User:Allen Kerensky/Myriad Lite Preview 5/Module BAM
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Latest revision as of 14:31, 6 February 2012
[edit] Myriad Lite Module: BAM
The Myriad Lite Module BAM script goes into the Myriad Lite HUD.
See the Commands for how to use BAM commands.
More information such as API messages will be in a later Preview release.
[edit] Myriad_Lite_Module_BAM-v0.0.2-20120201.lsl
// Myriad_Lite_Module_BAM-v0.0.2-20120201.lsl // Copyright (c) 2011-2012 By Baroun Tardis (OSG/SL) and Allen Kerensky (OSG/SL) // The Myriad RPG System was designed, written, and illustrated by Ashok Desai // Myriad RPG licensed under the Creative Commons Attribution 2.0 UK: England and Wales // http://creativecommons.org/licenses/by/2.0/uk/ // Myriad Lite software Copyright (c) 2011-2012 by Allen Kerensky (OSG/SL) // Baroun's Adventure Machine Copyright (c) 2008-2011 by Baroun Tardis (SL) // Myriad Lite and 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/ // You must agree to the terms of this license before making any use of this software. // If you do not agree to this license, simply delete these materials. // There is no warranty, express or implied, for your use of these materials. // CONSTANTS - DO NOT CHANGE DURING RUN //string VERSION = "0.0.2"; // Allen Kerensky's script version //string VERSIONDATE = "20120201"; // Allen Kerensky's script yyyymmdd string CHAN_PREFIX = "0x"; // channel prefix for calculating dynamic channels string DIV = "|"; // message field divider string API_OFFERADV = "OfferAdv"; // Offer an adventure to HUD wearer string API_ACCEPTADV = "AcceptAdv"; // Offer accepted player is on an adventure string API_INADV_QUERY = "InAdv?"; // Ask a player HUD if the player is in an adventure - InAdv? string API_INADV_RESPONSE = "InAdv"; // In Adventure Response Yes: InAdv | String AdventureName No: InAdv | NONE string API_TASKIP_QUERY = "TaskIP?"; string API_TASKIP_RESPONSE = "TaskIP"; // Task In Progress Reply current task in progress: TaskIP | AdventureGoal string API_TASKCP_QUERY = "TaskCP?"; // Task Complete Query string API_TASKCP_RESPONSE = "TaskCP"; // Task Complete Reply string API_DONETASK = "DoneTask"; // Task Done - player achieved current goal NPC sends: DoneTask | GoalText | TaskDone Text | PlayerUUID string API_DONEADV = "DoneAdv"; // Done Adventure reply string API_NONE = "NONE"; // a fixed string when not in adventure - uses variable to stay consistent everywhere string API_ADDTASK = "AddTask"; // Add a task to the Player HUD - AddTask | TaskNumber | String Describing Task string API_ADDHINT = "AddHint"; // Add a hint for a task to the Player HUD - AddHint | TaskNumber | String Hint string MSG_NO_ADVENTURE = "Looking for adventure..."; string MSG_CURRENT_ADVENTURE = "Adventure: "; string MSG_CURRENT_GOAL = "Overall Goal: "; string MSG_CURRENT_TASK = "Current Task: "; string MSG_CURRENT_HINT = "Current Hint: "; // RUNTIME GLOBALS - CAN CHANGE DURING RUN integer CHANOBJBAM; // channel of thing we're talking to string STATUSMSG; // scratch space to build status messages integer STATUS_FLAG; // show status as HUD hover text // Adventure-Specific Configuration // Task numbers are (AdvNum*100)+task, so they don't overlap between adventures string ADVNAME="NONE"; // Adventure Name string ADVTEXT; // brief description // Current Task-specific info string ADVTASKTODO; // task name of the next task handed out integer ADVTASKTDNUM; // task number of the next task handed out string ADVTASKTODOHINT; // Hint text for the next task handed out // Previous Task-specific info list ADVTCOMP; // completed task numbers (list of numbers) // SETUP - begin bringing the HUD online SETUP() { llSetText("",<0,0,0>,0); // clear any previous hovertext if ( llGetAttached() >= 31 && llGetAttached() <= 38 ) { // are we attached to a HUD slot? STATUS_FLAG = TRUE; // turn on HUD hovertext } else { STATUS_FLAG = FALSE; // turn off body attached hovertext } STATUS(); } // RESET - shut down running animations then reset the script to reload character sheet RESET() { llResetScript(); // now reset } // GLOBAL STATUS() - update adventure data on HUD STATUS() { if ( ADVNAME == API_NONE ) { // is player in an adventure? STATUSMSG = MSG_NO_ADVENTURE; // nope } else { // yep, build the status STATUSMSG = MSG_CURRENT_ADVENTURE + ADVNAME + "\n" + MSG_CURRENT_GOAL + ADVTEXT + "\n" + MSG_CURRENT_TASK + ADVTASKTODO + "\n" + MSG_CURRENT_HINT + ADVTASKTODOHINT; } if ( STATUS_FLAG == FALSE ) { // if attached to body, use chat output llOwnerSay(STATUSMSG); } else { // attached to HUD slot, use