Change Bird prims to temporary as well as phantom to stop them persisting in the database
parent
51cb61fb29
commit
173e046aba
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@ -48,9 +48,11 @@ namespace Flocking
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public int Size {
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public int Size {
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get {return m_flock.Count;}
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get {return m_flock.Count;}
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set {
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set {
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if( value < m_flock.Count ) {
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//if( value < m_flock.Count ) {
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m_flock.RemoveRange( 0, m_flock.Count - value );
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// m_flock.RemoveRange( 0, m_flock.Count - value );
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} else while( value > m_flock.Count ) {
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//} else
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m_flock = new List<Bird>();
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while( value > m_flock.Count ) {
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AddBird(m_name + m_flock.Count);
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AddBird(m_name + m_flock.Count);
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}
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}
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}
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}
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@ -145,8 +145,8 @@ namespace Flocking
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public void RegionLoaded (Scene scene)
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public void RegionLoaded (Scene scene)
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{
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{
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//m_scene = scene;
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if (m_enabled)
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if (m_enabled) {
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{
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// Mark Module Ready for duty
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// Mark Module Ready for duty
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m_ready = true;
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m_ready = true;
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}
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}
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@ -355,9 +355,10 @@ namespace Flocking
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lock( m_sync ) {
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lock( m_sync ) {
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int newSize = Convert.ToInt32(args[1]);
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int newSize = Convert.ToInt32(args[1]);
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if (newSize > m_maxFlockSize) newSize = m_maxFlockSize;
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if (newSize > m_maxFlockSize) newSize = m_maxFlockSize;
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m_view.Clear();
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m_model.Size = newSize;
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m_model.Size = newSize;
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m_log.InfoFormat("[{0}]: Bird flock size is set to {1} in region {2}.", m_name, newSize, m_scene.RegionInfo.RegionName);
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m_log.InfoFormat("[{0}]: Bird flock size is set to {1} in region {2}.", m_name, newSize, m_scene.RegionInfo.RegionName);
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m_view.Clear();
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}
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}
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}
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}
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}
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}
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@ -72,7 +72,7 @@ namespace Flocking
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m_scene.ForceClientUpdate();
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m_scene.ForceClientUpdate();
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}
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}
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public void Render (List<Bird> birds)
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public void Render(List<Bird> birds)
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{
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{
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foreach (Bird bird in birds) {
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foreach (Bird bird in birds) {
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DrawBird (bird);
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DrawBird (bird);
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@ -93,7 +93,7 @@ namespace Flocking
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sog = CopyPrim (group, bird.Id);
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sog = CopyPrim (group, bird.Id);
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rootPart = sog.RootPart;
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rootPart = sog.RootPart;
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//set prim to phantom
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//set prim to phantom
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sog.UpdatePrimFlags(rootPart.LocalId, false, false, true, false);
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sog.UpdatePrimFlags(rootPart.LocalId, false, true, true, false);
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m_sogMap [bird.Id] = sog;
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m_sogMap [bird.Id] = sog;
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m_scene.AddNewSceneObject (sog, false);
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m_scene.AddNewSceneObject (sog, false);
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// Fire script on_rez
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// Fire script on_rez
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@ -182,9 +182,12 @@ namespace Flocking
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public bool IsWithinObstacle( int x, int y, int z ) {
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public bool IsWithinObstacle( int x, int y, int z ) {
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bool retVal = false;
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bool retVal = false;
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if( x >= LengthX || y >= LengthY || z >= LengthZ ) {
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if (x >= LengthX || y >= LengthY || z >= LengthZ)
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{
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retVal = true;
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retVal = true;
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} else if( x < 0 || y < 0 || z < 0 ) {
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}
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else if (x < 0 || y < 0 || z < 0)
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{
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retVal = true;
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retVal = true;
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} else if (m_flowMap[x,y,z] > 50f) {
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} else if (m_flowMap[x,y,z] > 50f) {
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retVal = true;
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retVal = true;
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