User:Allen Kerensky/Myriad Lite/Myriad Lite Region Settings Server-Preview6.lsl
From OpenSimulator
< User:Allen Kerensky | Myriad Lite
Revision as of 11:24, 12 August 2012 by Allen Kerensky (Talk | contribs)
Myriad_Lite_Region_Settings_Server-Preview6.lsl
// Myriad_Lite_Region_Settings_Server-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/ // CONSTANTS - DO NOT CHANGE DURING RUN string VERSION = "0.0.4"; // Allen Kerensky's script version string VERSIONDATE = "20120810"; // Allen Kerensky's script yyyymmdd integer CHAN_MYRIAD = -999; // regionwide channel for Myriad events string CARD = "Myriad_Lite_Region_Settings-Preview6.txt"; // notecard data table // RUNTIME GLOBALS - CAN CHANGE DURING RUN integer HAND_MYRIAD; list REGION_SETTINGS; // list of setting categories string ESTATE; // what estate does this region belong to? string ESTATEOWNER; // who is the estate owner vector DEATHPOINT; // where to teleport dead people vector RESPAWNPOINT; // where to teleport people on respawn list REGION_GENERATORS; // character generation methods Points-Based, Template, Random list REGION_PROGRESSION; // character progression methods Level-Based, Gradual, Random list REGION_POINT_POOLS; // campaign power levels and point pool basis list REGION_STATISTICS; // list of statistics for characters in this region list REGION_RESILIENCES; // list of healths for various combats used list REGION_SKILLS; // list of available skills list REGION_GENRES; // list of available skill and item genres to allow list REGION_BOONS; // list of available boons list REGION_FLAWS; // list of available flaws list REGION_MORTAL_EFFECTS; // list of available mortal combat special effects list REGION_SOCIAL_EFFECTS; // list of available social combat special effects list REGION_MAGIC_EFFECTS; // list of available magical special effects list REGION_VEHICLE_EFFECTS; // list of available vehicle special effects list REGION_SPECIES; // list of available species templates list REGION_BACKGROUNDS; // list of available background templates list REGION_CAREERS; // list of available career templates list REGION_EQUIPMENT; // list of available starting items integer LINE = 0; // reading line number key QUERY = NULL_KEY; // track notecard queries // DEBUG - show debug messages DEBUG(string dmessage) { llOwnerSay("DEBUG: "+dmessage); } // SETUP - begin SETUP() { llSetText("Server: Region",<1,1,1>,1); if ( HAND_MYRIAD != 0 ) llListenRemove(HAND_MYRIAD); // is there already a listener? clear it HAND_MYRIAD = llListen(CHAN_MYRIAD,"",NULL_KEY,""); // start region channel listener DEBUG("Region setting server "+VERSION+" "+VERSIONDATE+" loading region configuration. Please wait..."); // tell player we're waiting for data server QUERY = llGetNotecardLine(CARD,LINE++); // ask for line from notecard and advance to next line } // RESET - reload RESET() { llResetScript(); // now reset } LIST_REGION_SETTINGS(key id) { integer replyto = (integer)("0x"+llGetSubString((string)id,0,6)); // calculate requestor-specific chat channel to reply to llRegionSay(replyto,"REGION_SETTINGS|SETTINGS="+llList2CSV(REGION_SETTINGS)); // send list of settings categories integer numsettings = llGetListLength(REGION_SETTINGS); // how long is list of categories integer count; // temporary place to store our count of lists we've sent for ( count = 0; count < numsettings; count++) { // step through all settings lists string index = llList2String(REGION_SETTINGS,count); // find position of current category to send in list string reply = "REGION_SETTING|"+llToUpper(index)+"="; // start our output string if ( index == "ESTATE" ) { reply += ESTATE; } // if sending