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=60a6a3c0a0c432ac720a52af564be67fd3e5b686;hb=cb9011b7dd78ac93d48a871a9fdda062c9181138;hp=0000000000000000000000000000000000000000;hpb=ad0ce3f89fcb4e06393aa84e342c2745aef72da8;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 new file mode 100755 index 00000000..60a6a3c0 --- /dev/null +++ b/huffware/huffotronic_tools_n_testers_v6.1/NC_stay_at_home_v5.2.txt @@ -0,0 +1,392 @@ + +// 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; + } + } +} +