diff options
Merge branch 'master' into bulletsim
Conflicts:
OpenSim/Region/Framework/Scenes/SceneManager.cs
Diffstat (limited to 'OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs')
-rw-r--r-- | OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs | 158 |
1 files changed, 107 insertions, 51 deletions
diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs index 4f21d9d..c1da803 100644 --- a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs +++ b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs | |||
@@ -45,7 +45,6 @@ namespace OpenSim.Region.OptionalModules.World.NPC | |||
45 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 45 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
46 | 46 | ||
47 | private Dictionary<UUID, NPCAvatar> m_avatars = new Dictionary<UUID, NPCAvatar>(); | 47 | private Dictionary<UUID, NPCAvatar> m_avatars = new Dictionary<UUID, NPCAvatar>(); |
48 | private Dictionary<UUID, AvatarAppearance> m_appearanceCache = new Dictionary<UUID, AvatarAppearance>(); | ||
49 | 48 | ||
50 | public void Initialise(Scene scene, IConfigSource source) | 49 | public void Initialise(Scene scene, IConfigSource source) |
51 | { | 50 | { |
@@ -75,35 +74,44 @@ namespace OpenSim.Region.OptionalModules.World.NPC | |||
75 | // We are close enough to the target | 74 | // We are close enough to the target |
76 | m_log.DebugFormat("[NPC MODULE]: Stopping movement of npc {0}", presence.Name); | 75 | m_log.DebugFormat("[NPC MODULE]: Stopping movement of npc {0}", presence.Name); |
77 | 76 | ||
78 | if (presence.PhysicsActor.Flying) | ||
79 | { | ||
80 | Vector3 targetPos = presence.MoveToPositionTarget; | ||
81 | float terrainHeight = (float)presence.Scene.Heightmap[(int)targetPos.X, (int)targetPos.Y]; | ||
82 | if (targetPos.Z - terrainHeight < 0.2) | ||
83 | { | ||
84 | presence.PhysicsActor.Flying = false; | ||
85 | } | ||
86 | } | ||
87 | |||
88 | presence.Velocity = Vector3.Zero; | 77 | presence.Velocity = Vector3.Zero; |
89 | presence.AbsolutePosition = presence.MoveToPositionTarget; | 78 | presence.AbsolutePosition = presence.MoveToPositionTarget; |
90 | presence.ResetMoveToTarget(); | 79 | presence.ResetMoveToTarget(); |
91 | 80 | ||
92 | // FIXME: This doesn't work | ||
93 | if (presence.PhysicsActor.Flying) | 81 | if (presence.PhysicsActor.Flying) |
94 | presence.Animator.TrySetMovementAnimation("HOVER"); | 82 | { |
95 | else | 83 | // A horrible hack to stop the NPC dead in its tracks rather than having them overshoot |
96 | presence.Animator.TrySetMovementAnimation("STAND"); | 84 | // the target if flying. |
85 | // We really need to be more subtle (slow the avatar as it approaches the target) or at | ||
86 | // least be able to set collision status once, rather than 5 times to give it enough | ||
87 | // weighting so that that PhysicsActor thinks it really is colliding. | ||
88 | for (int i = 0; i < 5; i++) | ||
89 | presence.PhysicsActor.IsColliding = true; | ||
90 | |||
91 | // Vector3 targetPos = presence.MoveToPositionTarget; | ||
92 | if (m_avatars[presence.UUID].LandAtTarget) | ||
93 | presence.PhysicsActor.Flying = false; | ||
94 | |||
95 | // float terrainHeight = (float)presence.Scene.Heightmap[(int)targetPos.X, (int)targetPos.Y]; | ||
96 | // if (targetPos.Z - terrainHeight < 0.2) | ||
97 | // { | ||
98 | // presence.PhysicsActor.Flying = false; | ||
99 | // } | ||
100 | } | ||
101 | |||
102 | // m_log.DebugFormat( | ||
103 | // "[NPC MODULE]: AgentControlFlags {0}, MovementFlag {1} for {2}", | ||
104 | // presence.AgentControlFlags, presence.MovementFlag, presence.Name); | ||
97 | } | 105 | } |
98 | else | 106 | else |
99 | { | 107 | { |
100 | m_log.DebugFormat( | 108 | // m_log.DebugFormat( |
101 | "[NPC MODULE]: Updating npc {0} at {1} for next movement to {2}", | 109 | // "[NPC MODULE]: Updating npc {0} at {1} for next movement to {2}", |
102 | presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget); | 110 | // presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget); |
103 | 111 | ||
104 | Vector3 agent_control_v3 = new Vector3(); | 112 | Vector3 agent_control_v3 = new Vector3(); |
