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 *       notice, this list of conditions and the following disclaimer.
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 *       notice, this list of conditions and the following disclaimer in the
 *       documentation and/or other materials provided with the distribution.
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 *       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
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 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Scenes;

namespace OpenSim.Region.Framework.Interfaces
{
    public interface INPCModule
    {
        /// <summary>
        /// Create an NPC
        /// </summary>
        /// <param name="firstname"></param>
        /// <param name="lastname"></param>
        /// <param name="position"></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.</returns>
        UUID CreateNPC(string firstname, string lastname, Vector3 position, 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>
        /// 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>
        /// <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);

        /// <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>
        /// 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>
        /// 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);
    }
}