowed from jaunt -////////////// - -// sends an object back along its trajectory. -reverse_velocity(integer local_axis) -{ - vector current_velocity = llGetVel(); - - if (local_axis) { - rotation rot = llGetRot(); - current_velocity /= rot; // undo the rotation. - } - - vector new_velocity = -2 * current_velocity; - new_velocity *= llGetMass(); - - llApplyImpulse(new_velocity, local_axis); -} - -////////////// - -// globals that record parameters during runtime. - -vector last_victim = <0.0, 0.0, 0.0>; - // the last place we collided or sensed something and decided to check out. - -vector previous_velocity; - // the rate the object was going when it started to hit something. - -// the steps taken when the bullet itself dies. -dying_scene() -{ - // make fire appear again. - llMakeExplosion(20, 1.0, 5, 3.0, 1.0, "fire", ZERO_VECTOR); - // replay the explosion noise, for good measure - llTriggerSound("Explosion", 1.0); - // make the smoke visible. it would technically be faster than the sound, but - // the call also pauses the script. - llMakeExplosion(20, 1.0, 5, 3.0, 1.0, "Smoke", ZERO_VECTOR); - // gone! - llDie(); -} - -fling_at(vector location) -{ - if (location == <0.0, 0.0, 0.0>) return; - vector proper_direction = location - llGetPos(); - set_velocity(100 * proper_direction, FALSE); -} - -jaunt_to_location(vector location) -{ - if (location == <0.0, 0.0, 0.0>) return; - // this turns off the physics property for the object, so that jaunt and - // llSetPos will still work. this became necessary due to havok4. - llSetStatus(STATUS_PHYSICS, FALSE); - llSetStatus(STATUS_PHANTOM, TRUE); - // go to position specified. - jaunt([llGetPos(), location], TRUE); - // return to prior characteristics. - llSetStatus(STATUS_PHANTOM, FALSE); - llSetStatus(STATUS_PHYSICS, TRUE); - -//simplistic version. -//// llSetPos(location); -} - -blow_up_item(key to_whack, integer type) -{ - if (to_whack == NULL_KEY) { - llOwnerSay("wtf? passed a null key in blow up item."); - return; - } - list details = llGetObjectDetails(to_whack, [ OBJECT_POS ]); - vector current_victim = llList2Vector(details, 0); -/// fling_at(current_victim); - jaunt_to_location(current_victim - <0.0, 0.0, 0.042>); - if (type & AGENT) { - llOwnerSay("targeting: " + llKey2Name(to_whack)); - // flame first. - llMakeExplosion(20, 1.0, 5, 3.0, 1.0, "fire", ZERO_VECTOR); - // reset the last victim for a *real* victim. - last_victim = current_victim; - } -//fling_at(last_victim);//trying new approach. - // then a huge push. - llPushObject(to_whack, push_magnitude * llRot2Up(llGetRot()), ZERO_VECTOR, FALSE); - // then the noise, if the victim is important enough. - if (type & AGENT) { - // make a glad noise. sound is slower, right? -llSetStatus(STATUS_PHYSICS, FALSE);//guess temp. - llTriggerSound("Explosion", 1.0); -llSetStatus(STATUS_PHYSICS, TRUE);//guess temp. - } -} - -reset_to_last_hit() -{ - jaunt_to_location(last_victim); // start back where we first collided. - // onward at nearly the same rate, but backwards. - vector adjusted = ; - set_velocity(-previous_velocity + adjusted, FALSE); - last_victim = <0.0, 0.0, 0.0>; // allow collisions to start being noticed again. - } - -integer blow_up_avatars(integer total_number) -{ -// fling_at(last_victim); - jaunt_to_location(last_victim); - -//if (last_victim != <0.0, 0.0, 0.0>) { -//full_stop(); -//// check where it actually thinks we hit. -//integer i; -//for (i = 0; i < 20; i++) -//llMakeExplosion(20, 1.0, 5, 3.0, 1.0, "fire", ZERO_VECTOR); -//} - - integer found_avatar = FALSE; - - // now whack the avatars. - integer i; - for (i = 0; i < total_number; i++) { - // if we hit an avatar, slam them away. - key curr_key = llDetectedKey(i); - if (curr_key != NULL_KEY) { - // why would the key ever be null? yet it seems we have seen that. - integer type = llDetectedType(i); - // make sure the target is an avatar and it's NOT the owner. - if (curr_key != llGetOwner()) { - // blow them up regardless of what type they are. - blow_up_item(curr_key, type); - // set that we found an avatar if the type is right. - if (type & AGENT) found_avatar = TRUE; - } - } - } - - if (!found_avatar) { - reset_to_last_hit(); - return FALSE; // don't die right now. we didn't achieve our objective. - } - - dying_scene(); - return TRUE; // i'm not sure we'll ever see this statement... -} - -integer enabled = FALSE; // true if bullet is ready to operate. - -integer hits_used = 0; // number of hits consumed so far on sensors. - -prepare_bullet() -{ -/// llSensorRemove(); - -// llSetDamage(5000); // hang onto that. -//what do they mean by "task will be killed"? - - // pick the object characteristics that seem to work best. - llSetStatus(STATUS_PHYSICS, TRUE); - llSetStatus(STATUS_PHANTOM, FALSE); - - hits_used = 0; - last_victim = <0.0, 0.0, 0.0>; -} - -limit_obnoxiousness() -{ - hits_used++; - if (hits_used > MAXIMUM_HITS) dying_scene(); -} - -default -{ - state_entry() { if (llSubStringIndex(llGetObjectName(), "huffotronic") < 0) state real_default; } - on_rez(integer parm) { state rerun; } -} -state rerun { state_entry() { state default; } } - -state real_default { - state_entry() { - auto_retire(); - llPreloadSound("Explosion"); - prepare_bullet(); - } - - on_rez(integer start_param) { - // make this a bit more specific so we can work on it. - if (start_param == 2814) { - prepare_bullet(); - enabled = TRUE; - } - } - - collision_start(integer total_number) - { - if (!enabled) return; - // initialize our boom position if it hasn't been yet. - if (last_victim == <0.0, 0.0, 0.0>) { - previous_velocity = llGetVel(); - last_victim = llGetPos(); -// reverse_velocity(FALSE); - // sense up any bogies. - llSensor("", NULL_KEY, AGENT | ACTIVE, sense_distance, 2.0 * PI); - } - } - - sensor(integer total_number) { - if (!enabled) return; - limit_obnoxiousness(); - // act on who we sensed around us. - integer found_one = blow_up_avatars(total_number); - // did we find an avatar? that makes us explode with pleasure. - if (!found_one) { - // start looking again. - llSensor("", NULL_KEY, AGENT | ACTIVE, sensory_addition + sense_distance, 2.0 * PI); - } else { - // we had seen one, so croak. - dying_scene(); - } - } - - no_sensor() { - if (!enabled) return; - limit_obnoxiousness(); - // try again until we find a victim. - reset_to_last_hit(); - llSensor("", NULL_KEY, AGENT | ACTIVE, 2.0 * sensory_addition - + sense_distance, 2.0 * PI); - } -} -