/* * 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 System; using System.Collections.Generic; using System.Reflection; using System.Threading; using log4net; using Nini.Config; using OpenMetaverse; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; using OpenSim.Framework; using Timer=System.Timers.Timer; using OpenSim.Services.Interfaces; namespace OpenSim.Region.OptionalModules.World.NPC { public class NPCModule : IRegionModule, INPCModule { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private Dictionary m_avatars = new Dictionary(); public void Initialise(Scene scene, IConfigSource source) { IConfig config = source.Configs["NPC"]; if (config != null && config.GetBoolean("Enabled", false)) { scene.RegisterModuleInterface(this); // scene.EventManager.OnSignificantClientMovement += HandleOnSignificantClientMovement; } } public void HandleOnSignificantClientMovement(ScenePresence presence) { lock (m_avatars) { if (m_avatars.ContainsKey(presence.UUID) && presence.MovingToTarget) { double distanceToTarget = Util.GetDistanceTo(presence.AbsolutePosition, presence.MoveToPositionTarget); // m_log.DebugFormat( // "[NPC MODULE]: Abs pos of {0} is {1}, target {2}, distance {3}", // presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget, distanceToTarget); // Check the error term of the current position in relation to the target position if (distanceToTarget <= ScenePresence.SIGNIFICANT_MOVEMENT) { // We are close enough to the target m_log.DebugFormat("[NPC MODULE]: Stopping movement of npc {0}", presence.Name); presence.Velocity = Vector3.Zero; presence.AbsolutePosition = presence.MoveToPositionTarget; presence.ResetMoveToTarget(); if (presence.PhysicsActor.Flying) { // A horrible hack to stop the NPC dead in its tracks rather than having them overshoot // the target if flying. // We really need to be more subtle (slow the avatar as it approaches the target) or at // least be able to set collision status once, rather than 5 times to give it enough // weighting so that that PhysicsActor thinks it really is colliding. for (int i = 0; i < 5; i++) presence.PhysicsActor.IsColliding = true; // Vector3 targetPos = presence.MoveToPositionTarget; if (m_avatars[presence.UUID].LandAtTarget) presence.PhysicsActor.Flying = false; // float terrainHeight = (float)presence.Scene.Heightmap[(int)targetPos.X, (int)targetPos.Y]; // if (targetPos.Z - terrainHeight < 0.2) // { // presence.PhysicsActor.Flying = false; // } } // m_log.DebugFormat( // "[NPC MODULE]: AgentControlFlags {0}, MovementFlag {1} for {2}", // presence.AgentControlFlags, presence.MovementFlag, presence.Name); } else { // m_log.DebugFormat( // "[NPC MODULE]: Updating npc {0} at {1} for next movement to {2}", // presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget); Vector3 agent_control_v3 = new Vector3(); presence.HandleMoveToTargetUpdate(ref agent_control_v3); presence.AddNewMovement(agent_control_v3); } // //// presence.DoMoveToPositionUpdate((0, presence.MoveToPositionTarget, null); // // } } } public bool IsNPC(UUID agentId, Scene scene) { ScenePresence sp = scene.GetScenePresence(agentId); if (sp == null || sp.IsChildAgent) return false; lock (m_avatars) return m_avatars.ContainsKey(agentId); } public bool SetNPCAppearance(UUID agentId, AvatarAppearance appearance, Scene scene) { ScenePresence sp = scene.GetScenePresence(agentId); if (sp == null || sp.IsChildAgent) return false; lock (m_avatars) if (!m_avatars.ContainsKey(agentId)) return false; scene.AttachmentsModule.DeleteAttachmentsFromScene(sp, false); AvatarAppearance npcAppearance = new AvatarAppearance(appearance, true); sp.Appearance = npcAppearance; scene.AttachmentsModule.RezAttachments(sp); IAvatarFactory module = scene.RequestModuleInterface(); module.SendAppearance(sp.UUID); return true; } public UUID CreateNPC( string firstname, string lastname, Vector3 position, Scene scene, AvatarAppearance appearance) { NPCAvatar npcAvatar = new NPCAvatar(firstname, lastname, position, scene); npcAvatar.CircuitCode = (uint)Util.RandomClass.Next(0, int.MaxValue); m_log.DebugFormat( "[NPC MODULE]: Creating NPC {0} {1} {2} at {3} in {4}", firstname, lastname, npcAvatar.AgentId, position, scene.RegionInfo.RegionName); AgentCircuitData acd = new AgentCircuitData(); acd.AgentID = npcAvatar.AgentId; acd.firstname = firstname; acd.lastname = lastname; acd.ServiceURLs = new Dictionary(); AvatarAppearance npcAppearance = new AvatarAppearance(appearance, true); acd.Appearance = npcAppearance; // for (int i = 0; i < acd.Appearance.Texture.FaceTextures.Length; i++) // { // m_log.DebugFormat( // "[NPC MODULE]: NPC avatar {0} has texture id {1} : {2}", // acd.AgentID, i, acd.Appearance.Texture.FaceTextures[i]); // } scene.AuthenticateHandler.AddNewCircuit(npcAvatar.CircuitCode, acd); scene.AddNewClient(npcAvatar, PresenceType.Npc); ScenePresence sp; if (scene.TryGetScenePresence(npcAvatar.AgentId, out sp)) { m_log.DebugFormat( "[NPC MODULE]: Successfully retrieved scene presence for NPC {0} {1}", sp.Name, sp.UUID); sp.CompleteMovement(npcAvatar, false); } else { m_log.WarnFormat("[NPC MODULE]: Could not find scene presence for NPC {0} {1}", sp.Name, sp.UUID); } lock (m_avatars) m_avatars.Add(npcAvatar.AgentId, npcAvatar); m_log.DebugFormat("[NPC MODULE]: Created NPC with id {0}", npcAvatar.AgentId); return npcAvatar.AgentId; } public bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly, bool landAtTarget) { lock (m_avatars) { if (m_avatars.ContainsKey(agentID)) { ScenePresence sp; scene.TryGetScenePresence(agentID, out sp); m_log.DebugFormat( "[NPC MODULE]: Moving {0} to {1} in {2}, noFly {3}, landAtTarget {4}", sp.Name, pos, scene.RegionInfo.RegionName, noFly, landAtTarget); m_avatars[agentID].LandAtTarget = landAtTarget; sp.MoveToTarget(pos, noFly); return true; } } return false; } public bool StopMoveToTarget(UUID agentID, Scene scene) { lock (m_avatars) { if (m_avatars.ContainsKey(agentID)) { ScenePresence sp; scene.TryGetScenePresence(agentID, out sp); sp.Velocity = Vector3.Zero; sp.ResetMoveToTarget(); return true; } } return false; } public bool Say(UUID agentID, Scene scene, string text) { lock (m_avatars) { if (m_avatars.ContainsKey(agentID)) { ScenePresence sp; scene.TryGetScenePresence(agentID, out sp); m_avatars[agentID].Say(text); return true; } } return false; } public bool DeleteNPC(UUID agentID, Scene scene) { lock (m_avatars) { if (m_avatars.ContainsKey(agentID)) { scene.RemoveClient(agentID, false); m_avatars.Remove(agentID); return true; } } return false; } public void PostInitialise() { } public void Close() { } public string Name { get { return "NPCModule"; } } public bool IsSharedModule { get { return true; } } } }