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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 System.Collections.Generic;
using OpenMetaverse;
using Nini.Config;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Framework;
namespace OpenSim.Region.OptionalModules.World.NPC
{
public interface INPCModule
{
UUID CreateNPC(string firstname, string lastname,Vector3 position, Scene scene, UUID cloneAppearanceFrom);
void Autopilot(UUID agentID, Scene scene, Vector3 pos);
void Say(UUID agentID, Scene scene, string text);
void DeleteNPC(UUID agentID, Scene scene);
}
public class NPCModule : IRegionModule, INPCModule
{
// private const bool m_enabled = false;
private Dictionary<UUID,NPCAvatar> m_avatars = new Dictionary<UUID, NPCAvatar>();
public UUID CreateNPC(string firstname, string lastname,Vector3 position, Scene scene, UUID cloneAppearanceFrom)
{
NPCAvatar npcAvatar = new NPCAvatar(firstname, lastname, position, scene);
scene.AddNewClient(npcAvatar);
ScenePresence sp;
if(scene.TryGetAvatar(npcAvatar.AgentId, out sp))
{
AvatarAppearance x = scene.CommsManager.AvatarService.GetUserAppearance(cloneAppearanceFrom);
List<byte> wearbyte = new List<byte>();
for (int i = 0; i < x.VisualParams.Length; i++)
{
wearbyte.Add(x.VisualParams[i]);
}
sp.SetAppearance(x.Texture.GetBytes(), wearbyte);
}
m_avatars.Add(npcAvatar.AgentId, npcAvatar);
return npcAvatar.AgentId;
}
public void Autopilot(UUID agentID, Scene scene, Vector3 pos)
{
ScenePresence sp;
scene.TryGetAvatar(agentID, out sp);
sp.DoAutoPilot(0,pos,m_avatars[agentID]);
}
public void Say(UUID agentID, Scene scene, string text)
{
m_avatars[agentID].Say(text);
}
public void DeleteNPC(UUID agentID, Scene scene)
{
scene.RemoveClient(agentID);
}
public void Initialise(Scene scene, IConfigSource source)
{
scene.RegisterModuleInterface<INPCModule>(this);
}
public void PostInitialise()
{
}
public void Close()
{
}
public string Name
{
get { return "NPCModule"; }
}
public bool IsSharedModule
{
get { return true; }
}
}
}
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