User:Allen Kerensky/Myriad Lite Preview4/BAM Collision Goal v0.0.6 20110902
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BAM Collision Goal v0.0.6 20110902
<lsl> // Baroun's Adventure Machine (BAM) Collision Goal v0.0.6 20110902 // Copyright (c) 2008-2011 Baroun Tardis (SL) and Allen Kerensky (OSG/SL) // Baroun's Adventure Machine licensed under the // Creative Commons Attribution-Share Alike-Non-Commercial 3.0 Unported // http://creativecommons.org/licenses/by-nc-sa/3.0/
//============================================================================ // Adventure-Specific Configuration // Task numbers are (AdvNum*100)+task, so tasks don't overlap between adventures //============================================================================
// Object or NPC-specific info string MSG_SETTEXT = "Processed Red Salt Cask"; vector MSG_SETTEXT_COLOR = <0,0,1>; float MSG_SETTEXT_ALPHA = 1.0;
// Adventure-specific info integer ADVENTURE_NUMBER = 1; // not currently used, 100-199 = "Red Salt Adventure" string AdvName="Red Salt"; // Adventure Name
// Current Task-specific info integer AdvGoal=102; // which task number is this a goal for? string TaskDoneText="You've found the salt!"; // Mission complete message string TaskDoneUUID="f78027c9-e8bb-38f2-9b11-1d4e89ac10a4"; // sound byte to play string PrizeName="NONE"; // prize to give when this task is complete
// Next Task-specific info integer AdvTaskTDNum=103; // next task to hand out when task is done string AdvTaskToDo="Return the salt to the baker."; // the next task message string AdvTaskToDoHint="He's where you first met him."; // hint for the task goal
integer TRIGGERWAIT = 60; // seconds to remember players to prevent re-triggering task? integer PRIZEWAIT = 3600; // seconds to remember players who got prize? float EVENTTIMER = 15.0; // seconds between running memory and list cleanup timed events
//============================================================================ // MESSAGE FORMAT REFERENCE //============================================================================ // Ask a player HUD if the player is in an adventure - InAdv?
// Player responds: // Yes in an adventure - InAdv | String AdventureName // No, not in adventure - InAdv | NONE
// Task In Progress Query - Ask player what their current goal is // NPC/Object Send Example: TaskIP?
// Task In Progress Response - The player Responds with current task in progress // Player Send Example: TaskIP | AdventureGoal
// Task Done - Tell player they have achieved their current goal // NPC Object Send Example: DoneTask | GoalText | TaskDone Text | PlayerUUID
// Add a task to the Player HUD - AddTask | TaskNumber | String Describing Task // Add a hint for a task to the Player HUD - AddHint | TaskNumber | String Hint
//============================================================================ // GLOBAL AND API CONSTANTS //============================================================================ string MSG_STARTUP = "Baroun's Adventure Machine is activating"; string CHAN_PREFIX = "0x"; // channel prefix for calculating dynamic channel numbers string API_DIVIDER = "|"; // The field divider within BAM messages string API_INADV_QUERY = "InAdv?"; // ask player HUD if player is in an adventure? string API_INADV_RESPONSE = "InAdv"; // player responds with adventure name they are in string API_NONE = "NONE"; // constant for player not in adventure string API_TASKIP_QUERY = "TaskIP?"; // what is the player's current task goal? string API_TASKIP_RESPONSE = "TaskIP"; // player response with current Task In Progress string API_DONETASK = "DoneTask"; // tell player they have achieved current goal string API_ADDTASK = "AddTask"; // add next task to player HUD string API_ADDHINT = "AddHint"; // add next task hint to the player HUD
//============================================================================ // GLOBAL RUNTIME VARIABLES //============================================================================ list Recent; // list of [UUID,unixtime] who recently collided with this goal list GotPrizes; // list of who got prizes [UUID,unixtime] key AvKey; // uuid of avatar we're interacting with string AvName; // name of avatar we're interacting with. integer BAM; // Channel we listen on integer Target; // channel of person or thing we're talking to integer HANDLE; // integer handle of open listen requests
//============================================================================ // DEFAULT STATE //============================================================================ default {
//------------------------------------------------------------------------ // STATE_ENTRY EVENT //------------------------------------------------------------------------ state_entry() { llOwnerSay(MSG_STARTUP); llSetText(MSG_SETTEXT,MSG_SETTEXT_COLOR,MSG_SETTEXT_ALPHA); // calculate the BAM dynamic channel // FIXME - move listen open down into collision? BAM = (integer)(CHAN_PREFIX + llGetSubString((string)llGetKey(),-7,-1)); HANDLE = llListen(BAM,"",NULL_KEY,""); // open a listener with handle llSetTimerEvent(EVENTTIMER); // fire off a timer event once an hour }
