diff options
Merge branch 'ubitwork' of ssh://3dhosting.de/var/git/careminster into ubitwork
Diffstat (limited to 'OpenSim/Region/Framework/Interfaces/INPCModule.cs')
-rw-r--r-- | OpenSim/Region/Framework/Interfaces/INPCModule.cs | 114 |
1 files changed, 78 insertions, 36 deletions
diff --git a/OpenSim/Region/Framework/Interfaces/INPCModule.cs b/OpenSim/Region/Framework/Interfaces/INPCModule.cs index d582149..9817cf7 100644 --- a/OpenSim/Region/Framework/Interfaces/INPCModule.cs +++ b/OpenSim/Region/Framework/Interfaces/INPCModule.cs | |||
@@ -32,14 +32,16 @@ using OpenSim.Region.Framework.Scenes; | |||
32 | namespace OpenSim.Region.Framework.Interfaces | 32 | namespace OpenSim.Region.Framework.Interfaces |
33 | { | 33 | { |
34 | /// <summary> | 34 | /// <summary> |
35 | /// Temporary interface. More methods to come at some point to make NPCs more object oriented rather than | 35 | /// Temporary interface. More methods to come at some point to make NPCs |
36 | /// controlling purely through module level interface calls (e.g. sit/stand). | 36 | /// more object oriented rather than controlling purely through module |
37 | /// level interface calls (e.g. sit/stand). | ||
37 | /// </summary> | 38 | /// </summary> |
38 | public interface INPC | 39 | public interface INPC |
39 | { | 40 | { |
40 | /// <summary> | 41 | /// <summary> |
41 | /// Should this NPC be sensed by LSL sensors as an 'agent' (interpreted here to mean a normal user) | 42 | /// Should this NPC be sensed by LSL sensors as an 'agent' |
42 | /// rather than an OpenSim specific NPC extension? | 43 | /// (interpreted here to mean a normal user) rather than an OpenSim |
44 | /// specific NPC extension? | ||
43 | /// </summary> | 45 | /// </summary> |
44 | bool SenseAsAgent { get; } | 46 | bool SenseAsAgent { get; } |
45 | } | 47 | } |
@@ -53,35 +55,42 @@ namespace OpenSim.Region.Framework.Interfaces | |||
53 | /// <param name="lastname"></param> | 55 | /// <param name="lastname"></param> |
54 | /// <param name="position"></param> | 56 | /// <param name="position"></param> |
55 | /// <param name="senseAsAgent"> | 57 | /// <param name="senseAsAgent"> |
56 | /// Make the NPC show up as an agent on LSL sensors. The default is that they | 58 | /// Make the NPC show up as an agent on LSL sensors. The default is |
57 | /// show up as the NPC type instead, but this is currently an OpenSim-only extension. | 59 | /// that they show up as the NPC type instead, but this is currently |
60 | /// an OpenSim-only extension. | ||
58 | /// </param> | 61 | /// </param> |
59 | /// <param name="scene"></param> | 62 | /// <param name="scene"></param> |
60 | /// <param name="appearance">The avatar appearance to use for the new NPC.</param> | 63 | /// <param name="appearance"> |
61 | /// <returns>The UUID of the ScenePresence created. UUID.Zero if there was a failure.</returns> | 64 | /// The avatar appearance to use for the new NPC. |
62 | UUID CreateNPC( | 65 | /// </param> |
63 | string firstname, | 66 | /// <returns> |
64 | string lastname, | 67 | /// The UUID of the ScenePresence created. UUID.Zero if there was a |
65 | Vector3 position, | 68 | /// failure. |
66 | UUID owner, | 69 | /// </returns> |
67 | bool senseAsAgent, | 70 | UUID CreateNPC(string firstname, string lastname, Vector3 position, |
68 | Scene scene, | 71 | UUID owner, bool senseAsAgent, Scene scene, |
69 | AvatarAppearance appearance); | 72 | AvatarAppearance appearance); |
70 | 73 | ||
71 | /// <summary> | 74 | /// <summary> |
72 | /// Check if the agent is an NPC. | 75 | /// Check if the agent is an NPC. |
