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authorMic Bowman2011-08-05 11:13:02 -0700
committerMic Bowman2011-08-05 11:13:02 -0700
commitc3f579046c4de7a5a65e71e4c02958425fd7998a (patch)
treeb725d9eaa66d5eb7cf1f87ddbb4fa0f4284f71f5 /OpenSim/Region/OptionalModules/World/NPC
parentBulletSim: Parameters settable from ini file. Linksets. Physical property val... (diff)
parentremove the largely unused copy/pasted HandleAgentRequestSit() method (diff)
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Merge branch 'master' into bulletsim
Diffstat (limited to 'OpenSim/Region/OptionalModules/World/NPC')
-rw-r--r--OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs5
-rw-r--r--OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs103
-rw-r--r--OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs101
3 files changed, 187 insertions, 22 deletions
diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
index 15bc1b7..dfc624d 100644
--- a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
+++ b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
@@ -99,6 +99,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
99 { 99 {
100 100
101 } 101 }
102
102 public void SendSitResponse(UUID TargetID, Vector3 OffsetPos, Quaternion SitOrientation, bool autopilot, 103 public void SendSitResponse(UUID TargetID, Vector3 OffsetPos, Quaternion SitOrientation, bool autopilot,
103 Vector3 CameraAtOffset, Vector3 CameraEyeOffset, bool ForceMouseLook) 104 Vector3 CameraAtOffset, Vector3 CameraEyeOffset, bool ForceMouseLook)
104 { 105 {
@@ -327,7 +328,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
327 public event ScriptReset OnScriptReset; 328 public event ScriptReset OnScriptReset;
328 public event GetScriptRunning OnGetScriptRunning; 329 public event GetScriptRunning OnGetScriptRunning;
329 public event SetScriptRunning OnSetScriptRunning; 330 public event SetScriptRunning OnSetScriptRunning;
330 public event UpdateVector OnAutoPilotGo; 331 public event Action<Vector3> OnAutoPilotGo;
331 332
332 public event TerrainUnacked OnUnackedTerrain; 333 public event TerrainUnacked OnUnackedTerrain;
333 334
@@ -1157,7 +1158,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
1157 { 1158 {
1158 } 1159 }
1159 1160
1160 public void SendTextBoxRequest(string message, int chatChannel, string objectname, string ownerFirstName, string ownerLastName, UUID objectId) 1161 public void SendTextBoxRequest(string message, int chatChannel, string objectname, UUID ownerID, string ownerFirstName, string ownerLastName, UUID objectId)
1161 { 1162 {
1162 } 1163 }
1163 1164
diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
index 3cdd06d..4f21d9d 100644
--- a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
+++ b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
@@ -44,14 +44,75 @@ namespace OpenSim.Region.OptionalModules.World.NPC
44 { 44 {
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 const bool m_enabled = false; 47 private Dictionary<UUID, NPCAvatar> m_avatars = new Dictionary<UUID, NPCAvatar>();
48 48 private Dictionary<UUID, AvatarAppearance> m_appearanceCache = new Dictionary<UUID, AvatarAppearance>();
49 private Dictionary<UUID,NPCAvatar> m_avatars = new Dictionary<UUID, NPCAvatar>();
50 private Dictionary<UUID,AvatarAppearance> m_appearanceCache = new Dictionary<UUID, AvatarAppearance>();
51 49
52 public void Initialise(Scene scene, IConfigSource source) 50 public void Initialise(Scene scene, IConfigSource source)
53 { 51 {
54 scene.RegisterModuleInterface<INPCModule>(this); 52 IConfig config = source.Configs["NPC"];
53
54 if (config != null && config.GetBoolean("Enabled", false))
55 {
56 scene.RegisterModuleInterface<INPCModule>(this);
