/* * 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 { // 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 -" objectGroup = 0x10 // NPC will have host sog groupID } /// /// 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; } UUID ActiveGroupId { get; set; } UUID Owner { get; } string profileAbout { get; set; } UUID profileImage { get; set; } string Born { get; set; } } 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, string groupTitle, UUID groupID, 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;} } }