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Diffstat (limited to 'OpenSim/Region/Framework/Interfaces/INPCModule.cs')
-rw-r--r-- | OpenSim/Region/Framework/Interfaces/INPCModule.cs | 288 |
1 files changed, 288 insertions, 0 deletions
diff --git a/OpenSim/Region/Framework/Interfaces/INPCModule.cs b/OpenSim/Region/Framework/Interfaces/INPCModule.cs new file mode 100644 index 0000000..478833e --- /dev/null +++ b/OpenSim/Region/Framework/Interfaces/INPCModule.cs | |||
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1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using OpenMetaverse; | ||
29 | using OpenSim.Framework; | ||
30 | using OpenSim.Region.Framework.Scenes; | ||
31 | |||
32 | namespace OpenSim.Region.Framework.Interfaces | ||
33 | { | ||
34 | /// <summary> | ||
35 | /// Temporary interface. More methods to come at some point to make NPCs | ||
36 | /// more object oriented rather than controlling purely through module | ||
37 | /// level interface calls (e.g. sit/stand). | ||
38 | /// </summary> | ||
39 | public interface INPC | ||
40 | { | ||
41 | /// <summary> | ||
42 | /// Should this NPC be sensed by LSL sensors as an 'agent' | ||
43 | /// (interpreted here to mean a normal user) rather than an OpenSim | ||
44 | /// specific NPC extension? | ||
45 | /// </summary> | ||
46 | bool SenseAsAgent { get; } | ||
47 | } | ||
48 | |||
49 | public interface INPCModule | ||
50 | { | ||
51 | /// <summary> | ||
52 | /// Create an NPC | ||
53 | /// </summary> | ||
54 | /// <param name="firstname"></param> | ||
55 | /// <param name="lastname"></param> | ||
56 | /// <param name="position"></param> | ||
57 | /// <param name="senseAsAgent"> | ||
58 | /// Make the NPC show up as an agent on LSL sensors. The default is | ||
59 | /// that they show up as the NPC type instead, but this is currently | ||
60 | /// an OpenSim-only extension. | ||
61 | /// </param> | ||
62 | /// <param name="scene"></param> | ||
63 | /// <param name="appearance"> | ||
64 | /// The avatar appearance to use for the new NPC. | ||
65 | /// </param> | ||
66 | /// <returns> | ||
67 | /// The UUID of the ScenePresence created. UUID.Zero if there was a | ||
68 | /// failure. | ||
69 | /// </returns> | ||
70 | UUID CreateNPC(string firstname, string lastname, Vector3 position, | ||
71 | UUID owner, bool senseAsAgent, Scene scene, | ||
72 | AvatarAppearance appearance); | ||
73 | |||
74 | /// <summary> | ||
75 | /// Create an NPC with a user-supplied agentID | ||
76 | /// </summary> | ||
77 | /// <param name="firstname"></param> | ||
78 | /// <param name="lastname"></param> | ||
79 | /// <param name="position"></param> | ||
80 | /// <param name="agentID"></param> | ||
81 | /// The desired agent ID | ||
82 | /// <param name="owner"></param> | ||
83 | /// <param name="senseAsAgent"> | ||
84 | /// Make the NPC show up as an agent on LSL sensors. The default is | ||
85 | /// that they show up as the NPC type instead, but this is currently | ||
86 | /// an OpenSim-only extension. | ||
87 | /// </param> | ||
88 | /// <param name="scene"></param> | ||
89 | /// <param name="appearance"> | ||
90 | /// The avatar appearance to use for the new NPC. | ||
91 | /// </param> | ||
92 | /// <returns> | ||
93 | /// The UUID of the ScenePresence created. UUID.Zero if there was a | ||
94 | /// failure. | ||
95 | /// </returns> | ||
96 | UUID CreateNPC(string firstname, string lastname, | ||
97 | Vector3 position, UUID agentID, UUID owner, bool senseAsAgent, Scene scene, | ||
98 | AvatarAppearance appearance); | ||
99 | |||
100 | /// <summary> | ||
101 | /// Check if the agent is an NPC. | ||
102 | /// </summary> | ||
103 | /// <param name="agentID"></param> | ||
104 | /// <param name="scene"></param> | ||
105 | /// <returns> | ||
