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*
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*/
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.Framework.Interfaces
{
public interface INPCModule
{
///
/// Create an NPC
///
///
///
///
///
/// The avatar appearance to use for the new NPC.
/// The UUID of the ScenePresence created.
UUID CreateNPC(string firstname, string lastname, Vector3 position, 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);
///
/// 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);
}
}