Add OS_NPC_SENSE_AS_AGENT option to osNpcCreate().

This allows NPCs to be sensed as agents by LSL sensors rather than as a specific NPC type (which is currently an OpenSimulator-only extension).
Wiki doc on this and other recent NPC functions will follow soon
iar_mods
Justin Clark-Casey (justincc) 2012-01-28 00:00:12 +00:00
parent 31b87ff07b
commit 7837c611fb
7 changed files with 83 additions and 17 deletions

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@ -31,6 +31,19 @@ using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.Framework.Interfaces
{
/// <summary>
/// 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).
/// </summary>
public interface INPC
{
/// <summary>
/// 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?
/// </summary>
bool SenseAsAgent { get; }
}
public interface INPCModule
{
/// <summary>
@ -39,10 +52,21 @@ namespace OpenSim.Region.Framework.Interfaces
/// <param name="firstname"></param>
/// <param name="lastname"></param>
/// <param name="position"></param>
/// <param name="senseAsAgent">
/// 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.
/// </param>
/// <param name="scene"></param>
/// <param name="appearance">The avatar appearance to use for the new NPC.</param>
/// <returns>The UUID of the ScenePresence created.</returns>
UUID CreateNPC(string firstname, string lastname, Vector3 position, UUID owner, Scene scene, AvatarAppearance appearance);
UUID CreateNPC(
string firstname,
string lastname,
Vector3 position,
UUID owner,
bool senseAsAgent,
Scene scene,
AvatarAppearance appearance);
/// <summary>
/// Check if the agent is an NPC.
@ -52,6 +76,14 @@ namespace OpenSim.Region.Framework.Interfaces
/// <returns>True if the agent is an NPC in the given scene. False otherwise.</returns>
bool IsNPC(UUID agentID, Scene scene);
/// <summary>
/// Get the NPC. This is not currently complete - manipulation of NPCs still occurs through the region interface
/// </summary>
/// <param name="agentID"></param>
/// <param name="scene"></param>
/// <returns>The NPC. null if it does not exist.</returns>
INPC GetNPC(UUID agentID, Scene scene);
/// <summary>
/// Check if the caller has permission to manipulate the given NPC.
/// </summary>

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@ -31,13 +31,16 @@ using System.Net;
using OpenMetaverse;
using OpenMetaverse.Packets;
using OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.CoreModules.World.Estate;
namespace OpenSim.Region.OptionalModules.World.NPC
{
public class NPCAvatar : IClientAPI
public class NPCAvatar : IClientAPI, INPC
{
public bool SenseAsAgent { get; set; }
private readonly string m_firstname;
private readonly string m_lastname;
private readonly Vector3 m_startPos;
@ -45,13 +48,15 @@ namespace OpenSim.Region.OptionalModules.World.NPC
private readonly Scene m_scene;
private readonly UUID m_ownerID;
public NPCAvatar(string firstname, string lastname, Vector3 position, UUID ownerID, Scene scene)
public NPCAvatar(
string firstname, string lastname, Vector3 position, UUID ownerID, bool senseAsAgent, Scene scene)
{
m_firstname = firstname;
m_lastname = lastname;
m_startPos = position;
m_scene = scene;
m_ownerID = ownerID;
SenseAsAgent = senseAsAgent;
}
public IScene Scene

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@ -109,9 +109,15 @@ namespace OpenSim.Region.OptionalModules.World.NPC
}
public UUID CreateNPC(
string firstname, string lastname, Vector3 position, UUID owner, Scene scene, AvatarAppearance appearance)
string firstname,
string lastname,
Vector3 position,
UUID owner,
bool senseAsAgent,
Scene scene,
AvatarAppearance appearance)
{
NPCAvatar npcAvatar = new NPCAvatar(firstname, lastname, position, owner, scene);
NPCAvatar npcAvatar = new NPCAvatar(firstname, lastname, position, owner, senseAsAgent, scene);
npcAvatar.CircuitCode = (uint)Util.RandomClass.Next(0, int.MaxValue);
m_log.DebugFormat(
@ -266,6 +272,17 @@ namespace OpenSim.Region.OptionalModules.World.NPC
return UUID.Zero;
}
public INPC GetNPC(UUID agentID, Scene scene)
{
lock (m_avatars)
{
if (m_avatars.ContainsKey(agentID))
return m_avatars[agentID];
else
return null;
}
}
public bool DeleteNPC(UUID agentID, Scene scene)
{
lock (m_avatars)

