/*
* 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
{
public interface INPCModule
{
///
/// Create an NPC
///
///
///
///
///
/// The UUID of the avatar from which to clone the NPC's appearance from.
/// The UUID of the ScenePresence created.
UUID CreateNPC(string firstname, string lastname, Vector3 position, Scene scene, UUID cloneAppearanceFrom);
///
/// 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
///
///
/// 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);
///
/// 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);
///
/// 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);
}
}