opensim-development – Blame information for rev 1
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1 | eva | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ |
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3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
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4 | * |
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5 | * Redistribution and use in source and binary forms, with or without |
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6 | * modification, are permitted provided that the following conditions are met: |
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7 | * * Redistributions of source code must retain the above copyright |
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8 | * notice, this list of conditions and the following disclaimer. |
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9 | * * Redistributions in binary form must reproduce the above copyright |
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10 | * notice, this list of conditions and the following disclaimer in the |
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11 | * documentation and/or other materials provided with the distribution. |
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12 | * * Neither the name of the OpenSimulator Project nor the |
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13 | * names of its contributors may be used to endorse or promote products |
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14 | * derived from this software without specific prior written permission. |
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15 | * |
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16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY |
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17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
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18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
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19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
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20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
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21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
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22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
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23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
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25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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26 | */ |
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27 | |||
28 | using System; |
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29 | using System.IO; |
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30 | using System.Threading; |
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31 | using OpenMetaverse; |
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32 | using OpenSim.Framework; |
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33 | using pCampBot.Interfaces; |
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34 | |||
35 | namespace pCampBot |
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36 | { |
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37 | /// <summary> |
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38 | /// Stress physics by moving and bouncing around bots a whole lot. |
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39 | /// </summary> |
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40 | /// <remarks> |
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41 | /// TODO: talkarray should be in a separate behaviour. |
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42 | /// </remarks> |
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43 | public class PhysicsBehaviour : AbstractBehaviour |
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44 | { |
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45 | private string[] talkarray; |
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46 | |||
47 | public PhysicsBehaviour() |
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48 | { |
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49 | AbbreviatedName = "p"; |
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50 | Name = "Physics"; |
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51 | talkarray = readexcuses(); |
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52 | } |
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53 | |||
54 | public override void Action() |
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55 | { |
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56 | int walkorrun = Bot.Random.Next(4); // Randomize between walking and running. The greater this number, |
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57 | // the greater the bot's chances to walk instead of run. |
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58 | Bot.Client.Self.Jump(false); |
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59 | if (walkorrun == 0) |
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60 | { |
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61 | Bot.Client.Self.Movement.AlwaysRun = true; |
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62 | } |
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63 | else |
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64 | { |
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65 | Bot.Client.Self.Movement.AlwaysRun = false; |
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66 | } |
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67 | |||
68 | // TODO: unused: Vector3 pos = client.Self.SimPosition; |
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69 | Vector3 newpos = new Vector3(Bot.Random.Next(1, 254), Bot.Random.Next(1, 254), Bot.Random.Next(1, 254)); |
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70 | Bot.Client.Self.Movement.TurnToward(newpos); |
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71 | |||
72 | Bot.Client.Self.Movement.AtPos = true; |
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73 | Thread.Sleep(Bot.Random.Next(3000, 13000)); |
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74 | Bot.Client.Self.Movement.AtPos = false; |
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75 | Bot.Client.Self.Jump(true); |
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76 | string randomf = talkarray[Bot.Random.Next(talkarray.Length)]; |
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77 | if (talkarray.Length > 1 && randomf.Length > 1) |
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78 | Bot.Client.Self.Chat(randomf, 0, ChatType.Normal); |
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79 | } |
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80 | |||
81 | public override void Close() |
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82 | { |
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83 | if (Bot.ConnectionState == ConnectionState.Connected) |
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84 | Bot.Client.Self.Jump(false); |
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85 | } |
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86 | |||
87 | private string[] readexcuses() |
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88 | { |
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89 | string allexcuses = ""; |
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90 | |||
91 | string file = Path.Combine(Util.configDir(), "pCampBotSentences.txt"); |
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92 | if (File.Exists(file)) |
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93 | { |
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94 | StreamReader csr = File.OpenText(file); |
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95 | allexcuses = csr.ReadToEnd(); |
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96 | csr.Close(); |
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97 | } |
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98 | |||
99 | return allexcuses.Split(Environment.NewLine.ToCharArray()); |
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100 | } |
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101 | } |
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102 | } |