From f560d581bbeb420dccdfa80c574724deada8038b Mon Sep 17 00:00:00 2001 From: SignpostMarv Date: Sun, 11 Nov 2012 20:42:55 +0000 Subject: document & 80-character width terminal formatting Signed-off-by: Diva Canto --- OpenSim/Region/Framework/Interfaces/INPCModule.cs | 114 +++++++++++++++------- 1 file changed, 78 insertions(+), 36 deletions(-) (limited to 'OpenSim/Region/Framework/Interfaces/INPCModule.cs') diff --git a/OpenSim/Region/Framework/Interfaces/INPCModule.cs b/OpenSim/Region/Framework/Interfaces/INPCModule.cs index d582149..9817cf7 100644 --- a/OpenSim/Region/Framework/Interfaces/INPCModule.cs +++ b/OpenSim/Region/Framework/Interfaces/INPCModule.cs @@ -32,14 +32,16 @@ using OpenSim.Region.Framework.Scenes; namespace OpenSim.Region.Framework.Interfaces { /// - /// Temporary interface. More methods to come at some point to make NPCs more object oriented rather than - /// controlling purely through module level interface calls (e.g. sit/stand). + /// Temporary interface. More methods to come at some point to make NPCs + /// more object oriented rather than controlling purely through module + /// level interface calls (e.g. sit/stand). /// public interface INPC { /// - /// Should this NPC be sensed by LSL sensors as an 'agent' (interpreted here to mean a normal user) - /// rather than an OpenSim specific NPC extension? + /// Should this NPC be sensed by LSL sensors as an 'agent' + /// (interpreted here to mean a normal user) rather than an OpenSim + /// specific NPC extension? /// bool SenseAsAgent { get; } } @@ -53,35 +55,42 @@ namespace OpenSim.Region.Framework.Interfaces /// /// /// - /// Make the NPC show up as an agent on LSL sensors. The default is that they - /// show up as the NPC type instead, but this is currently an OpenSim-only extension. + /// Make the NPC show up as an agent on LSL sensors. The default is + /// that they show up as the NPC type instead, but this is currently + /// an OpenSim-only extension. /// /// - /// The avatar appearance to use for the new NPC. - /// The UUID of the ScenePresence created. UUID.Zero if there was a failure. - UUID CreateNPC( - string firstname, - string lastname, - Vector3 position, - UUID owner, - bool senseAsAgent, - Scene scene, - AvatarAppearance appearance); + /// + /// The avatar appearance to use for the new NPC. + /// + /// + /// The UUID of the ScenePresence created. UUID.Zero if there was a + /// failure. + /// + UUID CreateNPC(string firstname, string lastname, Vector3 position, + UUID owner, bool senseAsAgent, Scene scene, + AvatarAppearance appearance); /// /// Check if the agent is an NPC. /// /// /// - /// True if the agent is an NPC in the given scene. False otherwise. + /// + /// True if the agent is an NPC in the given scene. False otherwise. + /// bool IsNPC(UUID agentID, Scene scene); /// - /// Get the NPC. This is not currently complete - manipulation of NPCs still occurs through the region interface + /// Get the NPC. /// + /// + /// This is not currently complete - manipulation of NPCs still occurs + /// through the region interface. + /// /// /// - /// The NPC. null if it does not exist. + /// The NPC. null if it does not exist. INPC GetNPC(UUID agentID, Scene scene); /// @@ -89,7 +98,10 @@ namespace OpenSim.Region.Framework.Interfaces /// /// /// - /// true if they do, false if they don't or if there's no NPC with the given ID. + /// + /// true if they do, false if they don't or if there's no NPC with the + /// given ID. + /// bool CheckPermissions(UUID npcID, UUID callerID); /// @@ -98,8 +110,12 @@ namespace OpenSim.Region.Framework.Interfaces /// /// /// - /// True if the operation succeeded, false if there was no such agent or the agent was not an NPC - bool SetNPCAppearance(UUID agentID, AvatarAppearance appearance, Scene scene); + /// + /// True if the operation succeeded, false if there was no such agent + /// or the agent was not