hovertext llSetText(STATUSMSG,<1,1,1>,1.0); } } // DEFAULT STATE - load character sheet default { // STATE ENTRY - called on Reset state_entry() { SETUP(); // show credits and start character sheet load } // ON_REZ - logged in with meter, or worn from inventory while running on_rez(integer param) { param = 0; // LSLINT RESET(); // a reset to reload character } // ATTACH - logged in with meter or worn from inventory/ground while running attach(key id) { id = NULL_KEY; // LSLINT RESET(); // a reset to reload character } // TOUCH_START - touch HUD for adventure update touch_start(integer total_number) { total_number = 0; // LSLINT STATUS(); } // LINK MESSAGE - commands to and from other prims in HUD link_message(integer sender,integer channel,string message, key speakerid) { sender = 0; // LSLINT channel = 0; // LSLINT if ( message == "BAMSTATUS" ) { STATUS(); return;} // show status when specifically requested if ( message == "BAMRESET" ) { RESET(); return;} // reset on command // calculate BAM dynamic channel of item/player talking to us CHANOBJBAM = (integer)(CHAN_PREFIX + llGetSubString((string)speakerid,-7,-1)); // break down the commands and messages into units we can work with list fields = llParseString2List(message,[DIV],[]); // break into list of fields based on DIVider string command = llList2String(fields,0); // assume the first field is a Myriad Lite command string data1 = llList2String(fields,1); string data2 = llList2String(fields,2); string data3 = llList2String(fields,3); // We're asked what adventure we're in if ( command == API_INADV_QUERY ) { llSay(CHANOBJBAM,API_INADV_RESPONSE + DIV + ADVNAME); // reply with In Adventure and Adventure Name STATUS(); return; // command done, return early } // We're asked our current task in progress if ( command == API_TASKIP_QUERY ) { // what task in progress? // respond with task in progress llSay(CHANOBJBAM, API_TASKIP_RESPONSE + DIV + (string)ADVTASKTDNUM); // Reply with current task in progress and number STATUS(); return; // command done, return early } // Get list of completed tasks if ( command == API_TASKCP_QUERY ) { // what tasks complete? llSay(CHANOBJBAM, API_TASKCP_RESPONSE + DIV + llList2CSV(ADVTCOMP)); // reply with current task complete list as CSV STATUS(); return; // command done, return early } // player is offered an adventure if ( command == API_OFFERADV ) { // want adventure? // FIXME need to add dialog box to accept/decline later ADVNAME=data1; // name of the adventure ADVTEXT=data2; // description of the adventure ADVTCOMP=[]; // clear the completed task list and start new one ADVTASKTODO=""; // clear the next task name ADVTASKTDNUM=0; // clear the next task number llSay(CHANOBJBAM, API_ACCEPTADV + DIV +data1); // accept the adventure STATUS(); return; // command done, return early } // add the next task to complete if ( command == API_ADDTASK ) { // add a task ADVTASKTDNUM=(integer)data1; // next task number ADVTASKTODO=data2; // next task name llOwnerSay(ADVTASKTODO); // tell player the next task name STATUS(); return; // command done, return early } // add a hint for the next task to complete if( ( command == API_ADDHINT ) && ( (integer)data1 == ADVTASKTDNUM) ) { ADVTASKTODOHINT=data2; // next task hint llOwnerSay(ADVTASKTODOHINT); // tell that player the next task hint STATUS(); return; // command done, return early } // is player done with this task of the adventure? if ( ( command == API_DONETASK ) && ( (integer)data1 == ADVTASKTDNUM) ) { ADVTCOMP = [(integer)data1] + ADVTCOMP; // add this task number to completed list ADVTASKTDNUM=0; // clear out the task number we're working on since its done now ADVTASKTODO=""; // clear out the task name ADVTASKTODOHINT=""; // clear out the task hint llOwnerSay(data2); // tell player task is complete if ( data3 != "" ) llPlaySound(data3,0.5); // play sound if one was defined STATUS(); return; // command done, return early } // is player done with the entire adventure? if ( ( command == API_DONEADV ) && ( data1 == ADVNAME ) ) { ADVTCOMP = []; // clear out adventure tasks - we're done ADVTASKTDNUM=0; // clear out next task number ADVTASKTODO=""; // clear out name of next task ADVTASKTODOHINT=""; // clear out next task hint ADVNAME=API_NONE; // set current adventure name to none ADVTEXT="Looking for adventure..."; // set the current adventure name to llOwnerSay(data2); // tell player adventure is complete if ( data3 != "" ) llPlaySound(data3,0.5); // play sound if one was defined STATUS(); return; // command done, return early } } // end listen } // end state running // END