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-rw-r--r--OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs7
-rw-r--r--OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs72
2 files changed, 4 insertions, 75 deletions
diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
index 31e79fa..edb618e 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 }