estate, added it if ( index == "ESTATEOWNER" ) { reply += ESTATEOWNER; } // if sending owner, add it if ( index == "DEATHPOINT" ) { reply += (string)DEATHPOINT; } // if sending deathpoint, add it if ( index == "RESPAWNPOINT" ) { reply += (string)RESPAWNPOINT; } // if sending respawnpoint, add it if ( index == "GENERATORS" ) { reply += llList2CSV(REGION_GENERATORS); } // if sending generators, add the generator methods if ( index == "PROGRESSION" ) { reply += llList2CSV(REGION_PROGRESSION);} // if sending progression, add the progress methods if ( index == "POINT_POOLS" ) { reply += llList2CSV(REGION_POINT_POOLS); } // if sending point pools, add the pool configuration if ( index == "STATISTICS" ) { reply += llList2CSV(REGION_STATISTICS); } // if sending stats, add the statistics list if ( index == "RESILIENCES" ) { reply += llList2CSV(REGION_RESILIENCES); } // if sending resiliences, add the resilience list if ( index == "SKILLS" ) { reply += llList2CSV(REGION_SKILLS); } // if sending skills, add the skill list if ( index == "GENRES" ) { reply += llList2CSV(REGION_GENRES); } // if sending genres, add the genre list if ( index == "BOONS" ) { reply += llList2CSV(REGION_BOONS); } // if sending boons, add the boon list if ( index == "FLAWS" ) { reply += llList2CSV(REGION_FLAWS); } // if sending flaws, add the flaw list if ( index == "MORTAL_EFFECTS" ) { reply += llList2CSV(REGION_MORTAL_EFFECTS); } // if sending mortal sfx, add the sfx list if ( index == "SOCIAL_EFFECTS" ) { reply += llList2CSV(REGION_SOCIAL_EFFECTS); } // if sending social sfx, add the sfx list if ( index == "MAGIC_EFFECTS" ) { reply += llList2CSV(REGION_MAGIC_EFFECTS); } // if sending magic sfx, add the sfx list if ( index == "VEHICLE_EFFECTS" ) { reply += llList2CSV(REGION_VEHICLE_EFFECTS); } // if sending vehicle sfx, add the sfx list if ( index == "SPECIES" ) { reply += llList2CSV(REGION_SPECIES); } // if sending species templates, add the template list if ( index == "BACKGROUNDS" ) { reply += llList2CSV(REGION_BACKGROUNDS); } // if sending background templates, add the template list if ( index == "CAREERS" ) { reply += llList2CSV(REGION_CAREERS); } // if sending career templates, add the template list if ( index == "EQUIPMENT" ) { reply += llList2CSV(REGION_EQUIPMENT);} // if sending equipment, add the equipment list llRegionSay(replyto,reply); // send current setting and list FIXME what if output > 1016 characters? } llRegionSay(replyto,"REGION_SETTING|LIST_COMPLETE"); // send a final marker to tell character creator all config has been sent } GET_REGION_SETTING(key id,string msg) { integer replyto = (integer)("0x"+llGetSubString((string)id,0,6)); // calculate requestor-specific chat channel to reply to list tokens = llParseString2List(msg,["|"],[]); // split msg into list around pipe symbols string index = llList2String(tokens,1); // the name of the item to get integer regionindex = llListFindList(REGION_SETTINGS,[index]); // get the position of that item in the list if ( regionindex != -1 ) { // was item name in the list? string reply = "REGION_SETTING|"+llToUpper(index)+"="; // start output item data NO PLURAL here - we're sending 1 setting list if ( index == "SETTINGS" ) { reply += llList2CSV(REGION_SETTINGS); } // if settings requested, add settings list to output if ( index == "ESTATE" ) { reply += ESTATE;} // if sending estate, added it if ( index == "ESTATEOWNER" ) { reply += ESTATEOWNER;} // if sending owner, add it if ( index == "DEATHPOINT" ) { reply += (string)DEATHPOINT; } // if sending deathpoint, add it if ( index == "RESPAWNPOINT" ) { reply += (string)RESPAWNPOINT; } // if sending respawnpoint, add it if ( index == "GENERATORS" ) { reply += llList2CSV(REGION_GENERATORS); } // if generators requested, add generator to output if ( index == "PROGRESSION" ) { reply += llList2CSV(REGION_PROGRESSION); } // if progress methods requested, add progression to output if ( index == "POINT_POOLS" ) { reply += llList2CSV(REGION_POINT_POOLS); } // if point pools requested, add point pools to output if ( index == "STATISTICS" ) { reply += llList2CSV(REGION_STATISTICS); } // if statistics requested, add statistics to output if ( index == "RESILIENCES" ) { reply += llList2CSV(REGION_RESILIENCES); } // if resiliences requested, add resiliences to output if ( index == "SKILLS" ) { reply += llList2CSV(REGION_SKILLS); } // if skills requested, add skills to output if ( index == "GENRES" ) { reply += llList2CSV(REGION_GENRES); } // if genres requested, add genres to output if ( index == "BOONS" ) { reply += llList2CSV(REGION_BOONS); } // if boons requested, add boons to output if ( index == "FLAWS" ) { reply += llList2CSV(REGION_FLAWS); } // if flaws requested, add flaws to output if ( index == "MORTAL_EFFECTS" ) { reply += llList2CSV(REGION_MORTAL_EFFECTS); } // if mortal sfx requested, add sfx to output if ( index == "SOCIAL_EFFECTS" ) { reply += llList2CSV(REGION_SOCIAL_EFFECTS); } // if social sfx requested, add sfx to output if ( index == "MAGIC_EFFECTS" ) { reply += llList2CSV(REGION_MAGIC_EFFECTS); } // if magic sfx requested, add sfx to output if ( index == "VEHICLE_EFFECTS" ) { reply += llList2CSV(REGION_VEHICLE_EFFECTS); } // if vehicle sfx requested, add sfx to output if ( index == "SPECIES" ) { reply += llList2CSV(REGION_SPECIES); } // if species templates requested, add templates to output if ( index == "BACKGROUNDS" ) { reply += llList2CSV(REGION_BACKGROUNDS); } // if background templates requested, add templates to output if ( index == "CAREERS" ) { reply += llList2CSV(REGION_CAREERS); } // if career templates requested, add templates to output if ( index == "EQUIPMENT" ) { reply += llList2CSV(REGION_EQUIPMENT); } // if equipment requested, add equipment to output llRegionSay(replyto,reply); // send current output line FIXME what if output line > 1016 characters? } else { llRegionSay(replyto,"REGION_SETTING|ERROR=Requested Region Setting ("+index+") not found"); // item requested does not exist, return an error } } SET_REGION_SETTING() { // FIXME - do we need this? } // DEFAULT STATE default { // STATE ENTRY - called on Reset state_entry() { SETUP(); // show credits and start character sheet load } // on_rez - when rezzed to ground or from inventory as attachment during login on_rez(integer params) { params = 0; // LSLINT RESET(); // force to go through state entry } // attach - when attached or detached from inventory or during login attach(key id) { id = NULL_KEY; // LSLINT RESET(); // force to go through state entry } // dataserver called for each line of notecard requested dataserver(key queryid,string data) { if ( queryid == QUERY ) { // ataserver gave us line we asked for? if ( data != EOF ) { // we're not at end of notecard file? if ( llGetSubString(data,0,0) == "#" ) { // does this line start with comment mark? QUERY = llGetNotecardLine(CARD,LINE++); // ignore comment and ask for the next line return; } // Parse non-comment lines in keyword = value[,value,...] format list FIELDS = llParseString2List(data,["="],[]); // break line of text into = delimited fields string CMD = llStringTrim(llList2String(FIELDS,0),STRING_TRIM); // field zero is the "command" string DATA = llStringTrim(llList2String(FIELDS,1),STRING_TRIM); // field one is the data // we're appending to lists to handle long lists