105 | presence.HandleMoveToTargetUpdate(ref agent_control_v3, presence.Rotation); | 113 | presence.HandleMoveToTargetUpdate(ref agent_control_v3); |
106 | presence.AddNewMovement(agent_control_v3, presence.Rotation); | 114 | presence.AddNewMovement(agent_control_v3); |
107 | } | 115 | } |
108 | // | 116 | // |
109 | //// presence.DoMoveToPositionUpdate((0, presence.MoveToPositionTarget, null); | 117 | //// presence.DoMoveToPositionUpdate((0, presence.MoveToPositionTarget, null); |
@@ -115,29 +123,48 @@ namespace OpenSim.Region.OptionalModules.World.NPC | |||
115 | } | 123 | } |
116 | } | 124 | } |
117 | 125 | ||
118 | private AvatarAppearance GetAppearance(UUID target, Scene scene) | 126 | public bool IsNPC(UUID agentId, Scene scene) |
127 | { | ||
128 | ScenePresence sp = scene.GetScenePresence(agentId); | ||
129 | if (sp == null || sp.IsChildAgent) | ||
130 | return false; | ||
131 | |||
132 | lock (m_avatars) | ||
133 | return m_avatars.ContainsKey(agentId); | ||
134 | } | ||
135 | |||
136 | public bool SetNPCAppearance(UUID agentId, AvatarAppearance appearance, Scene scene) | ||
119 | { | 137 | { |
120 | if (m_appearanceCache.ContainsKey(target)) | 138 | ScenePresence sp = scene.GetScenePresence(agentId); |
121 | return m_appearanceCache[target]; | 139 | if (sp == null || sp.IsChildAgent) |
140 | return false; | ||
122 | 141 | ||
123 | ScenePresence originalPresence = scene.GetScenePresence(target); | 142 | lock (m_avatars) |
143 | if (!m_avatars.ContainsKey(agentId)) | ||
144 | return false; | ||
124 | 145 | ||
125 | if (originalPresence != null) | 146 | // FIXME: An extremely bad bit of code that reaches directly into the attachments list and manipulates it |
126 | { | 147 | List<SceneObjectGroup> attachments = sp.Attachments; |
127 | AvatarAppearance originalAppearance = originalPresence.Appearance; | 148 | lock (attachments) |
128 | m_appearanceCache.Add(target, originalAppearance); | ||
129 | return originalAppearance; | ||
130 | } | ||
131 | else | ||
132 | { | 149 | { |
133 | m_log.DebugFormat( | 150 | foreach (SceneObjectGroup att in attachments) |
134 | "[NPC MODULE]: Avatar {0} is not in the scene for us to grab baked textures from them. Using defaults.", target); | 151 | scene.DeleteSceneObject(att, false); |
135 | 152 | ||
136 | return new AvatarAppearance(); | 153 | attachments.Clear(); |
137 | } | 154 | } |
155 | |||
156 | AvatarAppearance npcAppearance = new AvatarAppearance(appearance, true); | ||
157 | sp.Appearance = npcAppearance; | ||
158 | sp.RezAttachments(); | ||
159 | |||
160 | IAvatarFactory module = scene.RequestModuleInterface<IAvatarFactory>(); | ||
161 | module.SendAppearance(sp.UUID); | ||
162 | |||
163 | return true; | ||
138 | } | 164 | } |
139 | 165 | ||
140 | public UUID CreateNPC(string firstname, string lastname, Vector3 position, Scene scene, UUID cloneAppearanceFrom) | 166 | public UUID CreateNPC( |
167 | string firstname, string lastname, Vector3 position, Scene scene, AvatarAppearance appearance) | ||
141 | { | 168 | { |
142 | NPCAvatar npcAvatar = new NPCAvatar(firstname, lastname, position, scene); | 169 | NPCAvatar npcAvatar = new NPCAvatar(firstname, lastname, position, scene); |
143 | npcAvatar.CircuitCode = (uint)Util.RandomClass.Next(0, int.MaxValue); | 170 | npcAvatar.CircuitCode = (uint)Util.RandomClass.Next(0, int.MaxValue); |
@@ -152,8 +179,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC | |||
152 | acd.lastname = lastname; | 179 | acd.lastname = lastname; |
153 | acd.ServiceURLs = new Dictionary<string, object>(); | 180 | acd.ServiceURLs = new Dictionary<string, object>(); |
154 | 181 | ||
155 | AvatarAppearance originalAppearance = GetAppearance(cloneAppearanceFrom, scene); | 182 | AvatarAppearance npcAppearance = new AvatarAppearance(appearance, true); |
156 | AvatarAppearance npcAppearance = new AvatarAppearance(originalAppearance, true); | ||
157 | acd.Appearance = npcAppearance; | 183 | acd.Appearance = npcAppearance; |
158 | 184 | ||
159 | // for (int i = 0; i < acd.Appearance.Texture.FaceTextures.Length; i++) | 185 | // for (int i = 0; i < acd.Appearance.Texture.FaceTextures.Length; i++) |
@@ -164,7 +190,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC | |||
164 | // } | 190 | // } |
165 | 191 | ||
