User:Allen Kerensky/Myriad Lite/Myriad Lite Region Status-Preview6.lsl
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Myriad_Lite_Region_Status-Preview6.lsl
// Myriad_Lite_Region_Status-Preview6.lsl // Copyright (c) 2012 by 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 = "0.0.0"; // version number string VERDATE = "20120810"; // version date //============================================================================ // MESSAGE FORMAT REFERENCE //============================================================================ // CHANMYRIAD IN - METER|str PLAYER NAME|str GAMENAME|int CURWOUNDS|int MAXWOUNDS|int CURCRITICAL|int MAXCRITICAL|int ISDEAD|int ISINCAPACITATED|str SPECIES|str BACKGROUND|str CAREER //============================================================================ // GLOBAL VARIABLES //============================================================================ integer CHANMYRIAD = -999; // Region Status Channel integer HANDMYRIAD; // attach channel handle for llRemove string DIV = "|"; // Myriad message field divider string FORMATSTRING = " @GN (@PN) @HP @ST "; // GN = GameName, HP = HealthPercent, ST = Status (incap, dead, etc) string STATUS; // settext message list PLAYERS = []; // strided list of player data //============================================================================ // HEALTHPERCENT - generate a percentage health status //============================================================================ string HEALTHPERCENT(integer curwounds,integer maxwounds,integer curcritical,integer maxcritical) { string out; float currentpoints = (float)curwounds + (float)curcritical; // add up noncritical and critical wounds boxes remaining float maxpoints = (float)maxwounds + (float)maxcritical; // add up total wounds boxes player should have if ( currentpoints > 0.0 ) { // if player has some wounds left float health = ( ( currentpoints / maxpoints ) * 100.0 ); // get a percentage out = "Health: "+(string)llRound(health)+"%"; // add the percentage health to the status } else { // oops all resilience gone out = "Health: 0%"; // so add a zero% to status } return out; } //============================================================================ // REPORT //============================================================================ REPORT() { integer count = 0; list reportlist = []; for ( count = 0; count < llGetListLength(PLAYERS) / 12 ; count += 12 ) { key userid = llList2Key(PLAYERS,count); list region = llGetAgentList(AGENT_LIST_REGION,[]); if ( llListFindList(region,[userid]) < 0 ) { reportlist = llList2List(PLAYERS,count, count + 12 ) + reportlist; } } PLAYERS = reportlist; count = 0; integer num_players = llGetListLength(PLAYERS) / 12; // stride size string DISPLAY = ""; for ( count = 0; count < num_players; count += 12 ) { //key userid = llList2Key(PLAYERS,count); string playername = llList2String(PLAYERS,count + 1); // get the full player name from the list of METER values list name2 = llParseString2List(playername,[" "],[]); // separate first and last name by space string firstname = llList2String(name2,0); // get the firstname from the name2 string lastname = llList2String(name2,1); // get the lastname, if any, from the name2 string gamename = llList2String(PLAYERS,count + 2); // get player's alias/game name (originally set in their character sheet) integer curwounds = llList2Integer(PLAYERS,count + 3); // what is player's current wound value? integer maxwounds = llList2Integer(PLAYERS,count + 4); // what is player's maximum healed wounds allowed by level/stats? integer curcritical = llList2Integer(PLAYERS,count + 5); // what is player's current critical wounds value? integer maxcritical = llList2Integer(PLAYERS,count + 6); // what is player's maximum healed critical wounds value? integer isdead = llList2Integer(PLAYERS,count + 7); // is player dead? integer isincap = llList2Integer(PLAYERS,count + 8); // is player incapacitated? string species = llList2String(PLAYERS,count + 9); // player species string background = llList2String(PLAYERS,count + 10); // player background string career = llList2String(PLAYERS,count + 11); // player career // okay, we've broken down status, lets create a banner from that using colors STATUS = FORMATSTRING; // start with a default FORMATSTRING STATUS = SEARCHANDREPLACE(STATUS,"@PN",playername); // @PN = Player Name STATUS = SEARCHANDREPLACE(STATUS,"@FN",firstname); // @FN = First Name STATUS = SEARCHANDREPLACE(STATUS,"@LN",lastname); // @PN = Last Name STATUS = SEARCHANDREPLACE(STATUS,"@GN",gamename); // @GN = Game Name STATUS = SEARCHANDREPLACE(STATUS,"@CW",(string)curwounds); // @CW = Current Wounds STATUS = SEARCHANDREPLACE(STATUS,"@MW",(string)maxwounds); // @MW = Max Wounds STATUS = SEARCHANDREPLACE(STATUS,"@CC",(string)curcritical); // @CC = Current Critical STATUS = SEARCHANDREPLACE(STATUS,"@MC",(string)maxcritical); // @MC = Max Critical if ( isincap == 1 && isdead == 0 ) { STATUS = SEARCHANDREPLACE(STATUS,"@ST"," ! INCAPACITATED ! "); // @ST = Status } else { STATUS = SEARCHANDREPLACE(STATUS,"@ST",""); // @ST = Status } if ( isdead == 1 ) { STATUS = SEARCHANDREPLACE(STATUS,"@ST"," !!! DEAD !!! "); // @ST = Status } else { STATUS = SEARCHANDREPLACE(STATUS,"@ST",""); // @ST = Status } STATUS = SEARCHANDREPLACE(STATUS,"@SP",species); // @SP = Species STATUS = SEARCHANDREPLACE(STATUS,"@BG",background); // @BG = Background Name STATUS = SEARCHANDREPLACE(STATUS,"@CA",career); // @CA = Career string hp = HEALTHPERCENT(curwounds,maxwounds,curcritical,maxcritical); STATUS = SEARCHANDREPLACE(STATUS,"@HP",hp); // @HP = Health Percent DISPLAY = DISPLAY + "\n" + STATUS; } llSetText(DISPLAY,<1,1,1>,1); } //============================================================================ // SEARCHANDREPLACE - search and replace tokens //============================================================================ string SEARCHANDREPLACE(string input, string old, string new) { return llDumpList2String(llParseString2List(input, [old], []), new); } //============================================================================ // GLOBAL SETUP() //============================================================================ SETUP() { llSetText("--- Waiting for Myriad Update ---",<1,0,0>,1); // set a default banner to show we haven't been updated yet if ( HANDMYRIAD != 0 ) llListenRemove(HANDMYRIAD); // remove previously open channel HANDMYRIAD = llListen(CHANMYRIAD,"",NULL_KEY,""); // start a listener on the dynamic channel } //============================================================================ // DEFAULT STATE //============================================================================ default { //------------------------------------------------------------------------ // STATE_ENTRY EVENT //------------------------------------------------------------------------ state_entry() { SETUP(); // setup the hovertext meter } //------------------------------------------------------------------------ // ON_REZ EVENT //------------------------------------------------------------------------ on_rez(integer param) { param = 0; // LSLINT llResetScript(); // setup the hovertext meter } //------------------------------------------------------------------------ // CHANGED EVENT //------------------------------------------------------------------------ changed(integer changes) { if ( changes & CHANGED_OWNER ) { // if owner has changed, we need to recalculate the dynamic channel llResetScript(); // setup the hovertext meter return; } if ( changes & CHANGED_REGION_START ) { // owner jumped to new location? restart llResetScript(); // setup hovertext and channel return; } } //------------------------------------------------------------------------ // LISTEN EVENT //------------------------------------------------------------------------ listen(integer channel,string name,key id,string message) { name = ""; // LSLINT if ( channel == CHANMYRIAD ) { // did this message come in on attachment channel? list fields = llParseString2List(message,[DIV],[]); // break message down into list separated by | string command = llList2String(fields,0); // read first item in list to get the Myriad command if ( command == "METER") { // if this is the METER command, let's update the meter status PLAYERS = [id] + llDeleteSubList(fields,0,0) + PLAYERS; PLAYERS = llListSort(PLAYERS,12,FALSE); REPORT(); } // end of command meter } // end if chanmyriad } } // end default //============================================================================ // END //============================================================================