57 scene.EventManager.OnSignificantClientMovement += HandleOnSignificantClientMovement;
58 }
59 }
60
61 public void HandleOnSignificantClientMovement(ScenePresence presence)
62 {
63 lock (m_avatars)
64 {
65 if (m_avatars.ContainsKey(presence.UUID) && presence.MovingToTarget)
66 {
67 double distanceToTarget = Util.GetDistanceTo(presence.AbsolutePosition, presence.MoveToPositionTarget);
68// m_log.DebugFormat(
69// "[NPC MODULE]: Abs pos of {0} is {1}, target {2}, distance {3}",
70// presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget, distanceToTarget);
71
72 // Check the error term of the current position in relation to the target position
73 if (distanceToTarget <= ScenePresence.SIGNIFICANT_MOVEMENT)
74 {
75 // We are close enough to the target
76 m_log.DebugFormat("[NPC MODULE]: Stopping movement of npc {0}", presence.Name);
77
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;
89 presence.AbsolutePosition = presence.MoveToPositionTarget;
90 presence.ResetMoveToTarget();
91
92 // FIXME: This doesn't work
93 if (presence.PhysicsActor.Flying)
94 presence.Animator.TrySetMovementAnimation("HOVER");
95 else
96 presence.Animator.TrySetMovementAnimation("STAND");
97 }
98 else
99 {
100 m_log.DebugFormat(
101 "[NPC MODULE]: Updating npc {0} at {1} for next movement to {2}",
102 presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget);
103
104 Vector3 agent_control_v3 = new Vector3();
105 presence.HandleMoveToTargetUpdate(ref agent_control_v3, presence.Rotation);
106 presence.AddNewMovement(agent_control_v3, presence.Rotation);
107 }
108//
109//// presence.DoMoveToPositionUpdate((0, presence.MoveToPositionTarget, null);
110
111//
112//
113
114 }
115 }
55 } 116 }
56 117
57 private AvatarAppearance GetAppearance(UUID target, Scene scene) 118 private AvatarAppearance GetAppearance(UUID target, Scene scene)
@@ -59,14 +120,21 @@ namespace OpenSim.Region.OptionalModules.World.NPC
59 if (m_appearanceCache.ContainsKey(target)) 120 if (m_appearanceCache.ContainsKey(target))
60 return m_appearanceCache[target]; 121 return m_appearanceCache[target];
61 122
62 AvatarAppearance appearance = scene.AvatarService.GetAppearance(target); 123 ScenePresence originalPresence = scene.GetScenePresence(target);
63 if (appearance != null) 124
125 if (originalPresence != null)
64 { 126 {
65 m_appearanceCache.Add(target, appearance); 127 AvatarAppearance originalAppearance = originalPresence.Appearance;
66 return appearance; 128 m_appearanceCache.Add(target, originalAppearance);
129 return originalAppearance;
67 } 130 }
131 else
132 {
133 m_log.DebugFormat(
134 "[NPC MODULE]: Avatar {0} is not in the scene for us to grab baked textures from them. Using defaults.", target);
68 135
69 return new AvatarAppearance(); 136 return new AvatarAppearance();
137 }
70 } 138 }
71 139
72 public UUID CreateNPC(string firstname, string lastname, Vector3 position, Scene scene, UUID cloneAppearanceFrom) 140 public UUID CreateNPC(string firstname, string lastname, Vector3 position, Scene scene, UUID cloneAppearanceFrom)
@@ -88,6 +156,13 @@ namespace OpenSim.Region.OptionalModules.World.NPC
88 AvatarAppearance npcAppearance = new AvatarAppearance(originalAppearance, true); 156 AvatarAppearance npcAppearance = new AvatarAppearance(originalAppearance, true);
89 acd.Appearance = npcAppearance; 157 acd.Appearance = npcAppearance;
90 158
159// for (int i = 0; i < acd.Appearance.Texture.FaceTextures.Length; i++)
160// {
161// m_log.DebugFormat(
162// "[NPC MODULE]: NPC avatar {0} has texture id {1} : {2}",
163// acd.AgentID, i, acd.Appearance.Texture.FaceTextures[i]);
164// }
165
91 scene.AuthenticateHandler.AddNewCircuit(npcAvatar.CircuitCode, acd); 166 scene.AuthenticateHandler.AddNewCircuit(npcAvatar.CircuitCode, acd);
