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=d658d55e8632f6becfc92b519356f7474b0dd205;hb=0d8edb6dc63fa915c775b005830084935f75174c;hp=0000000000000000000000000000000000000000;hpb=29190d88923f6281801872a80811faf6c2d7943e;p=feisty_meow.git diff --git a/huffware/huffotronic_eepaw_knowledge/concussive_v19.2.txt b/huffware/huffotronic_eepaw_knowledge/concussive_v19.2.txt new file mode 100755 index 00000000..d658d55e --- /dev/null +++ b/huffware/huffotronic_eepaw_knowledge/concussive_v19.2.txt @@ -0,0 +1,487 @@ + +// 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); + } +} +