X-Git-Url: https://feistymeow.org/gitweb/?a=blobdiff_plain;f=huffware%2Fhuffotronic_tools_n_testers_v6.1%2FNC_stay_at_home_v5.2.txt;fp=huffware%2Fhuffotronic_tools_n_testers_v6.1%2FNC_stay_at_home_v5.2.txt;h=0000000000000000000000000000000000000000;hb=ef90e9104684f535e8a5edef643f008592254019;hp=60a6a3c0a0c432ac720a52af564be67fd3e5b686;hpb=8bca8b4404ce2236359f100b97b1d10abb1b94bb;p=feisty_meow.git diff --git a/huffware/huffotronic_tools_n_testers_v6.1/NC_stay_at_home_v5.2.txt b/huffware/huffotronic_tools_n_testers_v6.1/NC_stay_at_home_v5.2.txt deleted file mode 100755 index 60a6a3c0..00000000 --- a/huffware/huffotronic_tools_n_testers_v6.1/NC_stay_at_home_v5.2.txt +++ /dev/null @@ -1,392 +0,0 @@ - -// huffware script: stay at home, by fred huffhines -// -// this script attempts to keep an object at home, which is to say, near where -// it was rezzed. it is not perfect, and if the object quickly crosses a region -// boundary, the object may get away. there is an automatic termination option -// for cases where the object is taken away and cannot get back; otherwise the -// object will bleat its position out at regular intevals. -// this script mainly makes sense for physical objects, since non-physical -// objects are not as prone to being pushed around by other avatars. in addition, -// it really makes the most sense for an object that allows anyone to move 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. -// - -// constants to be adjusted as needed... - -float MAXIMUM_ROAMING_RANGE = 12.0; - // this is the farthest that we let them drag our object away, in meters. - -integer AUTO_TERMINATE = FALSE; - // if the object crosses a region boundary (exits sim, enters new one), then - // it will zap itself if this flag is set to true. it will also go poof if - // it reaches escape velocity and travels off world. - -integer KEEP_IT_PHYSICAL = TRUE; - // if this is true, then the object's state as physical is continually - // refreshed. - -integer ROTATE_TO_TARGET = FALSE; - // if this is true, the object will try to rotate to a set position. - -integer ONLY_ROTATE_FIXED_AXES = FALSE; - // if this is true and rotate to target is true, then we will only try to - // set the rotation on the axes that are specified as "fixed" below. - -vector TARGETED_ROTATION = <0.0, 0.0, 0.0>; - // if the control rotation flag is true, the object will try to reattain - // this value for its rotation. - -// if these are set to true, the no rotation is allowed around the axis. -// note that this decision is totally independent of whether the object has -// a targeted rotation or not. -integer FIXATE_X_AXIS = FALSE; -integer FIXATE_Y_AXIS = FALSE; -integer FIXATE_Z_AXIS = FALSE; - -integer MAXIMUM_FAILED_JUMPS = 200; - // if we are having to make this many attempts to get home, something is - // really wrong. treat it like leaving the region; totally awol. - -float POSITION_CHECKING_INTERVAL = 8.0; - // how frequently the object will check where it is, in seconds. - -float PANIC_EVERY_N_HOURS = 4.0; - // this is the number of hours between panic mewling at the owner, if the object - // did not get told to self-terminate upon leaving the region. - -integer DEBUGGING = FALSE; - // if this is true, then the object will tell about it's problems when it - // goes off world or into another sim. note that an object that is not - // set to auto-terminate is considered important enough to tell the owner; - // if you don't want to hear from lost objects, always turn on auto-terminate - // and turn off debugging. - -// these mysterious values control how the object rotates to its target. -float ROT_STRENGTH = 1.0; -float ROT_DAMPING = 0.25; -//these values don't work that great, but neither did any other ones. -// the rotlookat stuff seems overpowered by the physical nature of an object. - -// global variables... - -vector home_place; - // where the object starts out inside the sim. we will try to get back - // to here if we exceed our maximum distance from home. - -vector