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authorJustin Clark-Casey (justincc)2011-09-22 00:16:05 +0100
committerJustin Clark-Casey (justincc)2011-09-22 00:16:05 +0100
commitd358125cac4e01194dae4b1f0bc9afc87e463f76 (patch)
tree28e06b311c9bd1621e94305aa9da6b32eef8502c /OpenSim/Region/Framework
parentMove code which handles NPC movement into Scene so that this can also be used... (diff)
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Reinstate option to land an npc when it reaches a target.
This is moved into ScenePresence for now as a general facility
Diffstat (limited to 'OpenSim/Region/Framework')
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs6
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs11
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAutopilotTests.cs4
4 files changed, 16 insertions, 7 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 000a6ed..eadec09 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -5178,10 +5178,10 @@ namespace OpenSim.Region.Framework.Scenes
5178 for (int i = 0; i < 5; i++) 5178 for (int i = 0; i < 5; i++)
5179 presence.PhysicsActor.IsColliding = true; 5179 presence.PhysicsActor.IsColliding = true;
5180 5180
5181// Vector3 targetPos = presence.MoveToPositionTarget; 5181 if (presence.LandAtTarget)
5182// if (m_avatars[presence.UUID].LandAtTarget) 5182 presence.PhysicsActor.Flying = false;
5183// presence.PhysicsActor.Flying = false;
5184 5183
5184// Vector3 targetPos = presence.MoveToPositionTarget;
5185// float terrainHeight = (float)presence.Scene.Heightmap[(int)targetPos.X, (int)targetPos.Y]; 5185// float terrainHeight = (float)presence.Scene.Heightmap[(int)targetPos.X, (int)targetPos.Y];
5186// if (targetPos.Z - terrainHeight < 0.2) 5186// if (targetPos.Z - terrainHeight < 0.2)
5187// { 5187// {
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index e7f2491..980b01f 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -1599,7 +1599,7 @@ namespace OpenSim.Region.Framework.Scenes
1599 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar); 1599 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1600 if (avatar != null) 1600 if (avatar != null)
1601 { 1601 {
1602 avatar.MoveToTarget(target, false); 1602 avatar.MoveToTarget(target, false, false);
1603 } 1603 }
1604 } 1604 }
1605 else 1605 else
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 82d9abf..a7b189b 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -220,6 +220,11 @@ namespace OpenSim.Region.Framework.Scenes
220 public bool MovingToTarget { get; private set; } 220 public bool MovingToTarget { get; private set; }
221 public Vector3 MoveToPositionTarget { get; private set; } 221 public Vector3 MoveToPositionTarget { get; private set; }
222 222
223 /// <summary>
224 /// Controls whether an avatar automatically moving to a target will land when it gets there (if flying).
225 /// </summary>
226 public bool LandAtTarget { get; private set; }
227
223 private bool m_followCamAuto; 228 private bool m_followCamAuto;
224 229
225 private int m_movementUpdateCount; 230 private int m_movementUpdateCount;
@@ -1681,7 +1686,10 @@ namespace OpenSim.Region.Framework.Scenes
1681 /// This is to allow movement to targets that are known to be on an elevated platform with a continuous path 1686 /// This is to allow movement to targets that are known to be on an elevated platform with a continuous path
1682 /// from start to finish. 1687 /// from start to finish.
1683 /// </param> 1688 /// </param>
1684 public void MoveToTarget(Vector3 pos, bool noFly) 1689 /// <param name="landAtTarget">
1690 /// If true and the avatar starts flying during the move then land at the target.
1691 /// </param>
1692 public void MoveToTarget(Vector3 pos, bool noFly, bool landAtTarget)
1685 { 1693 {
1686 m_log.DebugFormat( 1694 m_log.DebugFormat(
1687 "[SCENE PRESENCE]: Avatar {0} received request to move to position {1} in {2}", 1695 "[SCENE PRESENCE]: Avatar {0} received request to move to position {1} in {2}",
@@ -1720,6 +1728,7 @@ namespace OpenSim.Region.Framework.Scenes
1720 else if (pos.Z > terrainHeight) 1728 else if (pos.Z > terrainHeight)
1721 PhysicsActor.Flying = true; 1729 PhysicsActor.Flying = true;
1722 1730
1731 LandAtTarget = landAtTarget;
1723 MovingToTarget = true; 1732 MovingToTarget = true;
1724 MoveToPositionTarget = pos; 1733 MoveToPositionTarget = pos;
1725 1734
diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAutopilotTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAutopilotTests.cs
index 5a85d7f..64c36ff 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAutopilotTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAutopilotTests.cs
@@ -85,7 +85,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
85 Assert.That(sp.AbsolutePosition, Is.EqualTo(startPos)); 85 Assert.That(sp.AbsolutePosition, Is.EqualTo(startPos));
86 86
87 Vector3 targetPos = startPos + new Vector3(0, 10, 0); 87 Vector3 targetPos = startPos + new Vector3(0, 10, 0);
88 sp.MoveToTarget(targetPos, false); 88 sp.MoveToTarget(targetPos, false, false);
89 89
90 Assert.That(sp.AbsolutePosition, Is.EqualTo(startPos)); 90 Assert.That(sp.AbsolutePosition, Is.EqualTo(startPos));
91 Assert.That( 91 Assert.That(
@@ -110,7 +110,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
110 // Try a second movement 110 // Try a second movement
111 startPos = sp.AbsolutePosition; 111 startPos = sp.AbsolutePosition;
112 targetPos = startPos + new Vector3(10, 0, 0); 112 targetPos = startPos + new Vector3(10, 0, 0);
113 sp.MoveToTarget(targetPos, false); 113 sp.MoveToTarget(targetPos, false, false);
114 114
115 Assert.That(sp.AbsolutePosition, Is.EqualTo(startPos)); 115 Assert.That(sp.AbsolutePosition, Is.EqualTo(startPos));
116 Assert.That( 116 Assert.That(