* Adds code that allows you to save an outfit then tell bot to wear it.
* Still doesn't work due to a bug on LibOMV that should be out on 0.6.3. * Released by request. Important Warning: Linden Viewer 1.2.3 changes the way appearance works and break bot's appearances. LibOMV is working on it0.6.6-post-fixes
parent
4789500d32
commit
ed28c89d96
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@ -27,6 +27,7 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Text;
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using System.IO;
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using System.IO;
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using System.Threading;
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using System.Threading;
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using System.Timers;
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using System.Timers;
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@ -47,6 +48,8 @@ namespace pCampBot
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public string lastname;
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public string lastname;
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public string password;
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public string password;
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public string loginURI;
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public string loginURI;
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public string saveDir;
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public string wear;
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public event AnEvent OnConnected;
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public event AnEvent OnConnected;
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public event AnEvent OnDisconnected;
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public event AnEvent OnDisconnected;
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@ -54,7 +57,6 @@ namespace pCampBot
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protected Timer m_action; // Action Timer
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protected Timer m_action; // Action Timer
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protected List<uint> objectIDs = new List<uint>();
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protected List<uint> objectIDs = new List<uint>();
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protected Random somthing = new Random(Environment.TickCount);// We do stuff randomly here
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protected Random somthing = new Random(Environment.TickCount);// We do stuff randomly here
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//New instance of a SecondLife client
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//New instance of a SecondLife client
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@ -79,9 +81,6 @@ namespace pCampBot
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{
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{
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while (true)
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while (true)
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{
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{
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//client.Appearance.ForceRebakeAvatarTextures();
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//client.Appearance.SetPreviousAppearance();
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int walkorrun = somthing.Next(4); // Randomize between walking and running. The greater this number,
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int walkorrun = somthing.Next(4); // Randomize between walking and running. The greater this number,
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// the greater the bot's chances to walk instead of run.
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// the greater the bot's chances to walk instead of run.
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client.Self.Jump(false);
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client.Self.Jump(false);
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@ -98,14 +97,6 @@ namespace pCampBot
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Vector3 newpos = new Vector3(somthing.Next(255), somthing.Next(255), somthing.Next(255));
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Vector3 newpos = new Vector3(somthing.Next(255), somthing.Next(255), somthing.Next(255));
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client.Self.Movement.TurnToward(newpos);
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client.Self.Movement.TurnToward(newpos);
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/*
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// Why does it need to keep setting it true? Changing to just let it walk =)
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for (int i = 0; i < 2000; i++)
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{
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client.Self.Movement.AtPos = true;
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Thread.Sleep(somthing.Next(25, 75)); // Makes sure the bots keep walking for this time.
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}
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*/
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client.Self.Movement.AtPos = true;
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client.Self.Movement.AtPos = true;
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Thread.Sleep(somthing.Next(3000,13000));
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Thread.Sleep(somthing.Next(3000,13000));
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client.Self.Movement.AtPos = false;
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client.Self.Movement.AtPos = false;
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@ -128,6 +119,7 @@ namespace pCampBot
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lastname = startupConfig.GetString("lastname", "random");
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lastname = startupConfig.GetString("lastname", "random");
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password = startupConfig.GetString("password", "12345");
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password = startupConfig.GetString("password", "12345");
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loginURI = startupConfig.GetString("loginuri");
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loginURI = startupConfig.GetString("loginuri");
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wear = startupConfig.GetString("wear","no");
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}
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}
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/// <summary>
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/// <summary>
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@ -163,6 +155,7 @@ namespace pCampBot
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client.Network.OnDisconnected += new NetworkManager.DisconnectedCallback(this.Network_OnDisconnected);
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client.Network.OnDisconnected += new NetworkManager.DisconnectedCallback(this.Network_OnDisconnected);
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client.Objects.OnNewPrim += Objects_NewPrim;
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client.Objects.OnNewPrim += Objects_NewPrim;
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client.Assets.OnImageReceived += Asset_TextureCallback;
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client.Assets.OnImageReceived += Asset_TextureCallback;
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client.Assets.OnAssetReceived += Asset_ReceivedCallback;
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if (client.Network.Login(firstname, lastname, password, "pCampBot", "Your name"))
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if (client.Network.Login(firstname, lastname, password, "pCampBot", "Your name"))
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{
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{
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if (OnConnected != null)
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if (OnConnected != null)
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@ -173,6 +166,15 @@ namespace pCampBot
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m_action.Elapsed += new ElapsedEventHandler(m_action_Elapsed);
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m_action.Elapsed += new ElapsedEventHandler(m_action_Elapsed);
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m_action.Start();
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m_action.Start();
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OnConnected(this, EventType.CONNECTED);
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OnConnected(this, EventType.CONNECTED);
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if (wear == "save")
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{
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client.Appearance.SetPreviousAppearance();