home_region; - // which sim we start out in, in terms of the region corners. if this changes, - // the object has left the sim. - -integer homeward_jump_attempts = 0; - // tracks how many jumps home we've tried to make. - -integer last_alerted = 0; - // when the script last told the user about having gone missing. - // if this is zero, we presumably haven't been lost recently. - -// requires jaunting library v10.5 or greater. -////////////// -// do not redefine these constants. -integer JAUNT_HUFFWARE_ID = 10008; - // the unique id within the huffware system for the jaunt script to - // accept commands on. this is used in llMessageLinked as the num parameter. -string HUFFWARE_PARM_SEPARATOR = "{~~~}"; - // this pattern is an uncommon thing to see in text, so we use it to separate - // our commands in link messages. -string HUFFWARE_ITEM_SEPARATOR = "{|||}"; - // used to separate lists of items from each other when stored inside a parameter. - // this allows lists to be passed as single string parameters if needed. -integer REPLY_DISTANCE = 100008; // offset added to service's huffware id in reply IDs. -////////////// -// commands available via the jaunting library: -string JAUNT_COMMAND = "#jaunt#"; - // command used to tell jaunt script to move object. pass a vector with the location. -string JAUNT_LIST_COMMAND = "#jauntlist#"; - // like regular jaunt, but expects a list of vectors as the first parameter; this list - // should be in the jaunter notecard format (separated by pipe characters). - // the second parameter, if any, should be 1 for forwards traversal and 0 for backwards. -// -////////////// -// joins a list of parameters using the parameter sentinel for the library. -string wrap_parameters(list to_flatten) -{ return llDumpList2String(to_flatten, HUFFWARE_PARM_SEPARATOR); } -// -// encases a list of vectors in the expected character for the jaunting library. -string wrap_vector_list(list to_wrap) -{ return llDumpList2String(to_wrap, HUFFWARE_ITEM_SEPARATOR); } -////////////// - -// asks the jaunting library to take us to the target using a list of waypoints. -request_jaunt(list full_journey, integer forwards) -{ -// jaunt_responses_awaited++; - llMessageLinked(LINK_THIS, JAUNT_HUFFWARE_ID, JAUNT_LIST_COMMAND, - wrap_vector_list(full_journey) + HUFFWARE_PARM_SEPARATOR + (string)forwards); -} - -// jaunts back to our home location. -attempt_to_go_home() -{ - // jump back to home. - request_jaunt([llGetPos(), home_place], TRUE); -} - -// we panic at the user this frequently, in seconds. -float panic_interval() { return PANIC_EVERY_N_HOURS * 60.0 * 60.0; } - -////////////// -// 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 []; -} -// -////////////// - -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(); // make sure newest addition is only version of script. - // we just woke up here. remember where we started out. - home_place = llGetPos(); - home_region = llGetRegionCorner(); - if (AUTO_TERMINATE) { - // make the object go kerflooey if it leaves the world entirely. - llSetStatus(STATUS_DIE_AT_EDGE, TRUE); - } - // disallow rotation if we were requested to. - llSetStatus(STATUS_ROTATE_X, !FIXATE_X_AXIS); - llSetStatus(STATUS_ROTATE_Y, !FIXATE_Y_AXIS); - llSetStatus(STATUS_ROTATE_Z, !FIXATE_Z_AXIS); - - if (ROTATE_TO_TARGET) { -//hmmm: maybe still offer gradual form as an option also? - - // set our rotational target to the configured position. -// llRotTarget(llEuler2Rot(TARGETED_ROTATION), 0.01); - // if we're supposed to rotate, we need to start that movement - // towards our target rotation. -// llRotLookAt(llEuler2Rot(TARGETED_ROTATION), ROT_STRENGTH, ROT_DAMPING); - } - // start the timer that checks on our position. - llSetTimerEvent(POSITION_CHECKING_INTERVAL); - } - - on_rez(integer parm) { - llResetScript(); // a cop-out; just reroutes rezzing into a script reset. - } - - timer() { - - if (ROTATE_TO_TARGET) { - vector real_rot_target = TARGETED_ROTATION; - vector curr_rot = llRot2Euler(llGetRot()); - - if (ONLY_ROTATE_FIXED_AXES) { - // set our rotation to the target, but only for fixed axes. - if (!FIXATE_X_AXIS) real_rot_target.x = curr_rot.x; - if (!FIXATE_Y_AXIS) real_rot_target.y = curr_rot.y; - if (!FIXATE_Z_AXIS) real_rot_target.z = curr_rot.z; - } - - // see if we even need to do any rotation. - if (curr_rot != real_rot_target) { - // yes, we need to move back to the preferred rotation for at least one axis. - llSetStatus(STATUS_PHYSICS, FALSE); // physics property gets fixed in next block. - llSetRot(llEuler2Rot(real_rot_target)); - } - } - - if (KEEP_IT_PHYSICAL) { - // remind the object that it's physical, or set it if it wasn't. sometimes - // a physical object can get jinxed when bouncing into other people's lands - // and lose its status as a physical object. we correct for that here. - llSetStatus(STATUS_PHYSICS, TRUE); - } - - integer time_to_panic = FALSE; // set to true if we should panic now. - - // check whether the object is still in the appropriate region. - integer region_okay = (home_region == llGetRegionCorner()); - - // check to see if we're watching for a specific time. - if (last_alerted != 0) { - // ooh, we've already hit panicky conditions in the past. let's see if - // it's time to tell the owner about it. - if (panic_interval() <= llAbs(llGetUnixTime() - last_alerted)) { - // time to tell them about this, oh yes. - time_to_panic = TRUE; - } - } else { - // evaluate whether we are in the right condition (right sim and - // without being boxed in). - if (!region_okay || (homeward_jump_attempts > MAXIMUM_FAILED_JUMPS)) { - // this is not a good situation. we will now set the last alerted - // timer so as to force a panic message next time through the timer - // loop. - last_alerted = llAbs(llGetUnixTime() - (integer)panic_interval() - 1000); - // decide when to fire the timer next. - if (AUTO_TERMINATE) { - llSetTimerEvent(0.1); // fire very soon to zap. - } else { - llSetTimerEvent(POSITION_CHECKING_INTERVAL * 5); - // slow the checking down a bit, since we don't expect to - // magically get back to our sim (although it could happen!). - } - } - } - - // time to panic just means that we should tell the owner about our problematic - // location, or auto-terminate if configured that way. - if (time_to_panic) { - // well, we've got to say something about this dire situation. - string reason = "trapped by unfriendly turf"; - if (!region_okay) reason = "crossed region boundary"; - if (AUTO_TERMINATE) { - // enforce the rules; we left the building and we have no ticket back. - if (DEBUGGING) { - llOwnerSay(reason + " -- object death -- was in " - + llGetRegionName() + " at " + (string)llGetPos()); - } - llDie(); - } - // whew, we ducked that deadly issue. let the owner know that we - // don't like this place. - llOwnerSay(reason + "; please come get me:\nlast in " - + llGetRegionName() + " at " + (string)llGetPos()); - last_alerted = llGetUnixTime(); // reset, since we just alerted. - return; // don't bother trying to move anywhere. - } - - if (region_okay && (last_alerted != 0) ) { - // hmmm, did we recover our position? - if (homeward_jump_attempts <= MAXIMUM_FAILED_JUMPS) { - // we didn't expend too many jumps, so try going home again. - last_alerted = 0; - // also go back to our normal timing cycle. - llSetTimerEvent(POSITION_CHECKING_INTERVAL); - } - } - - if (!region_okay || (homeward_jump_attempts > MAXIMUM_FAILED_JUMPS) - || (last_alerted != 0) ) { - // we said our piece, if any. we can't be fuddling around here. - return; - } - - // we're still in the right region, so check how far we are from the starting - // place. we'll try to move back if someone dragged us too far away from it. - float distance = llVecDist(llGetPos(), home_place); - if (distance > MAXIMUM_ROAMING_RANGE) { - // this is not good; we need to get back to our starting point. - attempt_to_go_home(); - homeward_jump_attempts++; - } else { - // reset our counter, since we are close enough to home. - homeward_jump_attempts = 0; - } - } -} -