From 7f499ff3f386d57bcd81ebb3f58f110011100604 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Wed, 10 Aug 2011 23:56:19 +0100
Subject: Add a OS_NPC_LAND_AT_TARGET option to osMoveToTarget()
Default for this function is now not to automatically land.
This allows better control by scripts when an avatar is going to be landing on a prim rather than the ground.
Stopping the avatar involves faking a collision, to avoid the pid controller making it overshoot.
A better approach would be to gradually slow the avatar as we near the target
---
OpenSim/Region/Framework/Interfaces/INPCModule.cs | 5 +++-
.../Region/OptionalModules/World/NPC/NPCAvatar.cs | 5 ++++
.../Region/OptionalModules/World/NPC/NPCModule.cs | 33 ++++++++++++++--------
.../World/NPC/Tests/NPCModuleTests.cs | 4 +--
OpenSim/Region/Physics/OdePlugin/ODECharacter.cs | 2 ++
.../Shared/Api/Implementation/OSSL_Api.cs | 11 ++++++--
.../Shared/Api/Runtime/LSL_Constants.cs | 1 +
7 files changed, 44 insertions(+), 17 deletions(-)
(limited to 'OpenSim')
diff --git a/OpenSim/Region/Framework/Interfaces/INPCModule.cs b/OpenSim/Region/Framework/Interfaces/INPCModule.cs
index 06296c9..08b973d 100644
--- a/OpenSim/Region/Framework/Interfaces/INPCModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/INPCModule.cs
@@ -71,8 +71,11 @@ namespace OpenSim.Region.Framework.Interfaces
/// If true, then the avatar will attempt to walk to the location even if it's up in the air.
/// This is to allow walking on prims.
///
+ ///
+ /// If true and the avatar is flying when it reaches the target, land.
+ ///
/// True if the operation succeeded, false if there was no such agent or the agent was not an NPC
- bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly);
+ bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly, bool landAtTarget);
///
/// Stop the NPC's current movement.
diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
index cfd692d..d63c2a6 100644
--- a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
+++ b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
@@ -37,6 +37,11 @@ namespace OpenSim.Region.OptionalModules.World.NPC
{
public class NPCAvatar : IClientAPI
{
+ ///
+ /// Signal whether the avatar should land when it reaches a move target
+ ///
+ public bool LandAtTarget { get; set; }
+
private readonly string m_firstname;
private readonly string m_lastname;
private readonly Vector3 m_startPos;
diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
index d0b5a94..f38af46 100644
--- a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
+++ b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
@@ -75,19 +75,25 @@ namespace OpenSim.Region.OptionalModules.World.NPC
// We are close enough to the target
m_log.DebugFormat("[NPC MODULE]: Stopping movement of npc {0}", presence.Name);
+ presence.Velocity = Vector3.Zero;
+ presence.AbsolutePosition = presence.MoveToPositionTarget;
+ presence.ResetMoveToTarget();
+
if (presence.PhysicsActor.Flying)
{
- Vector3 targetPos = presence.MoveToPositionTarget;
- float terrainHeight = (float)presence.Scene.Heightmap[(int)targetPos.X, (int)targetPos.Y];
- if (targetPos.Z - terrainHeight < 0.2)
- {
+ for (int i = 0; i < 5; i++)
+ presence.PhysicsActor.IsColliding = true;
+
+// Vector3 targetPos = presence.MoveToPositionTarget;
+ if (m_avatars[presence.UUID].LandAtTarget)
presence.PhysicsActor.Flying = false;
- }
- }
- presence.Velocity = Vector3.Zero;
- presence.AbsolutePosition = presence.MoveToPositionTarget;
- presence.ResetMoveToTarget();
+// float terrainHeight = (float)presence.Scene.Heightmap[(int)targetPos.X, (int)targetPos.Y];
+// if (targetPos.Z - terrainHeight < 0.2)
+// {
+// presence.PhysicsActor.Flying = false;
+// }
+ }
// FIXME: This doesn't work
if (presence.PhysicsActor.Flying)
@@ -217,7 +223,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
