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391 lines (322 loc) · 13.9 KB
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// Include the json parse/stringify library. We host it here if you want to use it:
// !ref: http://meshmoon.data.s3.amazonaws.com/app/lib/json2.js, Script
// Include our utils script that has asset storage and bytearray utils etc.
// !ref: http://meshmoon.data.s3.amazonaws.com/app/lib/admino-utils-common-deploy.js, Script
// !ref: http://meshmoon.data.s3.amazonaws.com/app/lib/class.js, Script
engine.IncludeFile("http://meshmoon.data.s3.amazonaws.com/app/lib/class.js");
engine.IncludeFile("http://meshmoon.data.s3.amazonaws.com/app/lib/admino-utils-common-deploy.js");
SetLogChannelName("gangsterscript"); //this can be anything, but best is your aplication name
Log("Script starting...");
//References to server.
var materialRefs = ["http://meshmoon.eu.scenes.2.s3.amazonaws.com/mediateam-b4527d/test2/avatars/avatar-blue/avatar-blue.material",
"http://meshmoon.eu.scenes.2.s3.amazonaws.com/mediateam-b4527d/test2/avatars/avatar-green/avatar-green.material",
"http://meshmoon.eu.scenes.2.s3.amazonaws.com/mediateam-b4527d/test2/avatars/avatar-purple/avatar-purple.material"];
var skeletonRefs = ["http://meshmoon.eu.scenes.2.s3.amazonaws.com/mediateam-b4527d/test2/avatars/avatar-blue/avatar-blue.skeleton",
"http://meshmoon.eu.scenes.2.s3.amazonaws.com/mediateam-b4527d/test2/avatars/avatar-green/avatar-green.skeleton",
"http://meshmoon.eu.scenes.2.s3.amazonaws.com/mediateam-b4527d/test2/avatars/avatar-purple/avatar-purple.skeleton"];
var meshRefs = ["http://meshmoon.eu.scenes.2.s3.amazonaws.com/mediateam-b4527d/test2/avatars/avatar-blue/avatar-blue.mesh",
"http://meshmoon.eu.scenes.2.s3.amazonaws.com/mediateam-b4527d/test2/avatars/avatar-green/avatar-green.mesh",
"http://meshmoon.eu.scenes.2.s3.amazonaws.com/mediateam-b4527d/test2/avatars/avatar-purple/avatar-purple.mesh"];
//Initialize global variables to be used in this script.
var gwalkToDestination = false;
var globalEntity;
var globalLat;
var globalLon;
var currentLat = 0;
var currentLon = 0;
var interval = 0;
var appearance;
var movementForTesting = 0;
//Hook to update.
frame.Updated.connect(Update);
//Iterate JSON that we get from server.
var myHandler = function (myAsset, frametime) {
myAsset.name = "asset";
//Checker for null value and empty json.
if (myAsset.RawData() == [] || myAsset.RawData() == "")
return;
var data = JSON.parse(myAsset.RawData());
for(var i=0; i<data.length; ++i) {
addAvatar(data[i], frametime);
}
// Forget the disk asset so it wont be returned from cache next time you do the same request
//asset.ForgetAsset(myAsset.name, true);
}
//Make sure that only active users are shown in scene.
var isAvatarActive = function() {
var transfer = asset.RequestAsset("http://vm0063.virtues.fi/gangsters/", "Binary", true);
transfer.Succeeded.connect(function() {
var json = JSON.parse(transfer.RawData());
var activePlayers = asset.RequestAsset("http://vm0063.virtues.fi/gangsters/?active");
activePlayers.Succeeded.connect(function() {
//If data is empty return.
if (activePlayers.RawData() == "") {
return false;
}
var jsonactive = JSON.parse(activePlayers.RawData());
for (i = 0; i < jsonactive.length; i++) {
for (i = 0; i < json.length; i++) {
//If player exists in active and /gangsters/, return true.
if (jsonactive.username == json.username) {
return true;
}
}
}
});
});
}
/* lookAt function */
function lookAt(source, destination) {
var targetLookAtDir = new float3();
targetLookAtDir.x = destination.x - source.x;
targetLookAtDir.y = destination.y - source.y;
targetLookAtDir.z = destination.z - source.z;
targetLookAtDir.Normalize();
return Quat.LookAt(scene.ForwardVector(), targetLookAtDir, scene.UpVector(), scene.UpVector());
}
/* If distance to destination is less than 20meters, Avatar will animate and walk to destination.
Variables:
totalLat, totalLon = totals for the actual movement for every frame.
ratioLat, ratioLon = ratio for axis X and Z, this makes the avatar move in a stable way.
relativeLat, relativeLon = actual walking distance for x and z.
reachedGoal = boolean to determine if we have reached our destination.
gwalkToDestination = boolean to determine if this function will be used at all. Will be set false after we
get to final destination.