166 | scene.AuthenticateHandler.AddNewCircuit(npcAvatar.CircuitCode, acd); | 192 | scene.AuthenticateHandler.AddNewCircuit(npcAvatar.CircuitCode, acd); |
167 | scene.AddNewClient(npcAvatar); | 193 | scene.AddNewClient(npcAvatar, PresenceType.Npc); |
168 | 194 | ||
169 | ScenePresence sp; | 195 | ScenePresence sp; |
170 | if (scene.TryGetScenePresence(npcAvatar.AgentId, out sp)) | 196 | if (scene.TryGetScenePresence(npcAvatar.AgentId, out sp)) |
@@ -172,13 +198,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC | |||
172 | m_log.DebugFormat( | 198 | m_log.DebugFormat( |
173 | "[NPC MODULE]: Successfully retrieved scene presence for NPC {0} {1}", sp.Name, sp.UUID); | 199 | "[NPC MODULE]: Successfully retrieved scene presence for NPC {0} {1}", sp.Name, sp.UUID); |
174 | 200 | ||
175 | // Shouldn't call this - temporary. | 201 | sp.CompleteMovement(npcAvatar, false); |
176 | sp.CompleteMovement(npcAvatar); | ||
177 | |||
178 | // sp.SendAppearanceToAllOtherAgents(); | ||
179 | // | ||
180 | // // Send animations back to the avatar as well | ||
181 | // sp.Animator.SendAnimPack(); | ||
182 | } | 202 | } |
183 | else | 203 | else |
184 | { | 204 | { |
@@ -193,7 +213,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC | |||
193 | return npcAvatar.AgentId; | 213 | return npcAvatar.AgentId; |
194 | } | 214 | } |
195 | 215 | ||
196 | public void MoveToTarget(UUID agentID, Scene scene, Vector3 pos) | 216 | public bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly, bool landAtTarget) |
197 | { | 217 | { |
198 | lock (m_avatars) | 218 | lock (m_avatars) |
199 | { | 219 | { |
@@ -203,34 +223,70 @@ namespace OpenSim.Region.OptionalModules.World.NPC | |||
203 | scene.TryGetScenePresence(agentID, out sp); | 223 | scene.TryGetScenePresence(agentID, out sp); |
204 | 224 | ||
205 | m_log.DebugFormat( | 225 | m_log.DebugFormat( |
206 | "[NPC MODULE]: Moving {0} to {1} in {2}", sp.Name, pos, scene.RegionInfo.RegionName); | 226 | "[NPC MODULE]: Moving {0} to {1} in {2}, noFly {3}, landAtTarget {4}", |
227 | sp.Name, pos, scene.RegionInfo.RegionName, noFly, landAtTarget); | ||
228 | |||
229 | m_avatars[agentID].LandAtTarget = landAtTarget; | ||
230 | sp.MoveToTarget(pos, noFly); | ||
231 | |||
232 | return true; | ||
233 | } | ||
234 | } | ||
235 | |||
236 | return false; | ||
237 | } | ||
238 | |||
239 | public bool StopMoveToTarget(UUID agentID, Scene scene) | ||
240 | { | ||
241 | lock (m_avatars) | ||
242 | { | ||
243 | if (m_avatars.ContainsKey(agentID)) | ||
244 | { | ||
245 | ScenePresence sp; | ||
246 | scene.TryGetScenePresence(agentID, out sp); | ||
207 | 247 | ||
208 | sp.MoveToTarget(pos); | 248 | sp.Velocity = Vector3.Zero; |
249 | sp.ResetMoveToTarget(); | ||
250 | |||
251 | return true; | ||
209 | } | 252 | } |
210 | } | 253 | } |
254 | |||
255 | return false; | ||
211 | } | 256 | } |
212 | 257 | ||
213 | public void Say(UUID agentID, Scene scene, string text) | 258 | public bool Say(UUID agentID, Scene scene, string text) |
214 | { | 259 | { |
215 | lock (m_avatars) | 260 | lock (m_avatars) |
216 | { | 261 | { |
217 | if (m_avatars.ContainsKey(agentID)) | 262 | if (m_avatars.ContainsKey(agentID)) |
218 | { | 263 | { |
264 | ScenePresence sp; | ||
265 | scene.TryGetScenePresence(agentID, out sp); | ||
266 | |||
219 | m_avatars[agentID].Say(text); | 267 | m_avatars[agentID].Say(text); |
268 | |||
269 | return true; | ||
220 | } | 270 | } |
221 | } | 271 | } |
272 | |||
273 | return false; | ||
222 | } | 274 | } |
223 | 275 | ||
224 | public void DeleteNPC(UUID agentID, Scene scene) | 276 | public bool DeleteNPC(UUID agentID, Scene scene) |
225 | { | 277 | { |
226 | lock (m_avatars) | 278 | lock (m_avatars) |
227 | { | 279 | { |
228 | if (m_avatars.ContainsKey(agentID)) | 280 | if (m_avatars.ContainsKey(agentID)) |
229 | { | 281 | { |
230 | scene.RemoveClient(agentID); | 282 | scene.RemoveClient(agentID, false); |
231 | m_avatars.Remove(agentID); | 283 | m_avatars.Remove(agentID); |
284 | |||
285 | return true; | ||
232 | } | 286 | } |
233 | } | 287 | } |
288 | |||
289 | return false; | ||
234 | } | 290 | } |
235 | 291 | ||
236 | public void PostInitialise() | 292 | public void PostInitialise() |