73 | /// </summary> | 76 | /// </summary> |
74 | /// <param name="agentID"></param> | 77 | /// <param name="agentID"></param> |
75 | /// <param name="scene"></param> | 78 | /// <param name="scene"></param> |
76 | /// <returns>True if the agent is an NPC in the given scene. False otherwise.</returns> | 79 | /// <returns> |
80 | /// True if the agent is an NPC in the given scene. False otherwise. | ||
81 | /// </returns> | ||
77 | bool IsNPC(UUID agentID, Scene scene); | 82 | bool IsNPC(UUID agentID, Scene scene); |
78 | 83 | ||
79 | /// <summary> | 84 | /// <summary> |
80 | /// Get the NPC. This is not currently complete - manipulation of NPCs still occurs through the region interface | 85 | /// Get the NPC. |
81 | /// </summary> | 86 | /// </summary> |
87 | /// <remarks> | ||
88 | /// This is not currently complete - manipulation of NPCs still occurs | ||
89 | /// through the region interface. | ||
90 | /// </remarks> | ||
82 | /// <param name="agentID"></param> | 91 | /// <param name="agentID"></param> |
83 | /// <param name="scene"></param> | 92 | /// <param name="scene"></param> |
84 | /// <returns>The NPC. null if it does not exist.</returns> | 93 | /// <returns>The NPC. null if it does not exist.</returns> |
85 | INPC GetNPC(UUID agentID, Scene scene); | 94 | INPC GetNPC(UUID agentID, Scene scene); |
86 | 95 | ||
87 | /// <summary> | 96 | /// <summary> |
@@ -89,7 +98,10 @@ namespace OpenSim.Region.Framework.Interfaces | |||
89 | /// </summary> | 98 | /// </summary> |
90 | /// <param name="npcID"></param> | 99 | /// <param name="npcID"></param> |
91 | /// <param name="callerID"></param> | 100 | /// <param name="callerID"></param> |
92 | /// <returns>true if they do, false if they don't or if there's no NPC with the given ID.</returns> | 101 | /// <returns> |
102 | /// true if they do, false if they don't or if there's no NPC with the | ||
103 | /// given ID. | ||
104 | /// </returns> | ||
93 | bool CheckPermissions(UUID npcID, UUID callerID); | 105 | bool CheckPermissions(UUID npcID, UUID callerID); |
94 | 106 | ||
95 | /// <summary> | 107 | /// <summary> |
@@ -98,8 +110,12 @@ namespace OpenSim.Region.Framework.Interfaces | |||
98 | /// <param name="agentID"></param> | 110 | /// <param name="agentID"></param> |
99 | /// <param name="appearance"></param> | 111 | /// <param name="appearance"></param> |
100 | /// <param name="scene"></param> | 112 | /// <param name="scene"></param> |
101 | /// <returns>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</returns> | 113 | /// <returns> |
102 | bool SetNPCAppearance(UUID agentID, AvatarAppearance appearance, Scene scene); | 114 | /// True if the operation succeeded, false if there was no such agent |
115 | /// or the agent was not an NPC. | ||
116 | /// </returns> | ||
117 | bool SetNPCAppearance(UUID agentID, AvatarAppearance appearance, | ||
118 | Scene scene); | ||
103 | 119 | ||
104 | /// <summary> | 120 | /// <summary> |
105 | /// Move an NPC to a target over time. | 121 | /// Move an NPC to a target over time. |
@@ -108,23 +124,29 @@ namespace OpenSim.Region.Framework.Interfaces | |||
108 | /// <param name="scene"></param> | 124 | /// <param name="scene"></param> |
109 | /// <param name="pos"></param> | 125 | /// <param name="pos"></param> |
110 | /// <param name="noFly"> | 126 | /// <param name="noFly"> |
111 | /// If true, then the avatar will attempt to walk to the location even if it's up in the air. | 127 | /// If true, then the avatar will attempt to walk to the location even |
