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*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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*/
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.Framework.Interfaces
{
// option flags for NPCs
public enum NPCOptionsFlags : int
{
None = 0x00, // no flags (max restriction)
AllowNotOwned = 0x01, // allow NPCs to be created not Owned
AllowSenseAsAvatar = 0x02, // allow NPCs to set to be sensed as Avatars
AllowCloneOtherAvatars = 0x04, // allow NPCs to created cloning a avatar in region
NoNPCGroup = 0x08 // NPCs will have no group title, otherwise will have "- NPC -"
}
///
/// 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);
///
/// Create an NPC with a user-supplied agentID
///
///
///
///
///
/// The desired agent ID
///
///
/// 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 agentID, 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.
///
///
/// A caller has permission if
/// * An NPC exists with the given npcID.
/// * The caller UUID given is UUID.Zero.
/// * The avatar is unowned (owner is UUID.Zero).
/// * The avatar is owned and the owner and callerID match.
/// * The avatar is owned and the callerID matches its agentID.
///
///
///
/// true if they do, false if they don't.
///
///
///
/// 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);
NPCOptionsFlags NPCOptionFlags {get;}
}
}