return npcAvatar.AgentId;
}
- public bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly)
+ public bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly, bool landAtTarget)
{
lock (m_avatars)
{
@@ -227,8 +233,10 @@ namespace OpenSim.Region.OptionalModules.World.NPC
scene.TryGetScenePresence(agentID, out sp);
m_log.DebugFormat(
- "[NPC MODULE]: Moving {0} to {1} in {2}", sp.Name, pos, scene.RegionInfo.RegionName);
+ "[NPC MODULE]: Moving {0} to {1} in {2}, noFly {3}, landAtTarget {4}",
+ sp.Name, pos, scene.RegionInfo.RegionName, noFly, landAtTarget);
+ m_avatars[agentID].LandAtTarget = landAtTarget;
sp.MoveToTarget(pos, noFly);
return true;
@@ -263,6 +271,9 @@ namespace OpenSim.Region.OptionalModules.World.NPC
{
if (m_avatars.ContainsKey(agentID))
{
+ ScenePresence sp;
+ scene.TryGetScenePresence(agentID, out sp);
+
m_avatars[agentID].Say(text);
return true;
diff --git a/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs b/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs
index 81497d5..d220fab 100644
--- a/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs
+++ b/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs
@@ -113,7 +113,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
Vector3 targetPos = startPos + new Vector3(0, 0, 10);
- npcModule.MoveToTarget(npc.UUID, scene, targetPos, false);
+ npcModule.MoveToTarget(npc.UUID, scene, targetPos, false, false);
Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
@@ -135,7 +135,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
// Try a second movement
startPos = npc.AbsolutePosition;
targetPos = startPos + new Vector3(10, 0, 0);
- npcModule.MoveToTarget(npc.UUID, scene, targetPos, false);
+ npcModule.MoveToTarget(npc.UUID, scene, targetPos, false, false);
scene.Update();
diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
index 4f461ad..ecf5983 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
@@ -305,10 +305,12 @@ namespace OpenSim.Region.Physics.OdePlugin
{
m_iscolliding = true;
}
+
if (m_wascolliding != m_iscolliding)
{
//base.SendCollisionUpdate(new CollisionEventUpdate());
}
+
m_wascolliding = m_iscolliding;
}
}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
index 9b5d8d9..f83304b 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
@@ -2209,11 +2209,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
if (module != null)
{
Vector3 pos = new Vector3((float) position.x, (float) position.y, (float) position.z);
- module.MoveToTarget(new UUID(npc.m_string), World, pos, false);
+ module.MoveToTarget(new UUID(npc.m_string), World, pos, false, true);
}
}
- public void osNpcMoveToTarget(LSL_Key npc, LSL_Vector position, int noFly)
+ public void osNpcMoveToTarget(LSL_Key npc, LSL_Vector position, int moveParams)
{
CheckThreatLevel(ThreatLevel.High, "osNpcMoveToTarget");
@@ -2221,7 +2221,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
if (module != null)
{
Vector3 pos = new Vector3((float)position.x, (float)position.y, (float)position.z);
- module.MoveToTarget(new UUID(npc.m_string), World, pos, noFly != 0);
+ module.MoveToTarget(
+ new UUID(npc.m_string),
+ World,
+ pos,
+ (moveParams & ScriptBaseClass.OS_NPC_NO_FLY) != 0,
+ (moveParams & ScriptBaseClass.OS_NPC_LAND_AT_TARGET) != 0);
}
}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
index 9ed894c..e82c281 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
@@ -594,6 +594,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
// Constants for osNpc* functions
public const int OS_NPC_FLY = 0;
public const int OS_NPC_NO_FLY = 1;
+ public const int OS_NPC_LAND_AT_TARGET = 2;
public const string URL_REQUEST_GRANTED = "URL_REQUEST_GRANTED";
public const string URL_REQUEST_DENIED = "URL_REQUEST_DENIED";
--
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