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/*
* 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
{
// option flags for NPCs
public enum NPCOptionsFlags : int
{
None = 0x00, // no flags (max restriction)
AllowNotOwned = 0x01, // allow NPCs to be created not Owned
AllowSenseAsAvatar = 0x02, // allow NPCs to set to be sensed as Avatars
AllowCloneOtherAvatars = 0x04, // allow NPCs to created cloning a avatar in region
NoNPCGroup = 0x08 // NPCs will have no group title, otherwise will have "- NPC -"
}
/// <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>
/// Create an NPC with a user-supplied agentID
/// </summary>
/// <param name="firstname"></param>
/// <param name="lastname"></param>
/// <param name="position"></param>
/// <param name="agentID"></param>
/// The desired agent ID
/// <param name="owner"></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 agentID, 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>
/// <remarks>
/// A caller has permission if
/// * An NPC exists with the given npcID.
/// * The caller UUID given is UUID.Zero.
/// * The avatar is unowned (owner is UUID.Zero).
/// * The avatar is owned and the owner and callerID match.
/// * The avatar is owned and the callerID matches its agentID.
/// </remarks>
/// <param name="av"></param>
/// <param name="callerID"></param>
/// <returns>true if they do, false if they don't.</returns>
/// <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);
NPCOptionsFlags NPCOptionFlags {get;}
}
}
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