OpenSimBirds/Flocking/FlockingCommand.cs

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2012-01-05 05:07:24 +00:00
/*
* Copyright (c) Contributors, https://github.com/jonc/osboids
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* 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 the OpenSimulator Project 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.
*/
using System;
using log4net;
using OpenMetaverse;
using OpenSim.Region.Framework.Scenes;
namespace Flocking
{
public abstract class FlockingCommand
{
protected static readonly ILog m_log = LogManager.GetLogger (System.Reflection.MethodBase.GetCurrentMethod ().DeclaringType);
protected FlockingController m_controller;
protected string m_name;
protected string m_args;
protected string m_description;
public FlockingCommand( string name, string args, string description ) {
m_name = name;
m_args = args;
m_description = description;
}
public void Handle (string module, string[] args) {
if( ShouldHandleCmd() ) {
Invoke( args );
}
}
private bool ShouldHandleCmd ()
{
return View.Scene.ConsoleScene () == View.Scene;
}
public abstract void Invoke( string[] args );
public string Name {
get{ return m_name;}
}
public string Params {
get{ return m_args; }
}
public string Description {
get{ return m_description;}
}
public FlockingController Controller {
get{ return m_controller; }
set{ m_controller = value; }
}
public FlockingModel Model {
get { return Controller.Model; }
}
public FlockingView View {
get { return Controller.View; }
}
}
public class RoostCommand : FlockingCommand {
public RoostCommand() : base( "roost", "", "return all the boids to the start position and remove them from the scene") {}
public override void Invoke (string[] args) {
if( Model.Active ) {
Model.Goal = FlockGoal.Roost;
} else {
Controller.ShowResponse ("Flock is not active, roost has no effect", args);
}
}
}
public class StopCommand : FlockingCommand {
public StopCommand() : base("stop", "", "stop all Flocking"){}
public override void Invoke (string[] args) {
m_log.Info ("stopping the flocking activity");
Model.Active = false;
View.Clear ();
}
}
public class SetPositionCommand : FlockingCommand {
public SetPositionCommand() : base("position", "x,y,z", "location that the boids will start flocking from") {}
public override void Invoke (string[] args)
{
float x = Convert.ToSingle (args [1]);
float y = Convert.ToSingle (args [2]);
float z = Convert.ToSingle (args [3]);
Vector3 startPos = new Vector3 (x, y, z);
if (Model.ContainsPoint (startPos)) {
Model.StartPosition = startPos;
} else {
Controller.ShowResponse (startPos + "is not within the flow field", args);
}
}
}
public class SetParameterCommand : FlockingCommand {
public SetParameterCommand() : base("set", "name, value", "change the flock behaviour properties"){}
public override void Invoke (string[] args)
{
string name = args [1];
string newVal = args [2];
BoidBehaviour behaviour = Model.Behaviour;
if (behaviour.IsValidParameter (name)) {
behaviour.SetParameter (name, newVal);
} else {
Controller.ShowResponse (name + "is not a valid flock parameter", args);
Controller.ShowResponse ("valid parameters are: " + behaviour.GetList (), args);
}
}
}
public class SetFrameRateCommand : FlockingCommand {
public SetFrameRateCommand() : base("framerate", "num", "[debugging] only update boids every <num> frames") {}
public override void Invoke (string[] args)
{
int frameRate = Convert.ToInt32 (args [1]);
Controller.FrameUpdateRate = frameRate;
}
}
public class SetBoundsCommand : FlockingCommand {
public SetBoundsCommand() : base("bounds", "xMin,xMax,yMin,yMax,zMin,zMax", "Bounds of the 3D space that the flock will be confined to") {}
public override void Invoke (string[] args)
{
//TODO:
}
}
public class SetSizeCommand : FlockingCommand {
public SetSizeCommand() : base("size", "num", "Adjust the size of the flock ") {}
public override void Invoke (string [] args)
{
lock (Controller.UI_SYNC) {
int newSize = Convert.ToInt32 (args [1]);
Model.Size = newSize;
View.Clear ();
}
}
}
public class SetPrimCommand : FlockingCommand {
public SetPrimCommand() : base("prim", "name", "set the prim used for each boid to that passed in") {}
public override void Invoke (string[] args)
{
string primName = args [1];
lock (Controller.UI_SYNC) {
View.BoidPrim = primName;
View.Clear ();
}
}
}
public class ShowStatsCommand : FlockingCommand {
public ShowStatsCommand() : base("stats", "", "show flocking stats") {}
public override void Invoke (string[] args)
{
string str = Model.ToString ();
Controller.ShowResponse (str, args);
}
}
public class StartCommand : FlockingCommand {
public StartCommand() : base("start", "", "Start Flocking") {}
public override void Invoke(string[] args) {
if( Model.Active ) {
Controller.ShowResponse("Already active, restarting", args);
Model.Active = false;
View.Clear();
}
m_log.Info ("start the flocking capability");
Model.Goal = FlockGoal.Flock;
Controller.Start ();
Model.Active = true;
//m_module.FlockUpdate ();
}
}
}