early code to allow scripts to force npcs not to fly when moving to target
this is to allow walking on prims. it will be up to the script writer to be sure that there is a continuous path. currently implemented in osNpcMoveToTarget(), but none of this is final.bulletsim
parent
4cb8d6379d
commit
5d6c9644fa
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@ -169,7 +169,7 @@ namespace OpenSim.ApplicationPlugins.Rest.Inventory.Tests
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float y = Convert.ToSingle(rdata.Parameters[PARM_MOVE_Y]);
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float z = Convert.ToSingle(rdata.Parameters[PARM_MOVE_Z]);
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Vector3 vector = new Vector3(x, y, z);
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presence.MoveToTarget(vector);
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presence.MoveToTarget(vector, false);
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}
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catch (Exception e)
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{
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@ -935,7 +935,7 @@ namespace OpenSim.Framework
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event ScriptReset OnScriptReset;
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event GetScriptRunning OnGetScriptRunning;
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event SetScriptRunning OnSetScriptRunning;
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event Action<Vector3> OnAutoPilotGo;
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event Action<Vector3, bool> OnAutoPilotGo;
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event TerrainUnacked OnUnackedTerrain;
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event ActivateGesture OnActivateGesture;
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@ -231,7 +231,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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public event ScriptReset OnScriptReset;
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public event GetScriptRunning OnGetScriptRunning;
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public event SetScriptRunning OnSetScriptRunning;
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public event Action<Vector3> OnAutoPilotGo;
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public event Action<Vector3, bool> OnAutoPilotGo;
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public event TerrainUnacked OnUnackedTerrain;
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public event ActivateGesture OnActivateGesture;
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public event DeactivateGesture OnDeactivateGesture;
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@ -11628,9 +11628,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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locy = Convert.ToSingle(args[1]) - (float)regionY;
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locz = Convert.ToSingle(args[2]);
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Action<Vector3> handlerAutoPilotGo = OnAutoPilotGo;
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Action<Vector3, bool> handlerAutoPilotGo = OnAutoPilotGo;
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if (handlerAutoPilotGo != null)
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handlerAutoPilotGo(new Vector3(locx, locy, locz));
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handlerAutoPilotGo(new Vector3(locx, locy, locz), false);
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}
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/// <summary>
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@ -222,7 +222,7 @@ namespace OpenSim.Region.Examples.SimpleModule
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public event ScriptReset OnScriptReset;
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public event GetScriptRunning OnGetScriptRunning;
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public event SetScriptRunning OnSetScriptRunning;
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public event Action<Vector3> OnAutoPilotGo;
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public event Action<Vector3, bool> OnAutoPilotGo;
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public event TerrainUnacked OnUnackedTerrain;
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@ -67,8 +67,12 @@ namespace OpenSim.Region.Framework.Interfaces
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/// <param name="agentID">The UUID of the NPC</param>
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/// <param name="scene"></param>
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/// <param name="pos"></param>
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/// <param name="noFly">
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/// If true, then the avatar will attempt to walk to the location even if it's up in the air.
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/// This is to allow walking on prims.
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/// </param>
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/// <returns>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</returns>
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bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos);
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bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly);
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/// <summary>
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/// Stop the NPC's current movement.
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@ -1650,7 +1650,7 @@ namespace OpenSim.Region.Framework.Scenes
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ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
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if (avatar != null)
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{
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avatar.MoveToTarget(target);
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avatar.MoveToTarget(target, false);
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}
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}
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else
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@ -1684,7 +1684,12 @@ namespace OpenSim.Region.Framework.Scenes
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/// Move to the given target over time.
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/// </summary>
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/// <param name="pos"></param>
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public void MoveToTarget(Vector3 pos)
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/// <param name="noFly">
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/// If true, then don't allow the avatar to fly to the target, even if it's up in the air.
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/// This is to allow movement to targets that are known to be on an elevated platform with a continuous path
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/// from start to finish.