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SaveDefaultAppearance();
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}
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else if (wear != "no")
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{
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MakeDefaultAppearance(wear);
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}
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client.Self.Jump(true);
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client.Self.Jump(true);
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}
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}
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}
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}
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@ -186,6 +188,167 @@ namespace pCampBot
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}
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}
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}
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}
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public void SaveDefaultAppearance()
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{
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saveDir = "MyAppearance/" + firstname + "_" + lastname;
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if (!Directory.Exists(saveDir))
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{
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Directory.CreateDirectory(saveDir);
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}
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Array wtypes = Enum.GetValues(typeof(WearableType));
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foreach (WearableType wtype in wtypes)
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{
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UUID wearable = client.Appearance.GetWearableAsset(wtype);
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if (wearable != UUID.Zero)
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{
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client.Assets.RequestAsset(wearable, AssetType.Clothing, false);
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client.Assets.RequestAsset(wearable, AssetType.Bodypart, false);
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}
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}
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}
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public void SaveAsset(AssetWearable asset)
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{
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if (asset != null)
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{
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try
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{
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if (asset.Decode())
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{
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File.WriteAllBytes(Path.Combine(saveDir, String.Format("{1}.{0}",
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asset.AssetType.ToString().ToLower(),
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asset.WearableType)), asset.AssetData);
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}
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else
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{
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MainConsole.Instance.Error(String.Format("Failed to decode {0} asset {1}", asset.AssetType, asset.AssetID));
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}
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}
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catch (Exception e)
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{
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MainConsole.Instance.Error(String.Format("Exception: {0}",e.ToString()));
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}
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}
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}
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public WearableType GetWearableType(string path)
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{
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string type = ((((path.Split('/'))[2]).Split('.'))[0]).Trim();
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switch(type)
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{
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case "Eyes":
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return WearableType.Eyes;
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case "Hair":
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return WearableType.Hair;
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case "Pants":
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return WearableType.Pants;
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case "Shape":
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return WearableType.Shape;
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case "Shirt":
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return WearableType.Shirt;
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case "Skin":
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return WearableType.Skin;
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default:
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return WearableType.Shape;
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}
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}
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public void MakeDefaultAppearance(string wear)
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{
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try
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{
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if (wear == "yes")
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{
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//TODO: Implement random outfit picking
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MainConsole.Instance.Notice("Picks a random outfit. Not yet implemented.");
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}
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else if (wear != "save")
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saveDir = "MyAppearance/" + wear;
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saveDir = saveDir + "/";
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string[] clothing = Directory.GetFiles(saveDir, "*.clothing", SearchOption.TopDirectoryOnly);
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string[] bodyparts = Directory.GetFiles(saveDir, "*.bodypart", SearchOption.TopDirectoryOnly);
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InventoryFolder clothfolder = FindClothingFolder();
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UUID transid = UUID.Random();
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List<InventoryBase> listwearables = new List<InventoryBase>();
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for (int i = 0; i < clothing.Length; i++)
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{
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UUID assetID = UUID.Random();
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AssetClothing asset = new AssetClothing(assetID, File.ReadAllBytes(clothing[i]));
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asset.Decode();
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asset.Owner = client.Self.AgentID;
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asset.WearableType = GetWearableType(clothing[i]);
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asset.Encode();
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transid = client.Assets.RequestUpload(asset,true);
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client.Inventory.RequestCreateItem(clothfolder.UUID, "MyClothing" + i.ToString(), "MyClothing", AssetType.Clothing,
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transid, InventoryType.Wearable, asset.WearableType, PermissionMask.All, delegate(bool success, InventoryItem item)
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{
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if (success)
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{
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listwearables.Add(item);
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}
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else
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MainConsole.Instance.Error(String.Format("Failed to create item {0}",item.Name));
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}
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);
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}
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for (int i = 0; i < bodyparts.Length; i++)
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{
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UUID assetID = UUID.Random();
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AssetBodypart asset = new AssetBodypart(assetID, File.ReadAllBytes(bodyparts[i]));
