// huffware script: stay at home, by fred huffhines // // this script attempts to keep an object at home, which is to say, near where // it was rezzed. it is not perfect, and if the object quickly crosses a region // boundary, the object may get away. there is an automatic termination option // for cases where the object is taken away and cannot get back; otherwise the // object will bleat its position out at regular intevals. // this script mainly makes sense for physical objects, since non-physical // objects are not as prone to being pushed around by other avatars. in addition, // it really makes the most sense for an object that allows anyone to move it. // // this script is licensed by the GPL v3 which is documented at: http://www.gnu.org/licenses/gpl.html // do not use it in objects without fully realizing you are implicitly accepting that license. // // constants to be adjusted as needed... float MAXIMUM_ROAMING_RANGE = 12.0; // this is the farthest that we let them drag our object away, in meters. integer AUTO_TERMINATE = FALSE; // if the object crosses a region boundary (exits sim, enters new one), then // it will zap itself if this flag is set to true. it will also go poof if // it reaches escape velocity and travels off world. integer KEEP_IT_PHYSICAL = TRUE; // if this is true, then the object's state as physical is continually // refreshed. integer ROTATE_TO_TARGET = FALSE; // if this is true, the object will try to rotate to a set position. integer ONLY_ROTATE_FIXED_AXES = FALSE; // if this is true and rotate to target is true, then we will only try to // set the rotation on the axes that are specified as "fixed" below. vector TARGETED_ROTATION = <0.0, 0.0, 0.0>; // if the control rotation flag is true, the object will try to reattain // this value for its rotation. // if these are set to true, the no rotation is allowed around the axis. // note that this decision is totally independent of whether the object has // a targeted rotation or not. integer FIXATE_X_AXIS = FALSE; integer FIXATE_Y_AXIS = FALSE; integer FIXATE_Z_AXIS = FALSE; integer MAXIMUM_FAILED_JUMPS = 200; // if we are having to make this many attempts to get home, something is // really wrong. treat it like leaving the region; totally awol. float POSITION_CHECKING_INTERVAL = 8.0; // how frequently the object will check where it is, in seconds. float PANIC_EVERY_N_HOURS = 4.0; // this is the number of hours between panic mewling at the owner, if the object // did not get told to self-terminate upon leaving the region. integer DEBUGGING = FALSE; // if this is true, then the object will tell about it's problems when it // goes off world or into another sim. note that an object that is not // set to auto-terminate is considered important enough to tell the owner; // if you don't want to hear from lost objects, always turn on auto-terminate // and turn off debugging. // these mysterious values control how the object rotates to its target. float ROT_STRENGTH = 1.0; float ROT_DAMPING = 0.25; //these values don't work that great, but neither did any other ones. // the rotlookat stuff seems overpowered by the physical nature of an object. // global variables... vector home_place; // where the object starts out inside the sim. we will try to get back // to here if we exceed our maximum distance from home. vector home_region; // which sim we start out in, in terms of the region corners. if this changes, // the object has left the sim. integer homeward_jump_attempts = 0; // tracks how many jumps home we've tried to make. integer last_alerted = 0; // when the script last told the user about having gone missing. // if this is zero, we presumably haven't been lost recently. // requires jaunting library v10.5 or greater. ////////////// // do not redefine these constants. integer JAUNT_HUFFWARE_ID = 10008; // the unique id within the huffware system for the jaunt script to // accept commands on. this is used in llMessageLinked as the num parameter. string HUFFWARE_PARM_SEPARATOR = "{~~~}"; // this pattern is an uncommon thing to see in text, so we use it to separate // our commands in link messages. string HUFFWARE_ITEM_SEPARATOR = "{|||}"; // used to separate lists of items from each other when stored inside a parameter. // this allows lists to be passed as single string parameters if needed. integer REPLY_DISTANCE = 100008; // offset added to service's huffware id in reply IDs. ////////////// // commands available via the jaunting library: string JAUNT_COMMAND = "#jaunt#"; // command used to tell jaunt script to move object. pass a vector with the location. string JAUNT_LIST_COMMAND = "#jauntlist#"; // like regular jaunt, but expects a list of vectors as the first parameter; this list // should be in the jaunter notecard format (separated by pipe characters). // the second parameter, if any, should be 1 for forwards traversal and 0 for backwards. // ////////////// // joins a list of parameters using the parameter sentinel for the library. string wrap_parameters(list to_flatten) { return llDumpList2String(to_flatten, HUFFWARE_PARM_SEPARATOR); } // // encases a list of vectors in the expected character for the jaunting