User:Nexii Malthus/Object-based health

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This is pretty much as simple as it gets. No damage adjustment, just processing final damage. We initialise with a set amount of health which other scripts can read via llGetHealth. The presence of the final_damage event marks this as a DAMAGEABLE object for sensors and collisions.

For object-based health the script needs to manually manage it's own health, applying the final damage to the health amount and setting the objects health. If the health reaches 0 or below during the damage processing, it should be considered dead and stop further processing.

Because objects don't generate death events, whether the on_death or the system generated combat log messages, we have to handle that aspect ourselves. A community proposals is to send a synthetic OBJECT_DEATH event into the combat channel.

<syntaxhighlight lang="lsl2"> default {

   state_entry()
   {
       llSetLinkPrimitiveParamsFast(LINK_THIS, [
           PRIM_HEALTH, 300.0,
           PRIM_TEXT, "300/300", <0,1,0>, 1
       ]);
   }
   
   final_damage(integer count)
   {
       float health = llGetHealth(llGetKey());
       integer deadlyDamage = -1;
       integer index;
       for(index = 0; index < count; ++index)
       {
           list damage = llDetectedDamage(index);
           float amount = llList2Float(damage, 0);
           health -= amount;
           
           // Check which damage dealt a deadly blow and break the loop
           if(health <= 0)
           {
               health = 0;
               deadlyDamage = index;
               index = count;
           }
           
           // Prevent overhealing
           else if(health > 300.0) health = 300.0;
       }
       
       // Update the scripted health and set a useful hovertext
       llSetLinkPrimitiveParamsFast(LINK_THIS, [
           PRIM_HEALTH, health,
           PRIM_TEXT, (string)llRound(health) + "/300", <0,1,0>, 1
       ]);
       
       
       if(health == 0)
       {
           // Generate synthetic object death event as per https://wiki.secondlife.com/wiki/Talk:Combat_Log#Damageable_Object_Deaths
           vector sourcePos = llDetectedPos(deadlyDamage);
           vector targetPos = llGetPos();
           llRegionSay(COMBAT_CHANNEL, llList2Json(JSON_ARRAY, [
               llList2Json(JSON_OBJECT, [
                   "event", "OBJECT_DEATH",
                   "owner", llDetectedOwner(deadlyDamage),
                   "rezzer", llDetectedRezzer(deadlyDamage),
                   "source", llDetectedKey(deadlyDamage),
                   "source_pos", llList2Json(JSON_ARRAY, [sourcePos.x, sourcePos.y, sourcePos.z]),
                   "target", llGetKey(),
                   "target_pos", llList2Json(JSON_ARRAY, [targetPos.x, targetPos.y, targetPos.z]),
                   "type", llList2Integer(llDetectedDamage(deadlyDamage), 1)
               ])
           ]));
           
           state dead;
       }
   }

}

state dead {

   state_entry()
   {
       // We are dead, jim
       llSetText("dead", <1,0,0>, 1);
   }

} </syntaxhighlight>