/* * 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 const bool m_enabled = false; private Dictionary m_avatars = new Dictionary(); private Dictionary m_appearanceCache = new Dictionary(); public void Initialise(Scene scene, IConfigSource source) { scene.RegisterModuleInterface(this); } private AvatarAppearance GetAppearance(UUID target, Scene scene) { if (m_appearanceCache.ContainsKey(target)) return m_appearanceCache[target]; ScenePresence originalPresence = scene.GetScenePresence(target); if (originalPresence != null) { AvatarAppearance originalAppearance = originalPresence.Appearance; m_appearanceCache.Add(target, originalAppearance); return originalAppearance; } else { m_log.DebugFormat( "[NPC MODULE]: Avatar {0} is not in the scene for us to grab baked textures from them. Using defaults.", target); return new AvatarAppearance(); } } public UUID CreateNPC(string firstname, string lastname, Vector3 position, Scene scene, UUID cloneAppearanceFrom) { 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 originalAppearance = GetAppearance(cloneAppearanceFrom, scene); AvatarAppearance npcAppearance = new AvatarAppearance(originalAppearance, 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); 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); // Shouldn't call this - temporary. sp.CompleteMovement(npcAvatar); // sp.SendAppearanceToAllOtherAgents(); // // // Send animations back to the avatar as well // sp.Animator.SendAnimPack(); } 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 void Autopilot(UUID agentID, Scene scene, Vector3 pos) { 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}", sp.Name, pos, scene.RegionInfo.RegionName); // // List targetArgs = new List(); // targetArgs.Add(pos.X); // targetArgs.Add(pos.Y); // targetArgs.Add(pos.Z); // sp.DoMoveToPosition(null, "NPC", targetArgs); // sp.DoMoveToPosition(0, pos, m_avatars[agentID]); } } } public void Say(UUID agentID, Scene scene, string text) { lock (m_avatars) { if (m_avatars.ContainsKey(agentID)) { m_avatars[agentID].Say(text); } } } public void DeleteNPC(UUID agentID, Scene scene) { lock (m_avatars) { if (m_avatars.ContainsKey(agentID)) { scene.RemoveClient(agentID); m_avatars.Remove(agentID); } } } public void PostInitialise() { } public void Close() { } public string Name { get { return "NPCModule"; } } public bool IsSharedModule { get { return true; } } } }