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using OpenMetaverse;
using OpenSim.Framework;
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).
///
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?
///
bool SenseAsAgent { get; }
}
public interface INPCModule
{
///
/// Create an NPC
///
///
///
///
///
/// 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);
///
/// Check if the agent is an NPC.
///
///
///
/// 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
///
///
///
/// The NPC. null if it does not exist.
INPC GetNPC(UUID agentID, Scene scene);
///
/// Check if the caller has permission to manipulate the given NPC.
///
///
///
/// 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);
///
/// Set the appearance for an NPC.
///
///
///
///
/// 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.
///
/// The UUID of the NPC
///
///
///
/// 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.
///
/// 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);
///
/// 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
bool StopMoveToTarget(UUID agentID, Scene scene);
///
/// Get the NPC to say something.
///
/// The UUID of the 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);
///
/// Sit the NPC.
///
///
///
///
/// true if the sit succeeded, false if not
bool Sit(UUID agentID, UUID partID, Scene scene);
///
/// Stand a sitting NPC.
///
///
///
/// true if the stand succeeded, false if not
bool Stand(UUID agentID, Scene scene);
///
/// Delete an NPC.
///
/// The UUID of the 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 GetOwner(UUID agentID);
}
}