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/// </param>
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public void MoveToTarget(Vector3 pos, bool noFly)
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{
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// m_log.DebugFormat(
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// "[SCENE PRESENCE]: Avatar {0} received request to move to position {1} in {2}",
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@ -1718,7 +1723,7 @@ namespace OpenSim.Region.Framework.Scenes
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"[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}",
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Name, pos, terrainHeight, m_scene.RegionInfo.RegionName);
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if (pos.Z > terrainHeight)
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if (!noFly && pos.Z > terrainHeight)
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PhysicsActor.Flying = true;
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MovingToTarget = true;
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@ -806,7 +806,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
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public event ScriptReset OnScriptReset;
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public event GetScriptRunning OnGetScriptRunning;
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public event SetScriptRunning OnSetScriptRunning;
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public event Action<Vector3> OnAutoPilotGo;
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public event Action<Vector3, bool> OnAutoPilotGo;
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public event TerrainUnacked OnUnackedTerrain;
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public event ActivateGesture OnActivateGesture;
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public event DeactivateGesture OnDeactivateGesture;
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@ -328,7 +328,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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public event ScriptReset OnScriptReset;
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public event GetScriptRunning OnGetScriptRunning;
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public event SetScriptRunning OnSetScriptRunning;
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public event Action<Vector3> OnAutoPilotGo;
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public event Action<Vector3, bool> OnAutoPilotGo;
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public event TerrainUnacked OnUnackedTerrain;
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@ -217,7 +217,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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return npcAvatar.AgentId;
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}
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public bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos)
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public bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly)
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{
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lock (m_avatars)
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{
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@ -229,7 +229,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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m_log.DebugFormat(
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"[NPC MODULE]: Moving {0} to {1} in {2}", sp.Name, pos, scene.RegionInfo.RegionName);
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sp.MoveToTarget(pos);
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sp.MoveToTarget(pos, noFly);
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return true;
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}
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@ -113,7 +113,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
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Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
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Vector3 targetPos = startPos + new Vector3(0, 0, 10);
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npcModule.MoveToTarget(npc.UUID, scene, targetPos);
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npcModule.MoveToTarget(npc.UUID, scene, targetPos, false);
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Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
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@ -135,7 +135,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
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// Try a second movement
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startPos = npc.AbsolutePosition;
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targetPos = startPos + new Vector3(10, 0, 0);
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npcModule.MoveToTarget(npc.UUID, scene, targetPos);
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npcModule.MoveToTarget(npc.UUID, scene, targetPos, false);
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scene.Update();
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@ -2209,7 +2209,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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if (module != null)
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{
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Vector3 pos = new Vector3((float) position.x, (float) position.y, (float) position.z);
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module.MoveToTarget(new UUID(npc.m_string), World, pos);
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module.MoveToTarget(new UUID(npc.m_string), World, pos, false);
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}
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}
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public void osNpcMoveToTarget(LSL_Key npc, LSL_Vector position, int noFly)
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{
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CheckThreatLevel(ThreatLevel.High, "osNpcMoveToTarget");
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INPCModule module = World.RequestModuleInterface<INPCModule>();
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if (module != null)
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{
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Vector3 pos = new Vector3((float) position.x, (float) position.y, (float) position.z);
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module.MoveToTarget(new UUID(npc.m_string), World, pos, noFly != 0);
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}
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}
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@ -173,6 +173,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
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LSL_Key osNpcSaveAppearance(string avatar, string notecardName);
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void osNpcLoadAppearance(string avatar, string notecardNameOrUuid);
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void osNpcMoveTo(key npc, vector position);
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void osNpcMoveToTarget(key npc, vector position, int noFly);
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void osNpcStopMoveTo(LSL_Key npc);
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void osNpcSay(key npc, string message);
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void osNpcRemove(key npc);
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@ -498,6 +498,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
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m_OSSL_Functions.osNpcMoveTo(npc, position);
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}
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public void osNpcMoveToTarget(key npc, vector position, int noFly)
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{
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m_OSSL_Functions.osNpcMoveToTarget(npc, position, noFly);
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}
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public void osNpcStopMoveTo(LSL_Key npc)
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{
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m_OSSL_Functions.osNpcStopMoveTo(npc);
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@ -234,7 +234,7 @@ namespace OpenSim.Tests.Common.Mock
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public event ScriptReset OnScriptReset;
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public event GetScriptRunning OnGetScriptRunning;
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public event SetScriptRunning OnSetScriptRunning;
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public event Action<Vector3> OnAutoPilotGo;
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public event Action<Vector3, bool> OnAutoPilotGo;
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public event TerrainUnacked OnUnackedTerrain;
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