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authorMelanie2011-10-11 22:42:18 +0100
committerMelanie2011-10-11 22:42:18 +0100
commit652c59c0a9e7ac16127f0358e91fd216576c0ad0 (patch)
treee967460e6e83aa88bd49865af312b1b5738507fd /OpenSim/Region
parentMerge commit '241e07d006fad1b54e088d8a9ddede0b98a1e800' into bigmerge (diff)
parentReinstate option to land an npc when it reaches a target. (diff)
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Merge commit 'd358125cac4e01194dae4b1f0bc9afc87e463f76' into bigmerge
Diffstat (limited to 'OpenSim/Region')
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs6
-rw-r--r--OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs2
-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
-rw-r--r--OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs2
-rw-r--r--OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs7
-rw-r--r--OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs72
9 files changed, 25 insertions, 87 deletions
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
index 37024fd..243dad5 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
@@ -232,7 +232,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
232 public event ScriptReset OnScriptReset; 232 public event ScriptReset OnScriptReset;
233 public event GetScriptRunning OnGetScriptRunning; 233 public event GetScriptRunning OnGetScriptRunning;
234 public event SetScriptRunning OnSetScriptRunning; 234 public event SetScriptRunning OnSetScriptRunning;
235 public event Action<Vector3, bool> OnAutoPilotGo; 235 public event Action<Vector3, bool, bool> OnAutoPilotGo;
236 public event TerrainUnacked OnUnackedTerrain; 236 public event TerrainUnacked OnUnackedTerrain;
237 public event ActivateGesture OnActivateGesture; 237 public event ActivateGesture OnActivateGesture;
238 public event DeactivateGesture OnDeactivateGesture; 238 public event DeactivateGesture OnDeactivateGesture;
@@ -11756,9 +11756,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
11756 locy = Convert.ToSingle(args[1]) - (float)regionY; 11756 locy = Convert.ToSingle(args[1]) - (float)regionY;
11757 locz = Convert.ToSingle(args[2]); 11757 locz = Convert.ToSingle(args[2]);
11758 11758
11759 Action<Vector3, bool> handlerAutoPilotGo = OnAutoPilotGo; 11759 Action<Vector3, bool, bool> handlerAutoPilotGo = OnAutoPilotGo;
11760 if (handlerAutoPilotGo != null) 11760 if (handlerAutoPilotGo != null)
11761 handlerAutoPilotGo(new Vector3(locx, locy, locz), false); 11761 handlerAutoPilotGo(new Vector3(locx, locy, locz), false, false);
11762 } 11762 }
11763 11763
11764 /// <summary> 11764 /// <summary>
diff --git a/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs b/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs
index 3b740e2..54c1c21 100644
--- a/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs
+++ b/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs
@@ -222,7 +222,7 @@ namespace OpenSim.Region.Examples.SimpleModule
222 public event ScriptReset OnScriptReset; 222 public event ScriptReset OnScriptReset;
223 public event GetScriptRunning OnGetScriptRunning; 223 public event GetScriptRunning OnGetScriptRunning;
224 public event SetScriptRunning OnSetScriptRunning; 224 public event SetScriptRunning OnSetScriptRunning;
225 public event Action<Vector3, bool> OnAutoPilotGo; 225 public event Action<Vector3, bool, bool> OnAutoPilotGo;
226 226
227 public event TerrainUnacked OnUnackedTerrain; 227 public event TerrainUnacked OnUnackedTerrain;
228 228
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index fc89b2a..01ab199 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -5447,10 +5447,10 @@ namespace OpenSim.Region.Framework.Scenes
5447 for (int i = 0; i < 5; i++) 5447 for (int i = 0; i < 5; i++)
5448 presence.PhysicsActor.IsColliding = true; 5448 presence.PhysicsActor.IsColliding = true;
5449 5449
5450// Vector3 targetPos = presence.MoveToPositionTarget; 5450 if (presence.LandAtTarget)
5451// if (m_avatars[presence.UUID].LandAtTarget) 5451 presence.PhysicsActor.Flying = false;
5452// presence.PhysicsActor.Flying = false;
5453 5452
5453// Vector3 targetPos = presence.MoveToPositionTarget;
5454// float terrainHeight = (float)presence.Scene.Heightmap[(int)targetPos.X, (int)targetPos.Y]; 5454// float terrainHeight = (float)presence.Scene.Heightmap[(int)targetPos.X, (int)targetPos.Y];
5455// if (targetPos.Z - terrainHeight < 0.2) 5455// if (targetPos.Z - terrainHeight < 0.2)
5456// { 5456// {
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 5e9cb32..6ff5364 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -1939,7 +1939,7 @@ namespace OpenSim.Region.Framework.Scenes
1939 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar); 1939 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1940 if (avatar != null) 1940 if (avatar != null)
1941 { 1941 {
1942 avatar.MoveToTarget(target, false); 1942 avatar.MoveToTarget(target, false, false);
1943 } 1943 }
1944 } 1944 }
1945 else 1945 else
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 91052ec..09a8bb7 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -236,6 +236,11 @@ namespace OpenSim.Region.Framework.Scenes
236 public Vector3 MoveToPositionTarget { get; private set; } 236 public Vector3 MoveToPositionTarget { get; private set; }
237 private Quaternion m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); 237 private Quaternion m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
238 238
239 /// <summary>
240 /// Controls whether an avatar automatically moving to a target will land when it gets there (if flying).
