Path update
Revision as of 07:17, 30 August 2013 by Pedro Oval (talk | contribs) (Change category from Pathfinding to LSL_Pathfinding)
LSL Portal | Functions | Events | Types | Operators | Constants | Flow Control | Script Library | Categorized Library | Tutorials |
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
- Note that if wandering, the "stop" (
PU_GOAL_REACHED
) type may never occur as a new goal may be chosen when near (PU_SLOWDOWN_DISTANCE_REACHED
) the previous goal. - When the character cannot navigate from the current position (
PU_FAILURE_INVALID_START
) llNavigateTo with theFORCE_DIRECT_PATH
option may be helpful.
Examples
<lsl> 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);
llInstantMessage(llGetOwner(), info); if (hasToMove) { vector currentPosition = llGetPos(); llNavigateTo(<128.0, 128.0, llGround(<128.0, 128.0, 0.0> - currentPosition)>, [FORCE_DIRECT_PATH, TRUE]); } }
} </lsl>