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asset.Decode();
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asset.Owner = client.Self.AgentID;
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asset.WearableType = GetWearableType(bodyparts[i]);
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asset.Encode();
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transid = client.Assets.RequestUpload(asset,true);
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client.Inventory.RequestCreateItem(clothfolder.UUID, "MyBodyPart" + i.ToString(), "MyBodyPart", AssetType.Bodypart,
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transid, InventoryType.Wearable, asset.WearableType, PermissionMask.All, delegate(bool success, InventoryItem item)
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{
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if (success)
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{
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listwearables.Add(item);
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}
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else
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MainConsole.Instance.Error(String.Format("Failed to create item {0}",item.Name));
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}
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);
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}
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Thread.Sleep(1000);
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if (listwearables == null || listwearables.Count == 0)
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MainConsole.Instance.Notice("Nothing to send on this folder!");
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else
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{
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MainConsole.Instance.Notice(String.Format("Sending {0} wearables...",listwearables.Count));
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client.Appearance.WearOutfit(listwearables, false);
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}
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}
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catch (Exception ex)
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{
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Console.WriteLine(ex.ToString());
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}
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}
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public InventoryFolder FindClothingFolder()
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{
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UUID rootfolder = client.Inventory.Store.RootFolder.UUID;
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List<InventoryBase> listfolders = client.Inventory.Store.GetContents(rootfolder);
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InventoryFolder clothfolder = new InventoryFolder(UUID.Random());
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foreach (InventoryBase folder in listfolders)
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{
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if (folder.Name == "Clothing")
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{
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clothfolder = (InventoryFolder)folder;
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break;
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}
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}
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return clothfolder;
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}
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public void Network_OnConnected(object sender)
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public void Network_OnConnected(object sender)
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{
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{
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if (OnConnected != null)
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if (OnConnected != null)
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}
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}
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public void Asset_TextureCallback(ImageDownload image, AssetTexture asset)
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public void Asset_TextureCallback(ImageDownload image, AssetTexture asset)
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{
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{
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//TODO: Implement texture saving and applying
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}
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public void Asset_ReceivedCallback(AssetDownload transfer,Asset asset)
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{
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if (wear == "save")
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{
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SaveAsset((AssetWearable) asset);
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}
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}
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}
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public string[] readexcuses()
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public string[] readexcuses()
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@ -77,6 +77,7 @@ namespace pCampBot
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cs.AddSwitch("Startup", "lastname");
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cs.AddSwitch("Startup", "lastname");
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cs.AddSwitch("Startup", "password");
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cs.AddSwitch("Startup", "password");
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cs.AddSwitch("Startup", "help","h");
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cs.AddSwitch("Startup", "help","h");
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cs.AddSwitch("Startup", "wear");
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IConfig ol = cs.Configs["Startup"];
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IConfig ol = cs.Configs["Startup"];
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return ol;
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return ol;
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private static void Help()
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private static void Help()
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{
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{
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// Added the wear command. This allows the bot to wear real clothes instead of default locked ones.
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// You can either say no, to not load anything, yes, to load one of the default wearables, a folder
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// name, to load an specific folder, or save, to save an avatar with some already existing wearables
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// worn to the folder MyAppearance/FirstName_LastName, and the load it.
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Console.WriteLine(
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Console.WriteLine(
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"usage: pCampBot <-loginuri loginuri> [OPTIONS]\n" +
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"usage: pCampBot <-loginuri loginuri> [OPTIONS]\n" +
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"Spawns a set of bots to test an OpenSim region\n\n" +
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"Spawns a set of bots to test an OpenSim region\n\n" +
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@ -92,6 +97,7 @@ namespace pCampBot
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" -firstname first name for the bot(s) (default: random string)\n" +
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" -firstname first name for the bot(s) (default: random string)\n" +
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" -lastname lastname for the bot(s) (default: random string)\n" +
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" -lastname lastname for the bot(s) (default: random string)\n" +
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" -password password for the bots(s) (default: random string)\n" +
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" -password password for the bots(s) (default: random string)\n" +
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" -wear set appearance folder to load from (default: no)\n" +
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" -h, -help show this message"
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" -h, -help show this message"
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);
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);
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}
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}
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Loading…
Reference in New Issue