// huffware script: concussive (aka blow em up), by fred huffhines // // provides a script for a missile that will start tracking the last position it // hit something at and will start a sensor probe to see if there are avatars there. // if there are, it will blow up and try to take avatars and active objects with 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. // // hmmm: unimplemented ideas... // buddy list; ids to not blow up besides the owner. // maybe that's just a team setup. // probably better in a notecard? // configurable parameters... float sense_distance = 23.0; // the distance from the bisconation device within which to search for happy targets. float sensory_addition = 14.0; // the amount of distance that can be added in the case of // a failure to sense any avatars or items. float push_magnitude = 2147483646.0; //maxint - 1, dealing with svc-2723. // how much to push the targets that we have located. integer MAXIMUM_HITS = 2; // the most times the object is allowed through its sensor loops. float MAX_VEL_ADJUST = 20.0; // the maximum amount we would randomly add to the object's velocity after a // failure to sense any items. ////////////// // 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 []; } // ////////////// //borrowed from jump good set_velocity(vector new_velocity, integer local_axis) { vector current_velocity = llGetVel(); if (local_axis) { rotation rot = llGetRot(); current_velocity /= rot; // undo the rotation. } new_velocity -= current_velocity; new_velocity *= llGetMass(); llApplyImpulse(new_velocity, local_axis); } // attempts to bring the object to a complete stop. full_stop() { llSetForce(<0,0,0>, FALSE); set_velocity(<0,0,0>, FALSE); } ////////////// ////////////// //borrowed from jaunt script... /////////////// // returns the portion of the list between start and end, but only if they are valid compared with // the list length. an attempt to use negative start or end values also returns a blank list. list chop_list(list to_chop, integer start, integer end) { integer last_len = llGetListLength(to_chop) - 1; if ( (start < 0) || (end < 0) || (start > last_len) || (end > last_len) ) return []; return llList2List(to_chop, start, end); } // the most jumps the script will try to take. the overall distance from the start // to the end can be 10 * MAXIMUM_JUMPS meters. integer MAXIMUM_JUMPS = 100; // used to calculate jump distances. vector last_posn; // helper function for warp_across_list. this adds one jump vector to the // list of rules as long as the destination is interesting. list process_warp_item(vector next_jump) { //tell_owner("last posn " + (string)last_posn); //tell_owner("next warp " + (string)next_jump); // calculate the number of jumps needed. integer jumps = (integer)(llVecDist(next_jump, last_posn) / 10.0) + 1; // calculate the offset needed for crossing sim boundaries. /// adjust_offset(next_jump); last_posn = next_jump; // record for next check. // set up our list which we'll replicate. list rules = [ PRIM_POSITION, next_jump ]; // Try and avoid stack/heap collisions. if (jumps > MAXIMUM_JUMPS) jumps = MAXIMUM_JUMPS; // add the rules repeatedly to get the effective overall jump done. integer count = 1; while ( (count = count << 1) < jumps) rules += rules; // magnify the rule list before really adding it. this gets us to the proper // final number of jumps. return rules + llList2List(rules, (count - jumps) << 1, count); } // originally based on warpPos from lsl wiki but drastically modified. // uses a set of // transfer points instead of a single target. list warp_across_list(list full_journey, integer forwards) { //tell_owner("entry to warp across list, list size=" + (string)llGetListLength(full_journey)); // make sure the list didn't run out. if (llGetListLength(full_journey) == 0) return []; if (forwards) { // forwards traversal of the list. vector next_jump = (vector)llList2String(full_journey, 0); // shortcut the jumps if we're already there. if (next_jump == llGetPos()) return warp_across_list(chop_list(full_journey, 1, llGetListLength(full_journey) - 1), forwards); // calculate our trajectory for the next jump and add in all subsequent jumps. return process_warp_item(next_jump) + warp_across_list(chop_list(full_journey, 1, llGetListLength(full_journey) - 1), forwards); } else { // reverse traversal of the list. vector next_jump = (vector)llList2String(full_journey, llGetListLength(full_journey) - 1); // shortcut the jumps if we're already there. if (next_jump == llGetPos()) return warp_across_list(chop_list(full_journey, 0, llGetListLength(full_journey) - 2), forwards); // calculate our trajectory for the next jump and add in all subsequent jumps. return process_warp_item(next_jump) + warp_across_list(chop_list(full_journey, 0, llGetListLength(full_journey) - 2), forwards); } } // the main function that performs the jaunting process. jaunt(list full_journey, integer forwards) { // set up our global variables... last_posn = llGetPos(); // calculate the trip and run it. llSetPrimitiveParams(warp_across_list(full_journey, forwards)); // failsafe to patch up any math issues... integer last_indy = 0; if (forwards == TRUE) last_indy = llGetListLength(full_journey) - 1; // pick out the last target in the list based on the direction we're moving. vector last_jump = (vector)llList2String(full_journey, last_indy); integer max_attempts = 3; // a rough guess at most adjustments we'd ever need. while ( (llVecDist(llGetPos(), last_jump) > .001) && (max_attempts-- > 0) ) { ////llWhisper(0, "touch up jump from " + (string)llGetPos()); llSetPos(last_jump); } } //end borrowed from jaunt ////////////// // sends an object back along its trajectory. reverse_velocity(integer