--- /dev/null
+
+// huffware script: simple follower script, by fred huffhines.
+//
+// this has been condensed from other pet scripts but still retains all the vitamins!
+//
+// 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.
+//
+
+// global constants...
+
+float HEIGHT_ABOVE_AVATAR = 0.3; // how far above the av do we float.
+float ROOM_FOR_ERROR = 0.1; // how far away from the target locale can we roam.
+float MAXIMUM_VELOCITY = 200.0; // the fastest the object can zoom towards us.
+float SENSOR_PERIOD = 1.0; // how frequently we look for the avatar.
+float SENSOR_RANGE = 64.0; // the farthest away we will try to look for the avatar.
+
+// global variables...
+
+vector last_detected_position; // where the avatar was last detected.
+integer target_identifier; // the id assigned when we registered our target.
+integer last_physics_state; // this remembers if physics should be enabled currently.
+vector perch_position; // place we inhabit near the owner.
+
+// returns the location where we should perch, given the target's location.
+vector target_to_perch(key av, vector target)
+{
+ vector av_bounds = llGetAgentSize(av);
+ return <target.x, target.y, target.z + av_bounds.z / 2.0 + HEIGHT_ABOVE_AVATAR>;
+}
+
+// returns the location of the target given where we're trying to aim at.
+vector perch_to_target(key av, vector perch)
+{
+ vector av_bounds = llGetAgentSize(av);
+ return <perch.x, perch.y, perch.z - av_bounds.z / 2 - HEIGHT_ABOVE_AVATAR>;
+}
+//hmmm: the two target and perch funcs both assume we don't want any lateral offset.
+// and currently they're only taking into account the avatar's size in the z direction.
+
+
+// makes the pet completely stop travelling around and just sit there.
+cease_movement()
+{
+ llStopMoveToTarget();
+ llTargetRemove(target_identifier);
+ full_stop();
+ llSetStatus(STATUS_PHYSICS, FALSE);
+ last_physics_state = FALSE;
+ // if we're not quite there, jump to the perch.
+ if (llVecDist(perch_position, llGetPos()) > ROOM_FOR_ERROR) {
+ // we're not close enough so make a flying leap.
+//llOwnerSay("jumping to perch at " + (string)perch_position + ", was at " + (string)llGetPos());
+ llSetPos(perch_position); // make us very accurate until something changes.
+ }
+}
+
+// tells the pet to target the avatar "av" at the location "pos". this will assume
+// the avatar is actually present in the same sim when it calculates the avatar's size.
+// we use that size in calculating where to perch nearby the avatar.
+move_toward_target(key av, vector destination)
+{
+ // first of all we'll remember where we're supposed to go.
+ perch_position = target_to_perch(av, destination);
+ // now see how far away we are from that.
+ float distance = llVecDist(perch_position, llGetPos());
+ if (distance < 1.0) {
+ // we're close enough; stop moving for a bit.
+//llOwnerSay("dist small enough to go non-phys: " + (string)distance);
+ cease_movement();
+ return;
+ }
+ // well, now we know that we need to move somewhere. let's set up a
+ // physics target and head that way.
+ llSetStatus(STATUS_PHYSICS, TRUE);
+ last_physics_state = TRUE;
+ llTargetRemove(target_identifier);
+ float time = distance / MAXIMUM_VELOCITY;
+ // if we go too low, then SL will ignore the move to target request.
+ if (time < 0.14) time = 0.14;
+//llOwnerSay("tau=" + (string)time);
+ target_identifier = llTarget(perch_position, ROOM_FOR_ERROR);
+ llMoveToTarget(perch_position, time);
+}
+
+// startup the object.
+initialize()
+{
+ llSetStatus(STATUS_PHYSICS, TRUE);
+ last_physics_state = TRUE;
+ llSetBuoyancy(1.0);
+ llSetStatus(STATUS_PHANTOM, TRUE);
+ llSensorRemove();
+ // start looking for the owner.
+ llSensorRepeat("", llGetOwner(), AGENT, SENSOR_RANGE, PI * 2, SENSOR_PERIOD);
+}
+
+// sets the object's speed to "new_velocity".
+// if "local_axis" is TRUE, then it will be relative to the object's
+// own local coordinates.
+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);
+}
+
+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() { initialize(); }
+
+ on_rez(integer param) { llResetScript(); }
+
+ sensor(integer num_detected)
+ {
+ // save where we saw the av just now.
+ last_detected_position = llDetectedPos(0);
+ // move closer if we're not near enough to our beloved owner.
+ move_toward_target(llGetOwner(), last_detected_position);
+ // if we find that our rotation is incorrect, we'll fix that here.
+ // we only reorient on the sensor period, since that's slower
+ // than hitting our target. plus we try to ensure we never get
+ // out of place again.
+ vector curr_rot = llRot2Euler(llGetRot());
+ if ( (curr_rot.x != 0.0 ) || (curr_rot.y != 0.0) ) {
+ // we are out of rotational goodness right now even. fix that.
+ llSetStatus(STATUS_PHYSICS, FALSE);
+ llSetStatus(STATUS_ROTATE_X, FALSE);
+ llSetStatus(STATUS_ROTATE_Y, FALSE);
+ // save the z value before correcting the rotation.
+ vector new_rot = ZERO_VECTOR;
+ new_rot.z = curr_rot.z;
+ llSetRot(llEuler2Rot(new_rot));
+ llSetStatus(STATUS_PHYSICS, last_physics_state);
+ }
+ }
+
+ no_sensor()
+ {
+ // we lost track of the avatar. turn off phyics and wait.
+ cease_movement();
+ }
+
+ at_target(integer number, vector targetpos, vector ourpos)
+ {
+ // wait until we see the av again before picking a new target.
+///??seems bad cease_movement();
+ }
+
+ not_at_target()
+ {
+ }
+}