*/
var walkToDestination = function (frametime) {
if (!globalEntity) return;
if(!globalEntity.animationcontroller.IsAnimationActive('walk', true))
globalEntity.animationcontroller.EnableExclusiveAnimation('walk', true, 1, 1, false);
var totalLat=0;
var totalLon=0;
var ratioLat;
var ratioLon;
var tm = globalEntity.placeable.transform;
//Make relative values for walking.
var relativeLon = globalLon - globalEntity.placeable.Position().x;
var relativeLat = globalLat - globalEntity.placeable.Position().z;
//Check ratio to walk
if (Math.abs(relativeLat) >= Math.abs(relativeLon)) {
ratioLon = Math.abs(relativeLon / relativeLat);
ratioLat = 1;
} else {
ratioLat = Math.abs(relativeLat / relativeLon);
ratioLon = 1;
}
//Moving the police.
var time = frametime;
var speed = 2.0; //Can be adjusted to a different value later.
//Where are we now.
var yNow = globalEntity.placeable.Position().y;
var xNow = globalEntity.placeable.Position().x;
var zNow = globalEntity.placeable.Position().z;
//Movement.
var lats = speed * time * ratioLat;
var lons = speed * time * ratioLon;
//Check in which quarter we are moving into.
if (relativeLon >= 0) var finalMovementX = xNow + lons;
else var finalMovementX = xNow - lons;
if (relativeLat >= 0) var finalMovementZ = zNow + lats;
else var finalMovementZ = zNow - lats;
//Add movement value to total position value.
totalLat += lats;
totalLon += lons;
tm.pos.x = finalMovementX;
tm.pos.z = finalMovementZ;
//Assign value to script owner - Police bot
globalEntity.placeable.transform = tm;
globalEntity.placeable.SetOrientation(lookAt(globalEntity.placeable.transform.pos,
new float3(xNow, globalEntity.placeable.transform.pos.y, zNow)));
//Check if we have reached goal and assign value to global parameter, so we can monitor
// easily the functionality.
if (totalLat > Math.abs(relativeLat) || totalLon > Math.abs(relativeLon)) {
reachedGoal = true;
totalLat = 0;
totalLon = 0;
globalEntity.animationcontroller.EnableExclusiveAnimation('stand', true, 1, 1, false);
gwalkToDestination = false;
} else
reachedGoal = false;
}
/* Function for moving avatar when position changes. */
var moveAvatar = function(user, frametime) {
//0 , 0 on 3d map.
var latZero = 65.012115;
var lonZero = 25.473323;
//Later change to this:
var lat = user.latitude;
var lon = user.longitude;
var avatar = scene.EntityByName(user.username);
var longitudeInMeters = CalcLong(lonZero, lon, latZero, lat);
var latitudeInMeters = CalcLat(latZero, lat);
var dlon = lon - lonZero;
var dlat = lat - latZero;
if (latitudeInMeters == currentLat && longitudeInMeters == currentLon) {
return;
} else {
currentLat = latitudeInMeters;
currentLon = longitudeInMeters;
}
if (dlon < 0)
longitudeInMeters = -longitudeInMeters;
if (dlat > 0)
latitudeInMeters = -latitudeInMeters;
var dist = Math.sqrt(Math.pow((longitudeInMeters - avatar.placeable.Position().x), 2) +
Math.pow((latitudeInMeters - avatar.placeable.Position().z), 2));
if (avatar.dynamiccomponent.GetAttribute('spraying'))
return;
/* Check distance and that avatar exists, if so we use walking function and not teleport. */
if (dist < 20 && avatar) {
globalEntity = avatar;
globalLat = latitudeInMeters;
globalLon = longitudeInMeters;
gwalkToDestination = true;
return;
}
var transform = avatar.placeable.transform;
transform.pos.x = longitudeInMeters;
transform.pos.z = latitudeInMeters;
avatar.placeable.transform = transform;
}
/* Add avatar to scene. */
var addAvatar = function(user, frametime){
//Check if player is on ?active list.
var isSucceed = isAvatarActive();
if(isSucceed == false) return;
var avatarEntityName = user.username;
//If player is already in the scene.
if (scene.EntityByName(user.username)) {
moveAvatar(user, frametime);
return;
}
var latLon = [user.latitude, user.longitude];
//Set wanted properties for avatar.
var avatarEntity = scene.CreateEntity(scene.NextFreeId(), ["RigidBody", "Avatar", "Mesh", "Script", "Placeable", "AnimationController", "DynamicComponent"]);
avatarEntity.SetTemporary(true); // We never want to save the avatar entities to disk.
avatarEntity.SetName(avatarEntityName);
avatarEntity.SetDescription(avatarEntityName);
avatarEntity.group = "Player";
avatarEntity.rigidbody.mass = 0;
avatarEntity.dynamiccomponent.CreateAttribute('bool', 'spraying');
avatarEntity.dynamiccomponent.CreateAttribute('string', 'gang');
avatarEntity.dynamiccomponent.CreateAttribute('string' ,'venueSprayed');
avatarEntity.dynamiccomponent.CreateAttribute('float3', 'posGPS');
avatarEntity.placeable.visible = false;
//Put right gang color for the player.