that use multiple config lines per keyword see EQUIPMENT for example if ( CMD == "ESTATE" ) { ESTATE = DATA;} // save the estate name if ( CMD == "ESTATEOWNER" ) { ESTATEOWNER = DATA;} // save the estate owner name if ( CMD == "DEATHPOINT" ) { DEATHPOINT = llList2Vector(FIELDS,1); } // save the deathpoint vector if ( CMD == "RESPAWNPOINT" ) { RESPAWNPOINT = llList2Vector(FIELDS,1); } // save the respawnpoint vector if ( CMD == "SETTINGS" ) { REGION_SETTINGS = REGION_SETTINGS + llCSV2List(DATA);} // add setting list to memory if ( CMD == "GENERATORS" ) { REGION_GENERATORS = REGION_GENERATORS + llCSV2List(DATA); } // add generator list to memory if ( CMD == "PROGRESSION" ) { REGION_PROGRESSION = REGION_PROGRESSION + llCSV2List(DATA); } // add progression list to memory if ( CMD == "POINT_POOLS") { REGION_POINT_POOLS = REGION_POINT_POOLS + llCSV2List(DATA);} // add point pool list to memory if ( CMD == "STATISTICS") { REGION_STATISTICS = REGION_STATISTICS + llCSV2List(DATA); } // add stat list to memory if ( CMD == "RESILIENCES" ) { REGION_RESILIENCES = REGION_RESILIENCES + llCSV2List(DATA); } // add health list to memory if ( CMD == "SKILLS" ) { REGION_SKILLS = REGION_SKILLS + llCSV2List(DATA); } // add skill list to memory if ( CMD == "GENRES" ) { REGION_GENRES = REGION_GENRES + llCSV2List(DATA); } // add genre list to memory if ( CMD == "BOONS" ) { REGION_BOONS = REGION_BOONS + llCSV2List(DATA); } // add boon list to memory if ( CMD == "FLAWS" ) { REGION_FLAWS = REGION_FLAWS + llCSV2List(DATA); } // add flaw list to memory if ( CMD == "MORTAL_EFFECTS" ) { REGION_MORTAL_EFFECTS = REGION_MORTAL_EFFECTS + llCSV2List(DATA); } // add sfx list to memory if ( CMD == "SOCIAL_EFFECTS" ) { REGION_SOCIAL_EFFECTS = REGION_SOCIAL_EFFECTS + llCSV2List(DATA); } // add sfx list to memory if ( CMD == "MAGIC_EFFECTS" ) { REGION_MAGIC_EFFECTS = REGION_MAGIC_EFFECTS + llCSV2List(DATA); } // add sfx list to memory if ( CMD == "VEHICLE_EFFECTS" ) { REGION_VEHICLE_EFFECTS = REGION_VEHICLE_EFFECTS + llCSV2List(DATA);} // add sfx list to memory if ( CMD == "SPECIES" ) { REGION_SPECIES = REGION_SPECIES + llCSV2List(DATA); } // add template list to memory if ( CMD == "BACKGROUNDS" ) { REGION_BACKGROUNDS = REGION_BACKGROUNDS + llCSV2List(DATA); } // add template list to memory if ( CMD == "CAREERS" ) { REGION_CAREERS = REGION_CAREERS + llCSV2List(DATA); } // add career list to memory if ( CMD == "EQUIPMENT" ) { REGION_EQUIPMENT = REGION_EQUIPMENT + llCSV2List(DATA); } // add equipment list to memory QUERY = llGetNotecardLine(CARD,LINE++); // finished with known keywords, get next line } else { // end of notecard DEBUG("Region settings loaded. Server ready. Free Memory: "+(string)llGetFreeMemory()); // done, ready to serve } // end if data not equal eof } // end if query id equal } // end if data server event listen(integer channel,string name,key id,string msg) { channel = 0; // LSLINT name = ""; // LSLINT list tokens = llParseString2List(msg,["|"],[ ]); // split msg into list around pipe symbols string command = llList2String(tokens,0); // first field is some sort of command if ( command == "LIST_REGION_SETTINGS" ) { // is this a list all region settings request? LIST_REGION_SETTINGS(id); // call it return; // return early instead of processing more } if ( command == "GET_REGION_SETTING" ) { // GET_REGION_SETTING|string settingname GET_REGION_SETTING(id,msg); // call it return; // return early instead of processing more } if ( command == "SET_REGION_SETTING" ) { // is this a set-region-setting request? SET_REGION_SETTING(); // call it return; // return early in case we add more later } } } // end default state