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authorJustin Clark-Casey (justincc)2011-08-03 04:19:19 +0100
committerJustin Clark-Casey (justincc)2011-08-03 04:19:19 +0100
commit6e4ec2972266ae250337867fe1ba1944131f212d (patch)
treedb0d334a9d0cc871bbdd83b86d703260befa25b5 /OpenSim/Region/OptionalModules/World
parentImprove z axis move to/autopilot so the avatar does alternative crouch/huzzah... (diff)
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Do a partial fix/implementation of OSSL osNpcMoveTo()
Avatar moves and stops. However, will stop in mid stride. And if the move to position is in the air, avatar will continue to make vain and quite hilarious attempts to take off (but never doing so). Clearly more work is needed.
Diffstat (limited to 'OpenSim/Region/OptionalModules/World')
-rw-r--r--OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs59
1 files changed, 48 insertions, 11 deletions
diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
index 8cb8318..fcfacc6 100644
--- a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
+++ b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
@@ -46,12 +46,54 @@ namespace OpenSim.Region.OptionalModules.World.NPC
46 46
47 // private const bool m_enabled = false; 47 // private const bool m_enabled = false;
48 48
49 private Dictionary<UUID,NPCAvatar> m_avatars = new Dictionary<UUID, NPCAvatar>(); 49 private Dictionary<UUID, NPCAvatar> m_avatars = new Dictionary<UUID, NPCAvatar>();
50 private Dictionary<UUID,AvatarAppearance> m_appearanceCache = new Dictionary<UUID, AvatarAppearance>(); 50 private Dictionary<UUID, AvatarAppearance> m_appearanceCache = new Dictionary<UUID, AvatarAppearance>();
51 51
52 public void Initialise(Scene scene, IConfigSource source) 52 public void Initialise(Scene scene, IConfigSource source)
53 { 53 {
54 scene.RegisterModuleInterface<INPCModule>(this); 54 scene.RegisterModuleInterface<INPCModule>(this);
55 scene.EventManager.OnSignificantClientMovement += HandleOnSignificantClientMovement;
56 }
57
58 public void HandleOnSignificantClientMovement(ScenePresence presence)
59 {
60 lock (m_avatars)
61 {
62 if (m_avatars.ContainsKey(presence.UUID))
63 {
64 double distanceToTarget = Util.GetDistanceTo(presence.AbsolutePosition, presence.MoveToPositionTarget);
65// m_log.DebugFormat(
66// "[NPC MODULE]: Abs pos of {0} is {1}, target {2}, distance {3}",
67// presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget, distanceToTarget);
68
69 // Check the error term of the current position in relation to the target position
70 if (distanceToTarget <= 1)
71 {
72// m_log.DebugFormat("[NPC MODULE]: Stopping movement of npc {0} {1}", presence.Name, presence.UUID);
73 // We are close enough to the target for now
74 presence.ResetMoveToPosition();
75 presence.Velocity = Vector3.Zero;
76
77 // FIXME: This doesn't work
78 if (presence.PhysicsActor.Flying)
79 presence.Animator.TrySetMovementAnimation("HOVER");
80 else
81 presence.Animator.TrySetMovementAnimation("STAND");
82 }
83 else
84 {
85 Vector3 agent_control_v3 = new Vector3();
86 presence.DoMoveToPositionUpdate(ref agent_control_v3, presence.Rotation, false, true);
87 presence.AddNewMovement(agent_control_v3, presence.Rotation);
88 }
89//
90//// presence.DoMoveToPositionUpdate((0, presence.MoveToPositionTarget, null);
91
92//
93//
94
95 }
96 }
55 } 97 }
56 98
57 private AvatarAppearance GetAppearance(UUID target, Scene scene) 99 private AvatarAppearance GetAppearance(UUID target, Scene scene)
@@ -141,15 +183,10 @@ namespace OpenSim.Region.OptionalModules.World.NPC
141 ScenePresence sp; 183 ScenePresence sp;
142 scene.TryGetScenePresence(agentID, out sp); 184 scene.TryGetScenePresence(agentID, out sp);
143 185
144// m_log.DebugFormat( 186 m_log.DebugFormat(
145// "[NPC MODULE]: Moving {0} to {1} in {2}", sp.Name, pos, scene.RegionInfo.RegionName); 187 "[NPC MODULE]: Moving {0} to {1} in {2}", sp.Name, pos, scene.RegionInfo.RegionName);
146// 188
147// List<string> targetArgs = new List<string>(); 189 sp.DoMoveToPosition(0, pos, m_avatars[agentID]);
148// targetArgs.Add(pos.X);
149// targetArgs.Add(pos.Y);
150// targetArgs.Add(pos.Z);
151// sp.DoMoveToPosition(null, "NPC", targetArgs);
152// sp.DoMoveToPosition(0, pos, m_avatars[agentID]);
153 } 190 }
154 } 191 }
155 } 192 }