106 | /// True if the agent is an NPC in the given scene. False otherwise. | ||
107 | /// </returns> | ||
108 | bool IsNPC(UUID agentID, Scene scene); | ||
109 | |||
110 | /// <summary> | ||
111 | /// Get the NPC. | ||
112 | /// </summary> | ||
113 | /// <remarks> | ||
114 | /// This is not currently complete - manipulation of NPCs still occurs | ||
115 | /// through the region interface. | ||
116 | /// </remarks> | ||
117 | /// <param name="agentID"></param> | ||
118 | /// <param name="scene"></param> | ||
119 | /// <returns>The NPC. null if it does not exist.</returns> | ||
120 | INPC GetNPC(UUID agentID, Scene scene); | ||
121 | |||
122 | /// <summary> | ||
123 | /// Check if the caller has permission to manipulate the given NPC. | ||
124 | /// </summary> | ||
125 | /// <remarks> | ||
126 | /// A caller has permission if | ||
127 | /// * An NPC exists with the given npcID. | ||
128 | /// * The caller UUID given is UUID.Zero. | ||
129 | /// * The avatar is unowned (owner is UUID.Zero). | ||
130 | /// * The avatar is owned and the owner and callerID match. | ||
131 | /// * The avatar is owned and the callerID matches its agentID. | ||
132 | /// </remarks> | ||
133 | /// <param name="av"></param> | ||
134 | /// <param name="callerID"></param> | ||
135 | /// <returns>true if they do, false if they don't.</returns> | ||
136 | /// <param name="npcID"></param> | ||
137 | /// <param name="callerID"></param> | ||
138 | /// <returns> | ||
139 | /// true if they do, false if they don't or if there's no NPC with the | ||
140 | /// given ID. | ||
141 | /// </returns> | ||
142 | bool CheckPermissions(UUID npcID, UUID callerID); | ||
143 | |||
144 | /// <summary> | ||
145 | /// Set the appearance for an NPC. | ||
146 | /// </summary> | ||
147 | /// <param name="agentID"></param> | ||
148 | /// <param name="appearance"></param> | ||
149 | /// <param name="scene"></param> | ||
150 | /// <returns> | ||
151 | /// True if the operation succeeded, false if there was no such agent | ||
152 | /// or the agent was not an NPC. | ||
153 | /// </returns> | ||
154 | bool SetNPCAppearance(UUID agentID, AvatarAppearance appearance, | ||
155 | Scene scene); | ||
156 | |||
157 | /// <summary> | ||
158 | /// Move an NPC to a target over time. | ||
159 | /// </summary> | ||
160 | /// <param name="agentID">The UUID of the NPC</param> | ||
161 | /// <param name="scene"></param> | ||
162 | /// <param name="pos"></param> | ||
163 | /// <param name="noFly"> | ||
164 | /// If true, then the avatar will attempt to walk to the location even | ||
165 | /// if it's up in the air. This is to allow walking on prims. | ||
166 | /// </param> | ||
167 | /// <param name="landAtTarget"> | ||
168 | /// If true and the avatar is flying when it reaches the target, land. | ||
169 | /// </param> name="running"> | ||
170 | /// If true, NPC moves with running speed. | ||
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> | ||
175 | bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly, | ||
176 | bool landAtTarget, bool running); | ||
177 | |||
178 | /// <summary> | ||
179 | /// Stop the NPC's current movement. | ||
180 | /// </summary> | ||
181 | /// <param name="agentID">The UUID of the NPC</param> | ||
182 | /// <param name="scene"></param> | ||
183 | /// <returns> | ||
184 | /// True if the operation succeeded, false if there was no such agent | ||
185 | /// or the agent was not an NPC. | ||
186 | /// </returns> | ||
187 | bool StopMoveToTarget(UUID agentID, Scene scene); | ||
188 | |||
189 | /// <summary> | ||
190 | /// Get the NPC to say something. | ||
191 | /// </summary> | ||
192 | /// <param name="agentID">The UUID of the NPC</param> | ||
193 | /// <param name="scene"></param> | ||
194 | /// <param name="text"></param> | ||
195 | /// <returns> | ||