local_axis) { vector current_velocity = llGetVel(); if (local_axis) { rotation rot = llGetRot(); current_velocity /= rot; // undo the rotation. } vector new_velocity = -2 * current_velocity; new_velocity *= llGetMass(); llApplyImpulse(new_velocity, local_axis); } ////////////// // globals that record parameters during runtime. vector last_victim = <0.0, 0.0, 0.0>; // the last place we collided or sensed something and decided to check out. vector previous_velocity; // the rate the object was going when it started to hit something. // the steps taken when the bullet itself dies. dying_scene() { // make fire appear again. llMakeExplosion(20, 1.0, 5, 3.0, 1.0, "fire", ZERO_VECTOR); // replay the explosion noise, for good measure llTriggerSound("Explosion", 1.0); // make the smoke visible. it would technically be faster than the sound, but // the call also pauses the script. llMakeExplosion(20, 1.0, 5, 3.0, 1.0, "Smoke", ZERO_VECTOR); // gone! llDie(); } fling_at(vector location) { if (location == <0.0, 0.0, 0.0>) return; vector proper_direction = location - llGetPos(); set_velocity(100 * proper_direction, FALSE); } jaunt_to_location(vector location) { if (location == <0.0, 0.0, 0.0>) return; // this turns off the physics property for the object, so that jaunt and // llSetPos will still work. this became necessary due to havok4. llSetStatus(STATUS_PHYSICS, FALSE); llSetStatus(STATUS_PHANTOM, TRUE); // go to position specified. jaunt([llGetPos(), location], TRUE); // return to prior characteristics. llSetStatus(STATUS_PHANTOM, FALSE); llSetStatus(STATUS_PHYSICS, TRUE); //simplistic version. //// llSetPos(location); } blow_up_item(key to_whack, integer type) { if (to_whack == NULL_KEY) { llOwnerSay("wtf? passed a null key in blow up item."); return; } list details = llGetObjectDetails(to_whack, [ OBJECT_POS ]); vector current_victim = llList2Vector(details, 0); /// fling_at(current_victim); jaunt_to_location(current_victim - <0.0, 0.0, 0.042>); if (type & AGENT) { llOwnerSay("targeting: " + llKey2Name(to_whack)); // flame first. llMakeExplosion(20, 1.0, 5, 3.0, 1.0, "fire", ZERO_VECTOR); // reset the last victim for a *real* victim. last_victim = current_victim; } //fling_at(last_victim);//trying new approach. // then a huge push. llPushObject(to_whack, push_magnitude * llRot2Up(llGetRot()), ZERO_VECTOR, FALSE); // then the noise, if the victim is important enough. if (type & AGENT) { // make a glad noise. sound is slower, right? llSetStatus(STATUS_PHYSICS, FALSE);//guess temp. llTriggerSound("Explosion", 1.0); llSetStatus(STATUS_PHYSICS, TRUE);//guess temp. } } reset_to_last_hit() { jaunt_to_location(last_victim); // start back where we first collided. // onward at nearly the same rate, but backwards. vector adjusted = ; set_velocity(-previous_velocity + adjusted, FALSE); last_victim = <0.0, 0.0, 0.0>; // allow collisions to start being noticed again. } integer blow_up_avatars(integer total_number) { // fling_at(last_victim); jaunt_to_location(last_victim); //if (last_victim != <0.0, 0.0, 0.0>) { //full_stop(); //// check where it actually thinks we hit. //integer i; //for (i = 0; i < 20; i++) //llMakeExplosion(20, 1.0, 5, 3.0, 1.0, "fire", ZERO_VECTOR); //} integer found_avatar = FALSE; // now whack the avatars. integer i; for (i = 0; i < total_number; i++) { // if we hit an avatar, slam them away. key curr_key = llDetectedKey(i); if (curr_key != NULL_KEY) { // why would the key ever be null? yet it seems we have seen that. integer type = llDetectedType(i); // make sure the target is an avatar and it's NOT the owner. if (curr_key != llGetOwner()) { // blow them up regardless of what type they are. blow_up_item(curr_key, type); // set that we found an avatar if the type is right. if (type & AGENT) found_avatar = TRUE; } } } if (!found_avatar) { reset_to_last_hit(); return FALSE; // don't die right now. we didn't achieve our objective. } dying_scene(); return TRUE; // i'm not sure we'll ever see this statement... } integer enabled = FALSE; // true if bullet is ready to operate. integer hits_used = 0; // number of hits consumed so far on sensors. prepare_bullet() { /// llSensorRemove(); // llSetDamage(5000); // hang onto that. //what do they mean by "task will be killed"? // pick the object characteristics that seem to work best. llSetStatus(STATUS_PHYSICS, TRUE); llSetStatus(STATUS_PHANTOM, FALSE); hits_used = 0; last_victim = <0.0, 0.0, 0.0>; } limit_obnoxiousness() { hits_used++; if (hits_used > MAXIMUM_HITS) dying_scene(); } 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(); llPreloadSound("Explosion"); prepare_bullet(); } on_rez(integer start_param) { // make this a bit more specific so we can work on it. if (start_param == 2814) { prepare_bullet(); enabled = TRUE; } } collision_start(integer total_number) { if (!enabled) return; // initialize our boom position if it hasn't been yet. if (last_victim == <0.0, 0.0, 0.0>) { previous_velocity = llGetVel(); last_victim = llGetPos(); // reverse_velocity(FALSE); // sense up any bogies. llSensor("", NULL_KEY, AGENT | ACTIVE, sense_distance, 2.0 * PI); } } sensor(integer total_number) { if (!enabled) return; limit_obnoxiousness(); // act on who we sensed around us. integer found_one = blow_up_avatars(total_number); // did we find an avatar? that makes us explode with pleasure. if (!found_one) { // start looking again. llSensor("", NULL_KEY, AGENT | ACTIVE, sensory_addition + sense_distance, 2.0 * PI); } else { // we had seen one, so croak. dying_scene(); } } no_sensor() { if (!enabled) return; limit_obnoxiousness(); // try again until we find a victim. reset_to_last_hit(); llSensor("", NULL_KEY, AGENT | ACTIVE, 2.0 * sensory_addition + sense_distance, 2.0 * PI); } }