an NPC. + /// + bool SetNPCAppearance(UUID agentID, AvatarAppearance appearance, + Scene scene); /// /// Move an NPC to a target over time. @@ -108,23 +124,29 @@ namespace OpenSim.Region.Framework.Interfaces /// /// /// - /// If true, then the avatar will attempt to walk to the location even if it's up in the air. - /// This is to allow walking on prims. + /// If true, then the avatar will attempt to walk to the location even + /// if it's up in the air. This is to allow walking on prims. /// /// /// If true and the avatar is flying when it reaches the target, land. /// name="running"> /// If true, NPC moves with running speed. - /// True if the operation succeeded, false if there was no such agent or the agent was not an NPC - /// - bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly, bool landAtTarget, bool running); + /// + /// True if the operation succeeded, false if there was no such agent + /// or the agent was not an NPC. + /// + bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly, + bool landAtTarget, bool running); /// /// Stop the NPC's current movement. /// /// The UUID of the NPC /// - /// True if the operation succeeded, false if there was no such agent or the agent was not an NPC + /// + /// True if the operation succeeded, false if there was no such agent + /// or the agent was not an NPC. + /// bool StopMoveToTarget(UUID agentID, Scene scene); /// @@ -133,7 +155,10 @@ namespace OpenSim.Region.Framework.Interfaces /// The UUID of the NPC /// /// - /// True if the operation succeeded, false if there was no such agent or the agent was not an NPC + /// + /// True if the operation succeeded, false if there was no such agent + /// or the agent was not an NPC. + /// bool Say(UUID agentID, Scene scene, string text); /// @@ -143,7 +168,10 @@ namespace OpenSim.Region.Framework.Interfaces /// /// /// - /// True if the operation succeeded, false if there was no such agent or the agent was not an NPC + /// + /// True if the operation succeeded, false if there was no such agent + /// or the agent was not an NPC. + /// bool Say(UUID agentID, Scene scene, string text, int channel); /// @@ -153,7 +181,10 @@ namespace OpenSim.Region.Framework.Interfaces /// /// /// - /// True if the operation succeeded, false if there was no such agent or the agent was not an NPC + /// + /// True if the operation succeeded, false if there was no such agent + /// or the agent was not an NPC. + /// bool Shout(UUID agentID, Scene scene, string text, int channel); /// @@ -163,7 +194,10 @@ namespace OpenSim.Region.Framework.Interfaces /// /// /// - /// True if the operation succeeded, false if there was no such agent or the agent was not an NPC + /// + /// True if the operation succeeded, false if there was no such agent + /// or the agent was not an NPC. + /// bool Whisper(UUID agentID, Scene scene, string text, int channel); /// @@ -188,7 +222,9 @@ namespace OpenSim.Region.Framework.Interfaces /// /// /// - /// true if the touch is actually attempted, false if not + /// + /// true if the touch is actually attempted, false if not. + /// bool Touch(UUID agentID, UUID partID); /// @@ -196,14 +232,20 @@ namespace OpenSim.Region.Framework.Interfaces /// /// The UUID of the NPC /// - /// True if the operation succeeded, false if there was no such agent or the agent was not an NPC + /// + /// True if the operation succeeded, false if there was no such agent + /// or the agent was not an NPC. + /// bool DeleteNPC(UUID agentID, Scene scene); /// /// Get the owner of a NPC /// /// The UUID of the NPC - /// UUID of owner if the NPC exists, UUID.Zero if there was no such agent, the agent is unowned or the agent was not an NPC + /// + /// UUID of owner if the NPC exists, UUID.Zero if there was no such + /// agent, the agent is unowned or the agent was not an NPC. + /// UUID GetOwner(UUID agentID); } -} \ No newline at end of file +} -- cgit v1.1