196 | /// True if the operation succeeded, false if there was no such agent | ||
197 | /// or the agent was not an NPC. | ||
198 | /// </returns> | ||
199 | bool Say(UUID agentID, Scene scene, string text); | ||
200 | |||
201 | /// <summary> | ||
202 | /// Get the NPC to say something. | ||
203 | /// </summary> | ||
204 | /// <param name="agentID">The UUID of the NPC</param> | ||
205 | /// <param name="scene"></param> | ||
206 | /// <param name="text"></param> | ||
207 | /// <param name="channel"></param> | ||
208 | /// <returns> | ||
209 | /// True if the operation succeeded, false if there was no such agent | ||
210 | /// or the agent was not an NPC. | ||
211 | /// </returns> | ||
212 | bool Say(UUID agentID, Scene scene, string text, int channel); | ||
213 | |||
214 | /// <summary> | ||
215 | /// Get the NPC to shout something. | ||
216 | /// </summary> | ||
217 | /// <param name="agentID">The UUID of the NPC</param> | ||
218 | /// <param name="scene"></param> | ||
219 | /// <param name="text"></param> | ||
220 | /// <param name="channel"></param> | ||
221 | /// <returns> | ||
222 | /// True if the operation succeeded, false if there was no such agent | ||
223 | /// or the agent was not an NPC. | ||
224 | /// </returns> | ||
225 | bool Shout(UUID agentID, Scene scene, string text, int channel); | ||
226 | |||
227 | /// <summary> | ||
228 | /// Get the NPC to whisper something. | ||
229 | /// </summary> | ||
230 | /// <param name="agentID">The UUID of the NPC</param> | ||
231 | /// <param name="scene"></param> | ||
232 | /// <param name="text"></param> | ||
233 | /// <param name="channel"></param> | ||
234 | /// <returns> | ||
235 | /// True if the operation succeeded, false if there was no such agent | ||
236 | /// or the agent was not an NPC. | ||
237 | /// </returns> | ||
238 | bool Whisper(UUID agentID, Scene scene, string text, int channel); | ||
239 | |||
240 | /// <summary> | ||
241 | /// Sit the NPC. | ||
242 | /// </summary> | ||
243 | /// <param name="agentID"></param> | ||
244 | /// <param name="partID"></param> | ||
245 | /// <param name="scene"></param> | ||
246 | /// <returns>true if the sit succeeded, false if not</returns> | ||
247 | bool Sit(UUID agentID, UUID partID, Scene scene); | ||
248 | |||
249 | /// <summary> | ||
250 | /// Stand a sitting NPC. | ||
251 | /// </summary> | ||
252 | /// <param name="agentID"></param> | ||
253 | /// <param name="scene"></param> | ||
254 | /// <returns>true if the stand succeeded, false if not</returns> | ||
255 | bool Stand(UUID agentID, Scene scene); | ||
256 | |||
257 | /// <summary> | ||
258 | /// Get the NPC to touch an object. | ||
259 | /// </summary> | ||
260 | /// <param name="agentID"></param> | ||
261 | /// <param name="partID"></param> | ||
262 | /// <returns> | ||
263 | /// true if the touch is actually attempted, false if not. | ||
264 | /// </returns> | ||
265 | bool Touch(UUID agentID, UUID partID); | ||
266 | |||
267 | /// <summary> | ||
268 | /// Delete an NPC. | ||
269 | /// </summary> | ||
270 | /// <param name="agentID">The UUID of the NPC</param> | ||
271 | /// <param name="scene"></param> | ||
272 | /// <returns> | ||
273 | /// True if the operation succeeded, false if there was no such agent | ||
274 | /// or the agent was not an NPC. | ||
275 | /// </returns> | ||
276 | bool DeleteNPC(UUID agentID, Scene scene); | ||
277 | |||
278 | /// <summary> | ||
279 | /// Get the owner of a NPC | ||
280 | /// </summary> | ||
281 | /// <param name="agentID">The UUID of the NPC</param> | ||
282 | /// <returns> | ||
283 | /// UUID of owner if the NPC exists, UUID.Zero if there was no such | ||
284 | /// agent, the agent is unowned or the agent was not an NPC. | ||
285 | /// </returns> | ||
286 | UUID GetOwner(UUID agentID); | ||
287 | } | ||
288 | } | ||