92 scene.AddNewClient(npcAvatar); 167 scene.AddNewClient(npcAvatar);
93 168
@@ -118,7 +193,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
118 return npcAvatar.AgentId; 193 return npcAvatar.AgentId;
119 } 194 }
120 195
121 public void Autopilot(UUID agentID, Scene scene, Vector3 pos) 196 public void MoveToTarget(UUID agentID, Scene scene, Vector3 pos)
122 { 197 {
123 lock (m_avatars) 198 lock (m_avatars)
124 { 199 {
@@ -126,7 +201,11 @@ namespace OpenSim.Region.OptionalModules.World.NPC
126 { 201 {
127 ScenePresence sp; 202 ScenePresence sp;
128 scene.TryGetScenePresence(agentID, out sp); 203 scene.TryGetScenePresence(agentID, out sp);
129 sp.DoAutoPilot(0, pos, m_avatars[agentID]); 204
205 m_log.DebugFormat(
206 "[NPC MODULE]: Moving {0} to {1} in {2}", sp.Name, pos, scene.RegionInfo.RegionName);
207
208 sp.MoveToTarget(pos);
130 } 209 }
131 } 210 }
132 } 211 }
diff --git a/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs b/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs
index 899e721..c9dddba 100644
--- a/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs
+++ b/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs
@@ -27,11 +27,13 @@
27 27
28using System; 28using System;
29using System.Reflection; 29using System.Reflection;
30using log4net;
30using Nini.Config; 31using Nini.Config;
31using NUnit.Framework; 32using NUnit.Framework;
32using OpenMetaverse; 33using OpenMetaverse;
33using OpenSim.Framework; 34using OpenSim.Framework;
34using OpenSim.Framework.Communications; 35using OpenSim.Framework.Communications;
36using OpenSim.Region.CoreModules.Avatar.AvatarFactory;
35using OpenSim.Region.CoreModules.ServiceConnectorsOut.Avatar; 37using OpenSim.Region.CoreModules.ServiceConnectorsOut.Avatar;
36using OpenSim.Region.Framework.Interfaces; 38using OpenSim.Region.Framework.Interfaces;
37using OpenSim.Region.Framework.Scenes; 39using OpenSim.Region.Framework.Scenes;
@@ -51,21 +53,104 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
51// log4net.Config.XmlConfigurator.Configure(); 53// log4net.Config.XmlConfigurator.Configure();
52 54
53 IConfigSource config = new IniConfigSource(); 55 IConfigSource config = new IniConfigSource();
56 config.AddConfig("NPC");
57 config.Configs["NPC"].Set("Enabled", "true");
54 58
55 config.AddConfig("Modules"); 59 AvatarFactoryModule afm = new AvatarFactoryModule();
56 config.Configs["Modules"].Set("AvatarServices", "LocalAvatarServicesConnector");
57 config.AddConfig("AvatarService");
58 config.Configs["AvatarService"].Set("LocalServiceModule", "OpenSim.Services.AvatarService.dll:AvatarService");
59 config.Configs["AvatarService"].Set("StorageProvider", "OpenSim.Data.Null.dll");
60
61 TestScene scene = SceneSetupHelpers.SetupScene(); 60 TestScene scene = SceneSetupHelpers.SetupScene();
62 SceneSetupHelpers.SetupSceneModules(scene, config, new NPCModule(), new LocalAvatarServicesConnector()); 61 SceneSetupHelpers.SetupSceneModules(scene, config, afm, new NPCModule());
62 TestClient originalClient = SceneSetupHelpers.AddClient(scene, TestHelper.ParseTail(0x1));
63// ScenePresence originalAvatar = scene.GetScenePresence(originalClient.AgentId);
64
65 // 8 is the index of the first baked texture in AvatarAppearance
66 UUID originalFace8TextureId = TestHelper.ParseTail(0x10);
67 Primitive.TextureEntry originalTe = new Primitive.TextureEntry(UUID.Zero);
68 Primitive.TextureEntryFace originalTef = originalTe.CreateFace(8);
69 originalTef.TextureID = originalFace8TextureId;
70
71 // We also need to add the texture to the asset service, otherwise the AvatarFactoryModule will tell
72 // ScenePresence.SendInitialData() to reset our entire appearance.
