/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSimulator Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ using OpenMetaverse; using OpenSim.Framework; using OpenSim.Region.Framework.Scenes; namespace OpenSim.Region.Framework.Interfaces { /// <summary> /// Temporary interface. More methods to come at some point to make NPCs /// more object oriented rather than controlling purely through module /// level interface calls (e.g. sit/stand). /// </summary> public interface INPC { /// <summary> /// Should this NPC be sensed by LSL sensors as an 'agent' /// (interpreted here to mean a normal user) rather than an OpenSim /// specific NPC extension? /// </summary> bool SenseAsAgent { get; } } public interface INPCModule { /// <summary> /// Create an NPC /// </summary> /// <param name="firstname"></param> /// <param name="lastname"></param> /// <param name="position"></param> /// <param name="senseAsAgent"> /// Make the NPC show up as an agent on LSL sensors. The default is /// that they show up as the NPC type instead, but this is currently /// an OpenSim-only extension. /// </param> /// <param name="scene"></param> /// <param name="appearance"> /// The avatar appearance to use for the new NPC. /// </param> /// <returns> /// The UUID of the ScenePresence created. UUID.Zero if there was a /// failure. /// </returns> UUID CreateNPC(string firstname, string lastname, Vector3 position, UUID owner, bool senseAsAgent, Scene scene, AvatarAppearance appearance); /// <summary> /// Check if the agent is an NPC. /// </summary> /// <param name="agentID"></param> /// <param name="scene"></param> /// <returns> /// True if the agent is an NPC in the given scene. False otherwise. /// </returns> bool IsNPC(UUID agentID, Scene scene); /// <summary> /// Get the NPC. /// </summary> /// <remarks> /// This is not currently complete - manipulation of NPCs still occurs /// through the region interface. /// </remarks> /// <param name="agentID"></param> /// <param name="scene"></param> /// <returns>The NPC. null if it does not exist.</returns> INPC GetNPC(UUID agentID, Scene scene); /// <summary> /// Check if the caller has permission to manipulate the given NPC. /// </summary> /// <param name="npcID"></param> /// <param name="callerID"></param> /// <returns> /// true if they do, false if they don't or if there's no NPC with the /// given ID. /// </returns> bool CheckPermissions(UUID npcID, UUID callerID); /// <summary> /// Set the appearance for an NPC. /// </summary> /// <param name="agentID"></param> /// <param name="appearance"></param> /// <param name="scene"></param> /// <returns> /// True if the operation succeeded, false if there was no such agent /// or the agent was not an NPC. /// </returns> bool SetNPCAppearance(UUID agentID, AvatarAppearance appearance, Scene scene); /// <summary> /// Move an NPC to a target over time. /// </summary> /// <param name="agentID">The UUID of the NPC</param> /// <param name="scene"></param> /// <param name="pos"></param> /// <param name="noFly"> /// 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. /// </param> /// <param name="landAtTarget"> /// If true and the avatar is flying when it reaches the target, land. /// </param> name="running"> /// If true, NPC moves with running speed. /// <returns> /// True if the operation succeeded, false if there was no such agent /// or the agent was not an NPC. /// </returns> bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly, bool landAtTarget, bool running); /// <summary> /// Stop the NPC's current movement. /// </summary> /// <param name="agentID">The UUID of the NPC</param> /// <param name="scene"></param> /// <returns> /// True if the operation succeeded, false if there was no such agent /// or the agent was not an NPC. /// </returns> bool StopMoveToTarget(UUID agentID, Scene scene); /// <summary> /// Get the NPC to say something. /// </summary> /// <param name="agentID">The UUID of the NPC</param> /// <param name="scene"></param> /// <param name="text"></param> /// <returns> /// True if the operation succeeded, false if there was no such agent /// or the agent was not an NPC. /// </returns> bool Say(UUID agentID, Scene scene, string text); /// <summary> /// Get the NPC to say something. /// </summary> /// <param name="agentID">The UUID of the NPC</param> /// <param name="scene"></param> /// <param name="text"></param> /// <param name="channel"></param> /// <returns> /// True if the operation succeeded, false if there was no such agent /// or the agent was not an NPC. /// </returns> bool Say(UUID agentID, Scene scene, string text, int channel); /// <summary> /// Get the NPC to shout something. /// </summary> /// <param name="agentID">The UUID of the NPC</param> /// <param name="scene"></param> /// <param name="text"></param> /// <param name="channel"></param> /// <returns> /// True if the operation succeeded, false if there was no such agent /// or the agent was not an NPC. /// </returns> bool Shout(UUID agentID, Scene scene, string text, int channel); /// <summary> /// Get the NPC to whisper something. /// </summary> /// <param name="agentID">The UUID of the NPC</param> /// <param name="scene"></param> /// <param name="text"></param> /// <param name="channel"></param> /// <returns> /// True if the operation succeeded, false if there was no such agent /// or the agent was not an NPC. /// </returns> bool Whisper(UUID agentID, Scene scene, string text, int channel); /// <summary> /// Sit the NPC. /// </summary> /// <param name="agentID"></param> /// <param name="partID"></param> /// <param name="scene"></param> /// <returns>true if the sit succeeded, false if not</returns> bool Sit(UUID agentID, UUID partID, Scene scene); /// <summary> /// Stand a sitting NPC. /// </summary> /// <param name="agentID"></param> /// <param name="scene"></param> /// <returns>true if the stand succeeded, false if not</returns> bool Stand(UUID agentID, Scene scene); /// <summary> /// Get the NPC to touch an object. /// </summary> /// <param name="agentID"></param> /// <param name="partID"></param> /// <returns> /// true if the touch is actually attempted, false if not. /// </returns> bool Touch(UUID agentID, UUID partID); /// <summary> /// Delete an NPC. /// </summary> /// <param name="agentID">The UUID of the NPC</param> /// <param name="scene"></param> /// <returns> /// True if the operation succeeded, false if there was no such agent /// or the agent was not an NPC. /// </returns> bool DeleteNPC(UUID agentID, Scene scene); /// <summary> /// Get the owner of a NPC /// </summary> /// <param name="agentID">The UUID of the NPC</param> /// <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> UUID GetOwner(UUID agentID); } }