241 /// </summary>
242 public bool LandAtTarget { get; private set; }
243
239 private bool m_followCamAuto; 244 private bool m_followCamAuto;
240 245
241 private int m_movementUpdateCount; 246 private int m_movementUpdateCount;
@@ -1829,7 +1834,10 @@ namespace OpenSim.Region.Framework.Scenes
1829 /// This is to allow movement to targets that are known to be on an elevated platform with a continuous path 1834 /// This is to allow movement to targets that are known to be on an elevated platform with a continuous path
1830 /// from start to finish. 1835 /// from start to finish.
1831 /// </param> 1836 /// </param>
1832 public void MoveToTarget(Vector3 pos, bool noFly) 1837 /// <param name="landAtTarget">
1838 /// If true and the avatar starts flying during the move then land at the target.
1839 /// </param>
1840 public void MoveToTarget(Vector3 pos, bool noFly, bool landAtTarget)
1833 { 1841 {
1834 m_log.DebugFormat( 1842 m_log.DebugFormat(
1835 "[SCENE PRESENCE]: Avatar {0} received request to move to position {1} in {2}", 1843 "[SCENE PRESENCE]: Avatar {0} received request to move to position {1} in {2}",
@@ -1868,6 +1876,7 @@ namespace OpenSim.Region.Framework.Scenes
1868 else if (pos.Z > terrainHeight) 1876 else if (pos.Z > terrainHeight)
1869 PhysicsActor.Flying = true; 1877 PhysicsActor.Flying = true;
1870 1878
1879 LandAtTarget = landAtTarget;
1871 MovingToTarget = true; 1880 MovingToTarget = true;
1872 MoveToPositionTarget = pos; 1881 MoveToPositionTarget = pos;
1873 1882
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(
diff --git a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
index 00b1c1e..c92f121 100644
--- a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
+++ b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
@@ -806,7 +806,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
806 public event ScriptReset OnScriptReset; 806 public event ScriptReset OnScriptReset;
807 public event GetScriptRunning OnGetScriptRunning; 807 public event GetScriptRunning OnGetScriptRunning;
808 public event SetScriptRunning OnSetScriptRunning; 808 public event SetScriptRunning OnSetScriptRunning;
809 public event Action<Vector3, bool> OnAutoPilotGo; 809 public event Action<Vector3, bool, bool> OnAutoPilotGo;
810 public event TerrainUnacked OnUnackedTerrain; 810 public event TerrainUnacked OnUnackedTerrain;
811 public event ActivateGesture OnActivateGesture; 811 public event ActivateGesture OnActivateGesture;
812 public event DeactivateGesture OnDeactivateGesture; 812 public event DeactivateGesture OnDeactivateGesture;
diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
index 4f831a4..253fdee 100644
--- a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
+++ b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
@@ -37,11 +37,6 @@ namespace OpenSim.Region.OptionalModules.World.NPC
37{ 37{
38 public class NPCAvatar : IClientAPI 38 public class NPCAvatar : IClientAPI
39 { 39 {
40 /// <summary>
41 /// Signal whether the avatar should land when it reaches a move target
42 /// </summary>
43 public bool LandAtTarget { get; set; }
44
45 private readonly string m_firstname; 40 private readonly string m_firstname;
46 private readonly string m_lastname; 41 private readonly string m_lastname;
47 private readonly Vector3 m_startPos; 42 private readonly Vector3 m_startPos;
@@ -333,7 +328,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
333 public event ScriptReset OnScriptReset; 328 public event ScriptReset OnScriptReset;
334 public event GetScriptRunning OnGetScriptRunning; 329 public event GetScriptRunning OnGetScriptRunning;
335 public event SetScriptRunning OnSetScriptRunning; 330 public event SetScriptRunning OnSetScriptRunning;
336 public event Action<Vector3, bool> OnAutoPilotGo; 331 public event Action<Vector3, bool, bool> OnAutoPilotGo;
337 332
338 public event TerrainUnacked OnUnackedTerrain; 333 public event TerrainUnacked OnUnackedTerrain;
339 334
diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