73 scene.AssetService.Store(AssetHelpers.CreateAsset(originalFace8TextureId));
74
75 afm.SetAppearance(originalClient, originalTe, null);
63 76
64 INPCModule npcModule = scene.RequestModuleInterface<INPCModule>(); 77 INPCModule npcModule = scene.RequestModuleInterface<INPCModule>();
65 UUID npcId = npcModule.CreateNPC("John", "Smith", new Vector3(128, 128, 30), scene, UUID.Zero); 78 UUID npcId = npcModule.CreateNPC("John", "Smith", new Vector3(128, 128, 30), scene, originalClient.AgentId);
66 79
67 ScenePresence npc = scene.GetScenePresence(npcId); 80 ScenePresence npc = scene.GetScenePresence(npcId);
81
68 Assert.That(npc, Is.Not.Null); 82 Assert.That(npc, Is.Not.Null);
83 Assert.That(npc.Appearance.Texture.FaceTextures[8].TextureID, Is.EqualTo(originalFace8TextureId));
84 }
85
86 [Test]
87 public void TestMove()
88 {
89 TestHelper.InMethod();
90// log4net.Config.XmlConfigurator.Configure();
91
92 IConfigSource config = new IniConfigSource();
93
94 config.AddConfig("NPC");
95 config.Configs["NPC"].Set("Enabled", "true");
96
97 TestScene scene = SceneSetupHelpers.SetupScene();
98 SceneSetupHelpers.SetupSceneModules(scene, config, new NPCModule());
99 TestClient originalClient = SceneSetupHelpers.AddClient(scene, TestHelper.ParseTail(0x1));
100// ScenePresence originalAvatar = scene.GetScenePresence(originalClient.AgentId);
101
102 Vector3 startPos = new Vector3(128, 128, 30);
103 INPCModule npcModule = scene.RequestModuleInterface<INPCModule>();
104 UUID npcId = npcModule.CreateNPC("John", "Smith", startPos, scene, originalClient.AgentId);
105
106 ScenePresence npc = scene.GetScenePresence(npcId);
107 Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
108
109 // For now, we'll make the scene presence fly to simplify this test, but this needs to change.
110 npc.PhysicsActor.Flying = true;
111
112 scene.Update();
113 Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
114
115 Vector3 targetPos = startPos + new Vector3(0, 0, 10);
116 npcModule.MoveToTarget(npc.UUID, scene, targetPos);
117
118 Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
119
120 scene.Update();
121
122 // We should really check the exact figure.
123 Assert.That(npc.AbsolutePosition.X, Is.EqualTo(startPos.X));
124 Assert.That(npc.AbsolutePosition.Y, Is.EqualTo(startPos.Y));
125 Assert.That(npc.AbsolutePosition.Z, Is.GreaterThan(startPos.Z));
126 Assert.That(npc.AbsolutePosition.Z, Is.LessThan(targetPos.Z));
127
128 for (int i = 0; i < 10; i++)
129 scene.Update();
130
131 double distanceToTarget = Util.GetDistanceTo(npc.AbsolutePosition, targetPos);
132 Assert.That(distanceToTarget, Is.LessThan(1), "NPC not within 1 unit of target position on first move");
133 Assert.That(npc.AbsolutePosition, Is.EqualTo(targetPos));
134
135 // Try a second movement
136 startPos = npc.AbsolutePosition;
137 targetPos = startPos + new Vector3(10, 0, 0);
138 npcModule.MoveToTarget(npc.UUID, scene, targetPos);
139
140 scene.Update();
141
142 // We should really check the exact figure.
143 Assert.That(npc.AbsolutePosition.X, Is.GreaterThan(startPos.X));
144 Assert.That(npc.AbsolutePosition.X, Is.LessThan(targetPos.X));
145 Assert.That(npc.AbsolutePosition.Y, Is.EqualTo(startPos.Y));
146 Assert.That(npc.AbsolutePosition.Z, Is.EqualTo(startPos.Z));
147
148 for (int i = 0; i < 10; i++)
149 scene.Update();
150
151 distanceToTarget = Util.GetDistanceTo(npc.AbsolutePosition, targetPos);
152 Assert.That(distanceToTarget, Is.LessThan(1), "NPC not within 1 unit of target position on second move");
153 Assert.That(npc.AbsolutePosition, Is.EqualTo(targetPos));
69 } 154 }
70 } 155 }
71} \ No newline at end of file 156} \ No newline at end of file