BAM_Collision_Goal-Preview6.lsl
// Baroun's Adventure Machine BAM_Collision_Goal-Preview6.lsl
// Copyright (c) 2012 by Baroun Tardis and Allen Kerensky (OSG/SL) All Rights Reserved.
// This work is dual-licensed under
// Creative Commons Attribution (CC BY) 3.0 Unported
// http://creativecommons.org/licenses/by/3.0/
// - or -
// Modified BSD License (3-clause)
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
// * Redistributions of source code must retain the above copyright notice,
// this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
// * Neither the name of Myriad Lite nor the names of its contributors may be
// used to endorse or promote products derived from this software without
// specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY EXPRESS OR
// IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
// OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
// NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
// INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
// NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
// THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// The Myriad RPG System was designed, written, and illustrated by Ashok Desai
// Myriad RPG System licensed under:
// Creative Commons Attribution (CC BY) 2.0 UK: England and Wales
// http://creativecommons.org/licenses/by/2.0/uk/
string VERSION = "0.0.8"; // version number
string VERDATE = "20120704"; // version date
//============================================================================
// 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 = <1,0,0>;
float MSG_SETTEXT_ALPHA = 1.0;
// Adventure-specific info
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 red salt!"; // Mission complete message
string RUMOR_TASK_DONE=" found some red salt."; // sent as rumor suffix
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 ADTASKTODO="Return the salt to the baker."; // the next task message
string ADTASKTODOHINT="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
integer CHAN_REGION = -999;
integer HAND_RUMOR;
integer CHAN_RUMOR;
string API_RUMOR_FIND = "RUMOR_SERVER_FIND";
string API_RUMOR_FOUND = "RUMOR_SERVER_FOUND";
string API_RUMOR_PUT = "RUMOR_PUT";
integer FLAG_DEBUG;
//============================================================================
// DEBUG
//============================================================================
DEBUG(string debugmsg) {
if ( FLAG_DEBUG == TRUE ) llInstantMessage(llGetOwnerKey(llGetKey()),"DEBUG: "+debugmsg);
}
//============================================================================
// DEFAULT STATE
//============================================================================
default {
//------------------------------------------------------------------------
// 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) {
chan = 0; // LSLINT
name = ""; // LSLINT
// Rumor server found, save its channel number
if ( msg == API_RUMOR_FOUND ) {
CHAN_RUMOR = (integer)(CHAN_PREFIX + llGetSubString((string)id,0,6));
return;
}
// 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
DEBUG(llKey2Name(llGetOwnerKey(id))+" (adventure "+ADVNAME+"): finished task "+(string)ADVGOAL+" ("+TASKDONETEXT+").");
// Send a rumor that the player progressed in the quest
if ( CHAN_RUMOR != 0 ) {
string who = llKey2Name(llGetOwnerKey(id));
string rumor = API_RUMOR_PUT+API_DIVIDER+who+API_DIVIDER+who+RUMOR_TASK_DONE;
llRegionSay(CHAN_RUMOR,rumor);
}
// 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
DEBUG(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 + ADTASKTODO);
// assign the next task HINT to the player HUD
llSay(TARGET, API_ADDHINT + API_DIVIDER +(string)ADVTASKTDNUM + API_DIVIDER + ADTASKTODOHINT);
// tell the GM the player is on the next task
DEBUG(llKey2Name(llGetOwnerKey(id))+" (adventure "+ADVNAME+"): Assigning next task "+(string)ADVTASKTDNUM+" ("+ADTASKTODO+")");
}
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
}
//------------------------------------------------------------------------
// STATE_ENTRY EVENT
//------------------------------------------------------------------------
state_entry() {
FLAG_DEBUG = FALSE;
DEBUG(MSG_STARTUP);
llSetText(MSG_SETTEXT,MSG_SETTEXT_COLOR,MSG_SETTEXT_ALPHA);
// calculate the BAM dynamic channel
// FIXME - move listen open down into collision?
if ( HANDLE != 0 ) llListenRemove(HANDLE);
BAM = (integer)(CHAN_PREFIX + llGetSubString((string)llGetKey(),-7,-1));
HANDLE = llListen(BAM,"",NULL_KEY,""); // open a listener with handle
if ( HAND_RUMOR != 0 ) llListenRemove(HAND_RUMOR);
CHAN_RUMOR = (integer)(CHAN_PREFIX + llGetSubString((string)llGetKey(),0,6));
HAND_RUMOR = llListen(CHAN_RUMOR,"",NULL_KEY,"");
llRegionSay(CHAN_REGION,API_RUMOR_FIND); // send request for rumor server channel
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?
DEBUG("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
}
}
//============================================================================
// END
//============================================================================