112 | /// This is to allow walking on prims. | 128 | /// if it's up in the air. This is to allow walking on prims. |
113 | /// </param> | 129 | /// </param> |
114 | /// <param name="landAtTarget"> | 130 | /// <param name="landAtTarget"> |
115 | /// If true and the avatar is flying when it reaches the target, land. | 131 | /// If true and the avatar is flying when it reaches the target, land. |
116 | /// </param> name="running"> | 132 | /// </param> name="running"> |
117 | /// If true, NPC moves with running speed. | 133 | /// If true, NPC moves with running speed. |
118 | /// <returns>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</returns> | 134 | /// <returns> |
119 | /// | 135 | /// True if the operation succeeded, false if there was no such agent |
120 | bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly, bool landAtTarget, bool running); | 136 | /// or the agent was not an NPC. |
137 | /// </returns> | ||
138 | bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly, | ||
139 | bool landAtTarget, bool running); | ||
121 | 140 | ||
122 | /// <summary> | 141 | /// <summary> |
123 | /// Stop the NPC's current movement. | 142 | /// Stop the NPC's current movement. |
124 | /// </summary> | 143 | /// </summary> |
125 | /// <param name="agentID">The UUID of the NPC</param> | 144 | /// <param name="agentID">The UUID of the NPC</param> |
126 | /// <param name="scene"></param> | 145 | /// <param name="scene"></param> |
127 | /// <returns>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</returns> | 146 | /// <returns> |
147 | /// True if the operation succeeded, false if there was no such agent | ||
148 | /// or the agent was not an NPC. | ||
149 | /// </returns> | ||
128 | bool StopMoveToTarget(UUID agentID, Scene scene); | 150 | bool StopMoveToTarget(UUID agentID, Scene scene); |
129 | 151 | ||
130 | /// <summary> | 152 | /// <summary> |
@@ -133,7 +155,10 @@ namespace OpenSim.Region.Framework.Interfaces | |||
133 | /// <param name="agentID">The UUID of the NPC</param> | 155 | /// <param name="agentID">The UUID of the NPC</param> |
134 | /// <param name="scene"></param> | 156 | /// <param name="scene"></param> |
135 | /// <param name="text"></param> | 157 | /// <param name="text"></param> |
136 | /// <returns>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</returns> | 158 | /// <returns> |
159 | /// True if the operation succeeded, false if there was no such agent | ||
160 | /// or the agent was not an NPC. | ||
161 | /// </returns> | ||
137 | bool Say(UUID agentID, Scene scene, string text); | 162 | bool Say(UUID agentID, Scene scene, string text); |
138 | 163 | ||
139 | /// <summary> | 164 | /// <summary> |
@@ -143,7 +168,10 @@ namespace OpenSim.Region.Framework.Interfaces | |||
143 | /// <param name="scene"></param> | 168 | /// <param name="scene"></param> |
144 | /// <param name="text"></param> | 169 | /// <param name="text"></param> |
145 | /// <param name="channel"></param> | 170 | /// <param name="channel"></param> |
146 | /// <returns>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</returns> | 171 | /// <returns> |
172 | /// True if the operation succeeded, false if there was no such agent | ||
173 | /// or the agent was not an NPC. | ||
174 | /// </returns> | ||
147 | bool Say(UUID agentID, Scene scene, string text, int channel); | 175 | bool Say(UUID agentID, Scene scene, string text, int channel); |
148 | 176 | ||
149 | /// <summary> | 177 | /// <summary> |
@@ -153,7 +181,10 @@ namespace OpenSim.Region.Framework.Interfaces | |||
153 | /// <param name="scene"></param> | 181 | /// <param name="scene"></param> |