library. string wrap_vector_list(list to_wrap) { return llDumpList2String(to_wrap, HUFFWARE_ITEM_SEPARATOR); } ////////////// // asks the jaunting library to take us to the target using a list of waypoints. request_jaunt(list full_journey, integer forwards) { // jaunt_responses_awaited++; llMessageLinked(LINK_THIS, JAUNT_HUFFWARE_ID, JAUNT_LIST_COMMAND, wrap_vector_list(full_journey) + HUFFWARE_PARM_SEPARATOR + (string)forwards); } // jaunts back to our home location. attempt_to_go_home() { // jump back to home. request_jaunt([llGetPos(), home_place], TRUE); } // we panic at the user this frequently, in seconds. float panic_interval() { return PANIC_EVERY_N_HOURS * 60.0 * 60.0; } ////////////// // huffware script: auto-retire, by fred huffhines, version 2.5. // distributed under BSD-like license. // !! keep in mind that this code must be *copied* into another // !! script that you wish to add auto-retirement capability to. // when a script has auto_retire in it, it can be dropped into an // object and the most recent version of the script will destroy // all older versions. // // the version numbers are embedded into the script names themselves. // the notation for versions uses a letter 'v', followed by two numbers // in the form "major.minor". // major and minor versions are implicitly considered as a floating point // number that increases with each newer version of the script. thus, // "hazmap v0.1" might be the first script in the "hazmap" script continuum, // and "hazmap v3.2" is a more recent version. // // example usage of the auto-retirement script: // default { // state_entry() { // auto_retire(); // make sure newest addition is only version of script. // } // } // this script is partly based on the self-upgrading scripts from markov brodsky // and jippen faddoul. ////////////// auto_retire() { string self = llGetScriptName(); // the name of this script. list split = compute_basename_and_version(self); if (llGetListLength(split) != 2) return; // nothing to do for this script. string basename = llList2String(split, 0); // script name with no version attached. string version_string = llList2String(split, 1); // the version found. integer posn; // find any scripts that match the basename. they are variants of this script. for (posn = llGetInventoryNumber(INVENTORY_SCRIPT) - 1; posn >= 0; posn--) { //log_it("invpo=" + (string)posn); string curr_script = llGetInventoryName(INVENTORY_SCRIPT, posn); if ( (curr_script != self) && (llSubStringIndex(curr_script, basename) == 0) ) { // found a basic match at least. list inv_split = compute_basename_and_version(curr_script); if (llGetListLength(inv_split) == 2) { // see if this script is more ancient. string inv_version_string = llList2String(inv_split, 1); // the version found. // must make sure that the retiring script is completely the identical basename; // just matching in the front doesn't make it a relative. if ( (llList2String(inv_split, 0) == basename) && ((float)inv_version_string < (float)version_string) ) { // remove script with same name from inventory that has inferior version. llRemoveInventory(curr_script); } } } } } // // separates the base script name and version number. used by auto_retire. list compute_basename_and_version(string to_chop_up) { // minimum script name is 2 characters plus a version. integer space_v_posn; // find the last useful space and 'v' combo. for (space_v_posn = llStringLength(to_chop_up) - 3; (space_v_posn >= 2) && (llGetSubString(to_chop_up, space_v_posn, space_v_posn + 1) != " v"); space_v_posn--) { // look for space and v but do nothing else. //log_it("pos=" + (string)space_v_posn); } if (space_v_posn < 2) return []; // no space found. //log_it("space v@" + (string)space_v_posn); // now we zoom through the stuff after our beloved v character and find any evil // space characters, which are most likely from SL having found a duplicate item // name and not so helpfully renamed it for us. integer indy; for (indy = llStringLength(to_chop_up) - 1; indy > space_v_posn; indy--) { //log_it("indy=" + (string)space_v_posn); if (llGetSubString(to_chop_up, indy, indy) == " ") { // found one; zap it. since we're going backwards we don't need to // adjust the loop at all. to_chop_up = llDeleteSubString(to_chop_up, indy, indy); //log_it("saw case of previously redundant item, aieee. flattened: " + to_chop_up); } } string full_suffix = llGetSubString(to_chop_up, space_v_posn, -1); // ditch the space character for our numerical check. string chop_suffix = llGetSubString(full_suffix, 1, llStringLength(full_suffix) - 1); // strip out a 'v' if there is one. if (llGetSubString(chop_suffix, 0, 0) == "v") chop_suffix = llGetSubString(chop_suffix, 1, llStringLength(chop_suffix) - 1); // if valid floating point number and greater than zero, that works for our version. string basename = to_chop_up; // script name with no version attached. if ((float)chop_suffix > 0.0) { // this is a big success right here. basename = llGetSubString(to_chop_up, 0, -llStringLength(full_suffix) - 1); return [ basename, chop_suffix ]; } // seems like we found nothing useful. return []; } // ////////////// default { state_entry() { if (llSubStringIndex(llGetObjectName(), "huffotronic") < 0) state real_default; } on_rez(integer parm) { state rerun; } } state rerun { state_entry() { state default; } } state real_default { state_entry() { auto_retire(); // make sure newest addition is only version of script. // we just woke up here. remember where we started out. home_place = llGetPos(); home_region = llGetRegionCorner(); if (AUTO_TERMINATE) { // make the object go kerflooey if it leaves the world entirely. llSetStatus(STATUS_DIE_AT_EDGE, TRUE); } // disallow rotation if we were requested to. llSetStatus(STATUS_ROTATE_X, !FIXATE_X_AXIS); llSetStatus(STATUS_ROTATE_Y, !FIXATE_Y_AXIS); llSetStatus(STATUS_ROTATE_Z, !FIXATE_Z_AXIS); if (ROTATE_TO_TARGET) { //hmmm: maybe still offer gradual form as an option also? // set our rotational target to the configured position. // llRotTarget(llEuler2Rot(TARGETED_ROTATION), 0.01); // if we're supposed to rotate, we need to start that movement // towards our target rotation. // llRotLookAt(llEuler2Rot(TARGETED_ROTATION), ROT_STRENGTH, ROT_DAMPING); } // start the timer that checks on our position. llSetTimerEvent(POSITION_CHECKING_INTERVAL); } on_rez(integer parm) { llResetScript(); // a cop-out; just reroutes rezzing into a script reset. } timer() { if (ROTATE_TO_TARGET) { vector real_rot_target = TARGETED_ROTATION; vector curr_rot = llRot2Euler(llGetRot()); if (ONLY_ROTATE_FIXED_AXES) { // set our rotation to the target, but only for fixed axes. if (!FIXATE_X_AXIS) real_rot_target.x = curr_rot.x; if (!FIXATE_Y_AXIS) real_rot_target.y = curr_rot.y; if (!FIXATE_Z_AXIS) real_rot_target.z = curr_rot.z; } // see if we even need to do any rotation. if (curr_rot != real_rot_target) { // yes, we need to move back to the preferred rotation for at least one axis. llSetStatus(STATUS_PHYSICS, FALSE); // physics property gets fixed in next block. llSetRot(llEuler2Rot(real_rot_target)); } } if (KEEP_IT_PHYSICAL) { // remind the object that it's physical, or set it if it wasn't. sometimes // a physical object can get jinxed when bouncing into other people's lands // and lose its status as a physical object. we correct for that here. llSetStatus(STATUS_PHYSICS, TRUE); } integer time_to_panic = FALSE; // set to true if we should panic now. // check whether the object is still in the appropriate region. integer region_okay = (home_region == llGetRegionCorner()); // check to see if we're watching for a specific time. if (last_alerted != 0) { // ooh, we've already hit panicky conditions in the past. let's see if // it's time to tell the owner about it. if (panic_interval() <= llAbs(llGetUnixTime() - last_alerted)) { // time to tell them about this, oh yes. time_to_panic = TRUE; } } else { // evaluate whether we are in the right condition (right sim and // without being boxed in). if (!region_okay || (homeward_jump_attempts > MAXIMUM_FAILED_JUMPS)) { // this is not a good situation. we will now set the last alerted // timer so as to force a panic message next time through the timer // loop. last_alerted = llAbs(llGetUnixTime() - (integer)panic_interval() - 1000); // decide when to fire the timer next. if (AUTO_TERMINATE) { llSetTimerEvent(0.1); // fire very soon to zap. } else { llSetTimerEvent(POSITION_CHECKING_INTERVAL * 5); // slow the checking down a bit, since we don't expect to // magically get back to our sim (although it could happen!). } } } // time to panic just means that we should tell the owner about our problematic // location, or auto-terminate if configured that way. if (time_to_panic) { // well, we've got to say something about this dire situation. string reason = "trapped by unfriendly turf"; if (!region_okay) reason = "crossed region boundary"; if (AUTO_TERMINATE) { // enforce the rules; we left the building and we have no ticket back. if (DEBUGGING) { llOwnerSay(reason + " -- object death -- was in " + llGetRegionName() + " at " + (string)llGetPos()); } llDie(); } // whew, we ducked that deadly issue. let the owner know that we // don't like this place. llOwnerSay(reason + "; please come get me:\nlast in " + llGetRegionName() + " at " + (string)llGetPos()); last_alerted = llGetUnixTime(); // reset, since we just alerted. return; // don't bother trying to move anywhere. } if (region_okay && (last_alerted != 0) ) { // hmmm, did we recover our position? if (homeward_jump_attempts <= MAXIMUM_FAILED_JUMPS) { // we didn't expend too many jumps, so try going home again. last_alerted = 0; // also go back to our normal timing cycle. llSetTimerEvent(POSITION_CHECKING_INTERVAL); } } if (!region_okay || (homeward_jump_attempts > MAXIMUM_FAILED_JUMPS) || (last_alerted != 0) ) { // we said our piece, if any. we can't be fuddling around here. return; } // we're still in the right region, so check how far we are from the starting // place. we'll try to move back if someone dragged us too far away from it. float distance = llVecDist(llGetPos(), home_place); if (distance > MAXIMUM_ROAMING_RANGE) { // this is not good; we need to get back to our starting point. attempt_to_go_home(); homeward_jump_attempts++; } else { // reset our counter, since we are close enough to home. homeward_jump_attempts = 0; } } }