index 6282245..bcd9e94 100644
--- a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
+++ b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
@@ -53,78 +53,13 @@ namespace OpenSim.Region.OptionalModules.World.NPC
53 if (config != null && config.GetBoolean("Enabled", false)) 53 if (config != null && config.GetBoolean("Enabled", false))
54 { 54 {
55 scene.RegisterModuleInterface<INPCModule>(this); 55 scene.RegisterModuleInterface<INPCModule>(this);
56// scene.EventManager.OnSignificantClientMovement += HandleOnSignificantClientMovement;
57 }
58 }
59
60 public void HandleOnSignificantClientMovement(ScenePresence presence)
61 {
62 lock (m_avatars)
63 {
64 if (m_avatars.ContainsKey(presence.UUID) && presence.MovingToTarget)
65 {
66 double distanceToTarget = Util.GetDistanceTo(presence.AbsolutePosition, presence.MoveToPositionTarget);
67// m_log.DebugFormat(
68// "[NPC MODULE]: Abs pos of {0} is {1}, target {2}, distance {3}",
69// presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget, distanceToTarget);
70
71 // Check the error term of the current position in relation to the target position
72 if (distanceToTarget <= ScenePresence.SIGNIFICANT_MOVEMENT)
73 {
74 // We are close enough to the target
75 m_log.DebugFormat("[NPC MODULE]: Stopping movement of npc {0}", presence.Name);
76
77 presence.Velocity = Vector3.Zero;
78 presence.AbsolutePosition = presence.MoveToPositionTarget;
79 presence.ResetMoveToTarget();
80
81 if (presence.PhysicsActor.Flying)
82 {
83 // A horrible hack to stop the NPC dead in its tracks rather than having them overshoot
84 // the target if flying.
85 // We really need to be more subtle (slow the avatar as it approaches the target) or at
86 // least be able to set collision status once, rather than 5 times to give it enough
87 // weighting so that that PhysicsActor thinks it really is colliding.
88 for (int i = 0; i < 5; i++)
89 presence.PhysicsActor.IsColliding = true;
90
91// Vector3 targetPos = presence.MoveToPositionTarget;
92 if (m_avatars[presence.UUID].LandAtTarget)
93 presence.PhysicsActor.Flying = false;
94
95// float terrainHeight = (float)presence.Scene.Heightmap[(int)targetPos.X, (int)targetPos.Y];
96// if (targetPos.Z - terrainHeight < 0.2)
97// {
98// presence.PhysicsActor.Flying = false;
99// }
100 }
101
102// m_log.DebugFormat(
103// "[NPC MODULE]: AgentControlFlags {0}, MovementFlag {1} for {2}",
104// presence.AgentControlFlags, presence.MovementFlag, presence.Name);
105 }
106 else
107 {
108// m_log.DebugFormat(
109// "[NPC MODULE]: Updating npc {0} at {1} for next movement to {2}",
110// presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget);
111
112 Vector3 agent_control_v3 = new Vector3();
113 presence.HandleMoveToTargetUpdate(ref agent_control_v3);
114 presence.AddNewMovement(agent_control_v3);
115 }
116//
117//// presence.DoMoveToPositionUpdate((0, presence.MoveToPositionTarget, null);
118
119//
120//
121
122 }
123 } 56 }
124 } 57 }
125 58
126 public bool IsNPC(UUID agentId, Scene scene) 59 public bool IsNPC(UUID agentId, Scene scene)
127 { 60 {
61 // FIXME: This implementation could not just use the ScenePresence.PresenceType (and callers could inspect
62 // that directly).
128 ScenePresence sp = scene.GetScenePresence(agentId); 63 ScenePresence sp = scene.GetScenePresence(agentId);
129 if (sp == null || sp.IsChildAgent) 64 if (sp == null || sp.IsChildAgent)
130 return false; 65 return false;
@@ -218,8 +153,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
218 "[NPC MODULE]: Moving {0} to {1} in {2}, noFly {3}, landAtTarget {4}", 153 "[NPC MODULE]: Moving {0} to {1} in {2}, noFly {3}, landAtTarget {4}",
219 sp.Name, pos, scene.RegionInfo.RegionName, noFly, landAtTarget); 154 sp.Name, pos, scene.RegionInfo.RegionName, noFly, landAtTarget);
220 155
221 m_avatars[agentID].LandAtTarget = landAtTarget; 156 sp.MoveToTarget(pos, noFly, landAtTarget);
222 sp.MoveToTarget(pos, noFly);
223 157
224 return true; 158 return true;
225 } 159 }