if (user.color == "green") {
avatarEntity.mesh.materialRefs = new Array(materialRefs[1]);
avatarEntity.mesh.meshRef = meshRefs[1];
avatarEntity.mesh.skeletonRef = skeletonRefs[1];
} else if (user.color == "blue") {
avatarEntity.mesh.meshRef = meshRefs[0];
avatarEntity.mesh.materialRefs = new Array(materialRefs[0]);
avatarEntity.mesh.skeletonRef = skeletonRefs[0];
} else if (user.color == "purple") {
avatarEntity.mesh.meshRef = meshRefs[2];
avatarEntity.mesh.materialRefs = new Array(materialRefs[2]);
avatarEntity.mesh.skeletonRef = skeletonRefs[2];
}
avatarEntity.dynamiccomponent.SetAttribute('gang', user.color);
//Set angularfactor to 0 0 0, so player wont fall down.
avatarEntity.rigidbody.angularFactor = new float3(0,0,0);
var script = avatarEntity.script;
//Add player script to all players.
script.className = "SAGScripts.Player";
script.runOnLoad = true;
// Set starting position to match the current position in City.
//var lat = user.latitude;
//var lon = user.longitude;
//Test values GinaTricot oulu.
var lat = 65.011802;
var lon = 25.472868;
//var lat = latLon[0];
//var lon = latLon[1];
//0,0 on the map.
var latZero = 65.012115;
var lonZero = 25.473323;
var longitudeInMeters = CalcLong(lonZero, lon, latZero, lat);
var latitudeInMeters = CalcLat(latZero, lat);
var dlon = lon - lonZero;
var dlat = lat - latZero;
if (dlon < 0)
longitudeInMeters = -longitudeInMeters;
if (dlat > 0)
latitudeInMeters = -latitudeInMeters;
var placeable = avatarEntity.placeable;
var transform = placeable.transform;
transform.pos.x = longitudeInMeters;
transform.pos.y = 11; //Highest of Oulu3D
transform.pos.z = latitudeInMeters;
placeable.transform = transform;
checkAnims(avatarEntity);
Log(latitudeInMeters + " Final Values " + longitudeInMeters);
}
function CalcLong(lon1, lon2, lat1, lat2){
var radius = 6371; // km
var dlat = 0;
var dlon = (lon2-lon1) * (Math.PI/180);
var a = Math.sin(dlat/2) * Math.sin(dlat/2) + Math.cos(lat1*(Math.PI/180))
* Math.cos(lat2*(Math.PI/180)) * Math.sin(dlon/2) * Math.sin(dlon/2);
var c = 2 * Math.atan2(Math.sqrt(a), Math.sqrt(1-a));
var d = radius * c;
var longitudeInMeters = d * 1000;
return longitudeInMeters;
}
function CalcLat(lat1, lat2){
var radius = 6371; //km
var dlat = (lat2-lat1) * (Math.PI/180);
var dlon = 0;
var a = Math.sin(dlat/2) * Math.sin(dlat/2) + Math.cos(lat1*(Math.PI/180))
* Math.cos(lat2*(Math.PI/180)) * Math.sin(dlon/2) * Math.sin(dlon/2);
var c = 2 * Math.atan2(Math.sqrt(a), Math.sqrt(1-a));
var d = radius * c;
var latitudeInMeters = d * 1000;
return latitudeInMeters;
}
//Function for making sure that is animating.
function checkAnims(avatar) {
/* If we come from addPlayer function we use the avatar passed from there. Otherwise we poll the players. */
if (avatar) {
if (avatar.animationcontroller.GetAvailableAnimations().length > 0){
avatar.placeable.visible = true;
}
//Check if is spraying, dont activate anymore, let spray anim go first.
if (avatar.animationcontroller.GetActiveAnimations().length > 0)
return;
if (avatar.dynamiccomponent.GetAttribute('spraying'))
return;
avatar.animationcontroller.EnableExclusiveAnimation('stand', true,0,0, false);
} else {
var players = scene.EntitiesOfGroup('Player');
for (var i in players) {
if (players[i].animationcontroller.GetAvailableAnimations().length > 0){
players[i].placeable.visible = true;
Log(players[i].Name() + "Players that have animations");
}
//Check if is spraying, dont activate anymore, let spray anim go first.
if (players[i].animationcontroller.GetActiveAnimations().length > 0)
return;
if (players[i].dynamiccomponent.GetAttribute('spraying'))
return;
players[i].animationcontroller.EnableExclusiveAnimation('stand', true,0,0, false);
}
}
}
//TODO: make function that removes entities that are not on the ?active list.
function Update (frametime) {
if (!server.IsRunning()) {
//GET active users
if (interval > 100) {
var transfer = asset.RequestAsset("http://vm0063.virtues.fi/gangsters/?active", "Binary", true);
transfer.Succeeded.connect(function(){
myHandler(transfer, frametime);
});
} else
interval++;
if (gwalkToDestination)
walkToDestination(frametime);
for (var i in scene.EntitiesOfGroup('Player'))
if(scene.EntitiesOfGroup('Player')[i].animationcontroller.GetActiveAnimations().length < 1)
checkAnims(scene.EntitiesOfGroup('Player')[i]);
}
}}