154 | /// <param name="text"></param> | 182 | /// <param name="text"></param> |
155 | /// <param name="channel"></param> | 183 | /// <param name="channel"></param> |
156 | /// <returns>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</returns> | 184 | /// <returns> |
185 | /// True if the operation succeeded, false if there was no such agent | ||
186 | /// or the agent was not an NPC. | ||
187 | /// </returns> | ||
157 | bool Shout(UUID agentID, Scene scene, string text, int channel); | 188 | bool Shout(UUID agentID, Scene scene, string text, int channel); |
158 | 189 | ||
159 | /// <summary> | 190 | /// <summary> |
@@ -163,7 +194,10 @@ namespace OpenSim.Region.Framework.Interfaces | |||
163 | /// <param name="scene"></param> | 194 | /// <param name="scene"></param> |
164 | /// <param name="text"></param> | 195 | /// <param name="text"></param> |
165 | /// <param name="channel"></param> | 196 | /// <param name="channel"></param> |
166 | /// <returns>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</returns> | 197 | /// <returns> |
198 | /// True if the operation succeeded, false if there was no such agent | ||
199 | /// or the agent was not an NPC. | ||
200 | /// </returns> | ||
167 | bool Whisper(UUID agentID, Scene scene, string text, int channel); | 201 | bool Whisper(UUID agentID, Scene scene, string text, int channel); |
168 | 202 | ||
169 | /// <summary> | 203 | /// <summary> |
@@ -188,7 +222,9 @@ namespace OpenSim.Region.Framework.Interfaces | |||
188 | /// </summary> | 222 | /// </summary> |
189 | /// <param name="agentID"></param> | 223 | /// <param name="agentID"></param> |
190 | /// <param name="partID"></param> | 224 | /// <param name="partID"></param> |
191 | /// <returns>true if the touch is actually attempted, false if not</returns> | 225 | /// <returns> |
226 | /// true if the touch is actually attempted, false if not. | ||
227 | /// </returns> | ||
192 | bool Touch(UUID agentID, UUID partID); | 228 | bool Touch(UUID agentID, UUID partID); |
193 | 229 | ||
194 | /// <summary> | 230 | /// <summary> |
@@ -196,14 +232,20 @@ namespace OpenSim.Region.Framework.Interfaces | |||
196 | /// </summary> | 232 | /// </summary> |
197 | /// <param name="agentID">The UUID of the NPC</param> | 233 | /// <param name="agentID">The UUID of the NPC</param> |
198 | /// <param name="scene"></param> | 234 | /// <param name="scene"></param> |
199 | /// <returns>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</returns> | 235 | /// <returns> |
236 | /// True if the operation succeeded, false if there was no such agent | ||
237 | /// or the agent was not an NPC. | ||
238 | /// </returns> | ||
200 | bool DeleteNPC(UUID agentID, Scene scene); | 239 | bool DeleteNPC(UUID agentID, Scene scene); |
201 | 240 | ||
202 | /// <summary> | 241 | /// <summary> |
203 | /// Get the owner of a NPC | 242 | /// Get the owner of a NPC |
204 | /// </summary> | 243 | /// </summary> |
205 | /// <param name="agentID">The UUID of the NPC</param> | 244 | /// <param name="agentID">The UUID of the NPC</param> |
206 | /// <returns>UUID of owner if the NPC exists, UUID.Zero if there was no such agent, the agent is unowned or the agent was not an NPC</returns> | 245 | /// <returns> |
246 | /// UUID of owner if the NPC exists, UUID.Zero if there was no such | ||
247 | /// agent, the agent is unowned or the agent was not an NPC. | ||
248 | /// </returns> | ||
207 | UUID GetOwner(UUID agentID); | 249 | UUID GetOwner(UUID agentID); |
208 | } | 250 | } |
209 | } \ No newline at end of file | 251 | } |