User:Allen Kerensky/Myriad Lite/Myriad Lite Turret-Preview6.lsl
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Myriad_Lite_Turret-Preview6.lsl
// Myriad_Lite_Turret-v0.0.1-20120807.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 = "0.0.1"; // version number string VERDATE = "20120807"; // version date // MYRIAD COMBAT STATS integer POWER = 3; // attack stat integer ATTSKILL = 1; // attack skill integer DAMAGEDICE = 1; // TURRENT CONFIGURATION float RANGE = 30.0; // detection range to start shooting float RATE = 0.5; // seconds between shots float BULLET_VELOCITY = 30.0; // change this to change the speed of the bullet. string gunsound = "pistol_shot.wav"; // string; name of sound in inventory string ammo = "Myriad Lite Bullet Turret Preview 6"; //name of desired object to be shot out. Must be in the inventory of the "gun". integer ANTIDELAY = TRUE; // use antidelay nodes for rapid fire? // RUNTIME integer FLAG_DEBUG; integer ISACTIVE = FALSE; integer CHANOBJECT; integer HANDLE; vector OFFSET = <0,0, 2.1>; // rez offset for bullet vector pos; rotation rot; vector offset; string DIV = "|"; // DEBUG DEBUG(string debugmsg) { if ( FLAG_DEBUG == TRUE ) llOwnerSay("TURRET: "+(string)debugmsg); } // SETUP SETUP() { FLAG_DEBUG = FALSE; ANTIDELAY = FALSE; CHANOBJECT = (integer)("0x"+llGetSubString(llGetKey(),0,6)); // calculate turret's dynamic channel if ( HANDLE != 0 ) llListenRemove(HANDLE); HANDLE = llListen(CHANOBJECT,"",NULL_KEY,""); } default { //------------------------------------------------------------------------ // LISTEN EVENT - whispers, says, shouts, regionsays //------------------------------------------------------------------------ listen(integer channel,string speakername,key speakerid,string message) { DEBUG("listen: "+message); channel = 0; //LSLINT speakername = ""; //LSLINT speakerid = NULL_KEY; //LSLINT list fields = llParseString2List(message,[DIV],[]); // break line of text into = delimited fields string command = llToLower(llStringTrim(llList2String(fields,0),STRING_TRIM)); // field zero is the "command" // If Your Bullet has hit, fire a hitcheck regionwide at targetplayer's channel if ( command == "rangedcombat" ) { integer attdice = llList2Integer(fields,1); // get attack dice of weapon used string hitwho = llList2String(fields,2); // get UUID of who we hit string bywho = llList2String(fields,3); // should be our own UUID string bywhat = llList2String(fields,4); // name of item we hit with (good for bullets/missiles) integer victimchan = (integer)("0x"+llGetSubString(hitwho,0,6)); // calculate victim's dynamic channel llRegionSay(victimchan,"RANGEDHIT"+DIV+(string)POWER+DIV+(string)ATTSKILL+DIV+(string)attdice+DIV+(string)bywho+DIV+bywhat); // attack! DEBUG((string)victimchan+" RANGEDHIT"+DIV+(string)POWER+DIV+(string)ATTSKILL+DIV+(string)attdice+DIV+(string)bywho+DIV+bywhat); return; } // end if RANGEDCOMBAT/TOHIT } no_sensor() { } // OBJECT_REZ object_rez(key child) { // tell child turret bullet our key for combat resolution integer childchan = (integer)("0x"+llGetSubString((string)child,0,6)); // get turret bullet's dynamic channel llRegionSay(childchan,(string)llGetKey()); // tell turret bullet who shot them } sensor(integer num_detected) { num_detected = 0; //LSLINT // use sensor detected index 0 to only shoot at closest vector targetpos = llDetectedPos(0); llLookAt(targetpos,1,1); float dist = llVecDist(llGetPos(),llDetectedPos(0)); if(llVecDist(llGetPos(),llDetectedPos(0)+llRot2Fwd(llDetectedRot(0))*dist) < 1.5) { // Fire 1 bullet,, the heart of the firearm script. pos = llGetPos(); // get our current position rot = llGetRot(); // get our current rotation offset = OFFSET; // start with the base offset for the gun held in the right hand offset *= rot; // now, rotate the offset to match the avatar rotation pos += offset; // now combine the rotated offset with avatar position vector fwd = llRot2Up(rot); // calculate the direction that is "avatar's facing" fwd *= BULLET_VELOCITY; // now multiply that by bullet speed to tell bullet to push in that direction, that fast //rot *= llEuler2Rot(<0, PI_BY_TWO, 0>); // now, straighten rotation for object we're about to rez llPlaySound(gunsound,1.0); // here "gunsound"is a variable defined above. // DAMAGEDICE is passed to rez-param of bullet. Myriad Bullets read this as damage dice to do if they hit if ( ANTIDELAY == FALSE ) { llRezObject(ammo, pos, fwd, rot, DAMAGEDICE); // does the actual work rezzes the ammo in the specified variables. } else { llMessageLinked(LINK_THIS,-123,ammo+"~~~"+(string)pos+"~~~"+(string)fwd+"~~~"+(string)rot+"~~~"+(string)DAMAGEDICE,"rezobject"); } //llSleep(RATE); // force a pause between shots } } state_entry() { SETUP(); } touch_start(integer num_detected) { num_detected = 0; // LSLINT if ( ISACTIVE == FALSE ) { ISACTIVE = TRUE; CHANOBJECT = (integer)("0x"+llGetSubString(llGetKey(),0,6)); HANDLE = llListen(CHANOBJECT,"",NULL_KEY,""); llSensorRepeat("",NULL_KEY,AGENT,RANGE,PI,RATE); llSay(PUBLIC_CHANNEL,"Turret active"); } else { ISACTIVE = FALSE; llSensorRemove(); llListenRemove(HANDLE); llSay(PUBLIC_CHANNEL,"Turret no longer active"); } } }