//------------------------------------------------------------------------ // TIMER EVENT //------------------------------------------------------------------------ timer() { // on timer, check memory left and clear recent list if needed integer freemem = llGetFreeMemory(); // how much memory free? if ( freemem < 1024 ) { // is it too little? llInstantMessage(llGetOwnerKey(llGetKey()),"Memory low for "+llGetObjectName()+" in "+llGetRegionName()+". Resetting RECENT list."); Recent=[]; // clear the recent list GotPrizes=[]; // clear the gotPrizes list return; // exit timer event, no sense in processing lists further since we just emptied them } // check to see if entries in Recent list have expired integer i; // temporary index number into list list temprecent = []; // temporary list to hold entries we want to keep key who; // temporary place to keep the keys we process in the lists integer time; // temporary place to keep the time we process in the lists for (i = 0; i < llGetListLength(Recent); i += 2) { // step through strided list from begin to end who = llList2Key(Recent,i); // get the UUID for this list stride time = llList2Integer(Recent,i+1); // get the integer time for this list stride if ( llGetUnixTime() < time ) temprecent = [who,time] + temprecent; // non expired, keep this entry } Recent = temprecent; // now, replace the Recent list with the pruned version // check to see if entries in GotPrizes list have expired temprecent = []; // clear the temp list again for (i = 0; i < llGetListLength(GotPrizes); i += 2) { // step through next strided list who = llList2Key(GotPrizes,i); // get the uuid for this list stride time = llList2Integer(GotPrizes,i+1); // get the integer time for this list stride if ( llGetUnixTime() < time ) temprecent = [who,time] + temprecent; // non expired, keep this entry } GotPrizes = temprecent; // replace the gotprizes list with the pruned one }
//------------------------------------------------------------------------ // COLLISION_START EVENT //------------------------------------------------------------------------ collision_start(integer times_touched) { while (times_touched--) { AvKey=llDetectedKey(times_touched); // UUID of who collided AvName=llDetectedName(times_touched); // name of who collided if ( llListFindList(Recent,[AvKey]) == -1 ) { // check recent list to see if collider is in it Recent = [AvKey,(llGetUnixTime()+TRIGGERWAIT)] + Recent; // nope, so add new key to recent list // calculate BAMCHAN for avatar that hit collision goal Target= (integer)(CHAN_PREFIX + llGetSubString((string)AvKey,-7,-1)); llSay(Target, API_INADV_QUERY); // ask player if they are in a BAM adventure already } } }
//------------------------------------------------------------------------ // LISTEN EVENT //------------------------------------------------------------------------ listen(integer chan, string name, key id, string msg) { // calculate the BAM dynamic channel of the person interacting with us Target= (integer)(CHAN_PREFIX + llGetSubString((string)llGetOwnerKey(id),-7,-1));
list tokens = llParseString2List(msg, [API_DIVIDER], []); // split message apart around | symbols string command = llList2String(tokens, 0); // assign first item in list as BAM command string data = llList2String(tokens, 1); // assign second item in list as BAM data for command
// if they answer with the current adventure, then react accordingly if ( command == API_INADV_RESPONSE ) { // player responded they are in an adventure if ( data == AdvName ) { // are they in THIS adventure? llSay(Target,API_TASKIP_QUERY); // if so, ask which task in this adventure they are working on return; // exit early to save processing } return; // done processing "in adventure" responses, exit listen early }
if ( command == API_TASKIP_RESPONSE ) { // player responded with their task in progress if ( data == (string)AdvGoal ) { // its the task for THIS object - player has found the goal
// tell player HUD the task is done! - DoneTask|(num)|(text)|UUID llSay(Target, API_DONETASK + API_DIVIDER + (string)AdvGoal+ API_DIVIDER +TaskDoneText+ API_DIVIDER+ TaskDoneUUID); // now tell GM the task is done llInstantMessage(llGetOwnerKey(llGetKey()),llKey2Name(llGetOwnerKey(id))+" (adventure "+AdvName+"): finished task "+(string)AdvGoal+" ("+TaskDoneText+").");
// The Task is Done, Distribute the Prize, if any if ( PrizeName != API_NONE && llListFindList(GotPrizes,[llGetOwnerKey(id)]) == -1 ) { // is there a prize at this step? llGiveInventory(llGetOwnerKey(id),PrizeName); // give it over GotPrizes = [ llGetOwnerKey(id), (llGetUnixTime() + PRIZEWAIT) ] + GotPrizes; // remember who and when // tell the GM llInstantMessage(llGetOwnerKey(llGetKey()),llKey2Name(llGetOwnerKey(id))+" (adventure "+AdvName+") prize given: "+PrizeName); } // Does finishing this task trigger a new task? If so, add it and a hint to the HUD if ( AdvTaskTDNum != 0 ) { // there is a "TODO" task too // assign the next task to the player HUD llSay(Target, API_ADDTASK + API_DIVIDER +(string)AdvTaskTDNum + API_DIVIDER + AdvTaskToDo); // assign the next task HINT to the player HUD llSay(Target, API_ADDHINT + API_DIVIDER +(string)AdvTaskTDNum + API_DIVIDER + AdvTaskToDoHint); // tell the GM the player is on the next task llInstantMessage(llGetOwnerKey(llGetKey()),llKey2Name(llGetOwnerKey(id))+" (adventure "+AdvName+"): Assigning next task "+(string)AdvTaskTDNum+" ("+AdvTaskToDo+")"); } return; // we're done with API_TASKIP_RESPONSE, so exit listen early in case we add more commands later } // if data = AdvGoal return; // return early since we are done with TASKIP responses, in case we add more later } // end if command equal TASKIP reponse }
} //============================================================================ // END //============================================================================ </lsl>