Difference between revisions of "Bartender"
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It features a primitive kind of double-touch prevention that i don't use anymore, so I guess the touch functions have been improved.. yeah.. that was it.. i think.. yeah. So there are some redundant bits. | It features a primitive kind of double-touch prevention that i don't use anymore, so I guess the touch functions have been improved.. yeah.. that was it.. i think.. yeah. So there are some redundant bits. | ||
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{{LSLC|Examples|Bartender!}} | {{LSLC|Examples|Bartender!}} |
Latest revision as of 13:05, 24 January 2015
Bartender! v1.0.0
Bartender to serve drinks.. and other things.
Drop this script in your bartender prim.
Drop a bunch of 'drink' objects into your bartender prim.
Touch the bartender prim and select a drink.
Some debugging info is transmitted on llOwnerSay, but spam is minimal. Edit the script variable to adjust this.
This script differs from others in that:
It opens a single random negative channel, it does not activate an llListen *every time* someone clicks it.
IF the random channel is being used by something else, and this causes the bartender to get a bunch of garbage inputs, it will automatically change to a new random channel, and optionally inform the owner.
Evidently this script can be used as a kind of object freebie vendor too.
NOTES:
It's been a while since I wrote it, and it was never really extensively tested, so i expect there is some stupid in it. But AFAIK it's fine.
It features a primitive kind of double-touch prevention that i don't use anymore, so I guess the touch functions have been improved.. yeah.. that was it.. i think.. yeah. So there are some redundant bits.
//
// BETLOG Hax
// for Aley Arai AEST: 20080328 0645 [SLT: 20080327 1345]
// Written to allow easier use - just dump drink objects into inv and you are done.
// No more editing script drink lists.
//=========================================================================
// ---LICENCE START---
// http://creativecommons.org/licenses/by-sa/3.0/
// ie: Attribution licence:
// Give me credit by leaving it in the script I created.
// Supply my original script with your modified version.
// Refer to the wiki URL from which you copied this script.
// https://wiki.secondlife.com/wiki/Bartender
// ---LICENCE END---
//=========================================================================
//----------------------------------
// SHARED CONFIGURATION
//----------------------------------
// CONFIGURATION
//
//OPTIONAL debug feedback - 0=off, 1=Channel & Noise info, 2=all debug
integer gDebug =
//0;
1;
//2;
//
//number of invalid messages received before re-randomizing channel
integer gChannelNoiseMax = 5;
//
// message that appears on the dialog
string gDlgMessage = "\n\t\n\t\n\t\t\tMay I offer you a drink?";
//
// Optional chat responses
// leave BOTH of these fields blank ( ""; ) to NOT speak a message
// leave one OR the other blank to alter the form of the message
//recipient name is auto-inserted between these two
string gMsgResponseA = "Thanks";
// target name ends up here
string gMsgResponseB = ", enjoy your drink. :)";
//----------------------------------
// CORE CODE
integer gListenHandle = 0;
integer gDlgLimiter = 0;
integer gDlgChannel = -5746547; //failsafe only
list gDrinksList = [];
integer gDrinksCount = 0;
integer gChannelNoise = 0;
//----------------------------------
f_dialogMenu(key id, list dlgButtons)
{ llDialog(id, gDlgMessage, dlgButtons, gDlgChannel);
if (gDebug > 1)
{ llOwnerSay("***OFFERING DIALOG:***"
+"\nname: "+llKey2Name(id)
+"\nid: "+(string)id
+"\ngDlgMessage: "+gDlgMessage
+"\ndlgButtons: "+llList2CSV(dlgButtons)
+"\ngDlgChannel: "+(string)gDlgChannel
+"\n***************"
);
}
}
//-----------------------
f_dialogNullify()
{ gDlgLimiter = 0;
}
//-----------------------
f_randomChannel()
{
//a static channel is more reliable where many people may request a drink while another is still considering the choices
//gChannelNoise will trigger auto-re-randomization of this static channel if too much invalid message activity is detected
if (gListenHandle)
llListenRemove(gListenHandle);
gDlgChannel = (integer)(llFrand(-0x7FFFFFFF)-1);
gListenHandle = llListen(gDlgChannel, "", "", "");
if (gDebug)
llOwnerSay("gDlgChannel: "+(string)gDlgChannel);
}
//-----------------------
f_assessInventory()
{ integer i;
integer n = llGetInventoryNumber(INVENTORY_OBJECT);
gDrinksList = [];
for(i=0; i<n; i++ )
gDrinksList += [ llGetInventoryName(INVENTORY_OBJECT, i) ];
gDrinksCount = llGetListLength(gDrinksList);
if (gDebug > 1)
llOwnerSay("gDrinksCount: "+(string)gDrinksCount+" - gDrinksList: "+llList2CSV(gDrinksList));
}
//-----------------------
default
{ on_rez(integer start_param)
{ llResetScript();
}
changed(integer change)
{ if (change & CHANGED_INVENTORY)
{ llSetText("RE-EVALUATING\ninventory.", <0.0, 1.0, 0.0>,1.0);
//so its not being called too much and slowing down inv changes
llSetTimerEvent(8.0);
}
if (change & CHANGED_OWNER)
llResetScript();
}
timer()
{ llSetTimerEvent(0.0);
llSetText("", <1.0, 1.0, 1.0>,1.0);
f_assessInventory();
}
state_entry()
{ f_randomChannel();
f_assessInventory();
}
touch_end(integer num_detected)
{ gDlgLimiter += 1;
if (gDlgLimiter == 1)
{ key av = llDetectedKey(0);
f_dialogMenu(av, gDrinksList);
}
else if (gDlgLimiter >= 2) //3)
f_dialogNullify();
}
listen(integer channel, string name, key id, string message)
{ integer index = llListFindList(gDrinksList, [message]);
if (index == -1)
{ gChannelNoise++;
if (gDebug)
llOwnerSay("FYI - INVALID MESSAGE DETECTED ON THIS CHANNEL:\ngDlgChannel: "+(string)gDlgChannel+"\ngChannelNoise/gChannelNoiseMax = "+(string)gChannelNoise+"/"+(string)gChannelNoiseMax+"\nFrom: "+name+" [key: "+(string)id+"]");
if (gChannelNoise >= gChannelNoiseMax)
f_randomChannel();
return;
}
string drink = llGetInventoryName(INVENTORY_OBJECT, index);
if (drink != "")
{ f_dialogNullify();
if ( (gMsgResponseA != "") || (gMsgResponseB != "") )
llSay(0, gMsgResponseA+" "+name+" "+gMsgResponseB);
llGiveInventory(id, drink);
if (gDebug > 1)
llOwnerSay("drink: "+drink+" was given to: "+name+" [key: "+(string)id+"]");
}
else
{ // SHOULD never happen
llOwnerSay("ERROR: The bar has no drinks!!!..or somthing else bad happened..");
}
}
}