Difference between revisions of "Path update"

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m (Change category from Pathfinding to LSL_Pathfinding)
(Use llRegionSayTo instead of llInstantMessage as to avoid unexpectedly yielding the script.)
 
(2 intermediate revisions by 2 users not shown)
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* When the character cannot navigate from the current position (<code>{{LSL Const|PU_FAILURE_INVALID_START|hex=0x02|ihex=2}}</code>) [[llNavigateTo]] with the <code>{{LSL Const|FORCE_DIRECT_PATH|value=1}}</code> option may be helpful.
* When the character cannot navigate from the current position (<code>{{LSL Const|PU_FAILURE_INVALID_START|hex=0x02|ihex=2}}</code>) [[llNavigateTo]] with the <code>{{LSL Const|FORCE_DIRECT_PATH|value=1}}</code> option may be helpful.
|examples=
|examples=
<lsl>
<syntaxhighlight lang="lsl2">
create_wandering_character()
create_wandering_character()
{
{
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         integer /* boolean */ hasToMove = llList2Integer(params, 1);
         integer /* boolean */ hasToMove = llList2Integer(params, 1);


         llInstantMessage(llGetOwner(), info);
         llRegionSayTo(llGetOwner(), 0, info);
         if (hasToMove)
         if (hasToMove)
         {
         {
Line 97: Line 97:
     }
     }
}
}
</lsl>  
</syntaxhighlight>  
|also_functions=
|also_functions=
* [[llCreateCharacter]]
* [[llCreateCharacter]]

Latest revision as of 07:58, 6 October 2024

Description

Event: path_update( integer type, list reserved ){ ; }

Event description goes here.

• integer type A PU_*, it's the path event type
• list reserved Reserved; not currently used.
Constants Value Description
PU_SLOWDOWN_DISTANCE_REACHED 0x00 Character is near current goal.
PU_GOAL_REACHED 0x01 Character has reached the goal and will stop or choose a new goal (if wandering).
PU_FAILURE_INVALID_START 0x02 Character cannot navigate from the current location - e.g., the character is off the navmesh or too high above it.
PU_FAILURE_INVALID_GOAL 0x03 Goal is not on the navmesh and cannot be reached.
PU_FAILURE_UNREACHABLE 0x04 Goal is no longer reachable for some reason - e.g., an obstacle blocks the path.
PU_FAILURE_TARGET_GONE 0x05 Target (for llPursue or llEvade) can no longer be tracked - e.g., it left the region or is an avatar that is now more than about 30m outside the region.
PU_FAILURE_NO_VALID_DESTINATION 0x06 There's no good place for the character to go - e.g., it is patrolling and all the patrol points are now unreachable.
PU_EVADE_HIDDEN 0x07 Triggered when an llEvade character thinks it has hidden from its pursuer.
PU_EVADE_SPOTTED 0x08 Triggered when an llEvade character switches from hiding to running
PU_FAILURE_NO_NAVMESH 0x09 This is a fatal error reported to a character when there is no navmesh for the region. This usually indicates a server failure and users should file a bug report and include the time and region in which they received this message.
PU_FAILURE_DYNAMIC_PATHFINDING_DISABLED 0x0A Triggered when a character enters a region with dynamic pathfinding disabled. Dynamic pathfinding can be toggled by estate managers via the 'dynamic_pathfinding' option in the Region Debug Console.
PU_FAILURE_PARCEL_UNREACHABLE 0x0B Triggered when a character failed to enter a parcel because it is not allowed to enter, e.g. because the parcel is already full or because object entry was disabled after the navmesh was baked.
PU_FAILURE_OTHER 0xF4240 Other failure.

Caveats


Examples

create_wandering_character()
{
//  Clear any previous character behaviors
    llDeleteCharacter();

//  MAX_SPEED is @ 20 by default
    llCreateCharacter([
        CHARACTER_MAX_SPEED, 25.0,
        CHARACTER_DESIRED_SPEED, 15.0]);

    llWanderWithin(llGetPos(), <10.0, 10.0,  2.0>, []);
}

list get_pathupdate_failure_info(integer type)
{
    if (type == PU_SLOWDOWN_DISTANCE_REACHED)
        return ["Near", FALSE];
    
    if (type == PU_GOAL_REACHED)
        return ["Stopping", FALSE];
    
    if (type == PU_FAILURE_INVALID_START)
        return ["Cannot path find from current location! Attempting "
                + "to go to the center of the region.", TRUE];

    if (type == PU_FAILURE_INVALID_GOAL)
        return ["Goal not on navmesh!", FALSE];
    
    if (type == PU_FAILURE_UNREACHABLE)
        return ["Goal unreachable!", FALSE];
    
    if (type == PU_FAILURE_TARGET_GONE)
        return ["Target gone!", FALSE];
    
    if (type == PU_FAILURE_NO_VALID_DESTINATION)
        return ["No place to go!", FALSE];
    
    if (type ==  PU_EVADE_HIDDEN)
        return ["Hiding from pursuer...", FALSE];
    
    if (type == PU_EVADE_SPOTTED)
        return ["Switched from hiding to running...", FALSE];
    
    if (type ==  PU_FAILURE_NO_NAVMESH)
        return ["Region has no nav mesh..", FALSE];
    
    if (type == PU_FAILURE_DYNAMIC_PATHFINDING_DISABLED)
        return ["Dynamic pathfinding is disabled in this region.", FALSE];

    if (type == PU_FAILURE_PARCEL_UNREACHABLE)
        return ["Parcel entry problem (is the parcel full?).", FALSE];

    if (type == PU_FAILURE_OTHER)
        return ["Hit an unspecified failure", FALSE];

    return ["Unknown failure", FALSE];
}

default
{
    on_rez(integer start_param)
    {
        llResetScript();
    }

    state_entry()
    {
        create_wandering_character();
    }
 
    path_update(integer type, list reserved)
    {
        list params = get_pathupdate_failure_info(type);
        string info = llList2String(params, 0);
        integer /* boolean */ hasToMove = llList2Integer(params, 1);

        llRegionSayTo(llGetOwner(), 0, info);
        if (hasToMove)
        {
            vector currentPosition = llGetPos();
            llNavigateTo(<128.0, 128.0, llGround(<128.0, 128.0, 0.0> - currentPosition)>, [FORCE_DIRECT_PATH, TRUE]);
        }
    }
}

Deep Notes

History

Date of Release 31/07/2012

Signature

event void path_update( integer type, list reserved );