/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSimulator Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ 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. /// 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); /// /// 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); /// /// 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, int channel); /// /// Get the NPC to shout 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 Shout(UUID agentID, Scene scene, string text, int channel); /// /// Get the NPC to whisper 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 Whisper(UUID agentID, Scene scene, string text, int channel); /// /// 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); /// /// Get the NPC to touch an object. /// /// /// /// true if the touch is actually attempted, false if not bool Touch(UUID agentID, UUID partID); /// /// 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); } }