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@ -109,7 +109,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
afm.SetAppearance(sp, originalTe, null);
INPCModule npcModule = scene.RequestModuleInterface<INPCModule>();
UUID npcId = npcModule.CreateNPC("John", "Smith", new Vector3(128, 128, 30), UUID.Zero, scene, sp.Appearance);
UUID npcId = npcModule.CreateNPC("John", "Smith", new Vector3(128, 128, 30), UUID.Zero, true, scene, sp.Appearance);
ScenePresence npc = scene.GetScenePresence(npcId);
@ -129,7 +129,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
Vector3 startPos = new Vector3(128, 128, 30);
INPCModule npcModule = scene.RequestModuleInterface<INPCModule>();
UUID npcId = npcModule.CreateNPC("John", "Smith", startPos, UUID.Zero, scene, sp.Appearance);
UUID npcId = npcModule.CreateNPC("John", "Smith", startPos, UUID.Zero, true, scene, sp.Appearance);
npcModule.DeleteNPC(npcId, scene);
@ -157,7 +157,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
am.RezSingleAttachmentFromInventory(sp, attItemId, (uint)AttachmentPoint.Chest);
INPCModule npcModule = scene.RequestModuleInterface<INPCModule>();
UUID npcId = npcModule.CreateNPC("John", "Smith", new Vector3(128, 128, 30), UUID.Zero, scene, sp.Appearance);
UUID npcId = npcModule.CreateNPC("John", "Smith", new Vector3(128, 128, 30), UUID.Zero, true, scene, sp.Appearance);
ScenePresence npc = scene.GetScenePresence(npcId);
@ -189,7 +189,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
Vector3 startPos = new Vector3(128, 128, 30);
INPCModule npcModule = scene.RequestModuleInterface<INPCModule>();
UUID npcId = npcModule.CreateNPC("John", "Smith", startPos, UUID.Zero, scene, sp.Appearance);
UUID npcId = npcModule.CreateNPC("John", "Smith", startPos, UUID.Zero, true, scene, sp.Appearance);
ScenePresence npc = scene.GetScenePresence(npcId);
Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
@ -260,7 +260,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
Vector3 startPos = new Vector3(128, 128, 30);
INPCModule npcModule = scene.RequestModuleInterface<INPCModule>();
UUID npcId = npcModule.CreateNPC("John", "Smith", startPos, UUID.Zero, scene, sp.Appearance);
UUID npcId = npcModule.CreateNPC("John", "Smith", startPos, UUID.Zero, true, scene, sp.Appearance);
ScenePresence npc = scene.GetScenePresence(npcId);
SceneObjectPart part = SceneHelpers.AddSceneObject(scene);
@ -293,7 +293,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
Vector3 startPos = new Vector3(1, 1, 1);
INPCModule npcModule = scene.RequestModuleInterface<INPCModule>();
UUID npcId = npcModule.CreateNPC("John", "Smith", startPos, UUID.Zero, scene, sp.Appearance);
UUID npcId = npcModule.CreateNPC("John", "Smith", startPos, UUID.Zero, true, scene, sp.Appearance);
ScenePresence npc = scene.GetScenePresence(npcId);
SceneObjectPart part = SceneHelpers.AddSceneObject(scene);

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@ -2233,7 +2233,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
CheckThreatLevel(ThreatLevel.High, "osNpcCreate");
m_host.AddScriptLPS(1);
return NpcCreate(firstname, lastname, position, notecard, true);
return NpcCreate(firstname, lastname, position, notecard, false, true);
}
public LSL_Key osNpcCreate(string firstname, string lastname, LSL_Vector position, string notecard, int options)
@ -2241,10 +2241,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
CheckThreatLevel(ThreatLevel.High, "osNpcCreate");
m_host.AddScriptLPS(1);
return NpcCreate(firstname, lastname, position, notecard, (options & ScriptBaseClass.OS_NPC_NOT_OWNED) == 0);
return NpcCreate(
firstname, lastname, position, notecard,
(options & ScriptBaseClass.OS_NPC_NOT_OWNED) == 0,
(options & ScriptBaseClass.OS_NPC_SENSE_AS_AGENT) == 0);
}
private LSL_Key NpcCreate(string firstname, string lastname, LSL_Vector position, string notecard, bool owned)
private LSL_Key NpcCreate(
string firstname, string lastname, LSL_Vector position, string notecard, bool owned, bool senseAsAgent)
{
INPCModule module = World.RequestModuleInterface<INPCModule>();
if (module != null)
@ -2281,7 +2285,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
lastname,
new Vector3((float) position.x, (float) position.y, (float) position.z),
ownerID,
World,appearance);
senseAsAgent,
World,
appearance);
return new LSL_Key(x.ToString());
}

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@ -447,9 +447,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
Action<ScenePresence> senseEntity = new Action<ScenePresence>(delegate(ScenePresence presence)
{
if ((ts.type & NPC) == 0 && presence.PresenceType == PresenceType.Npc)
if ((ts.type & NPC) == 0
&& presence.PresenceType == PresenceType.Npc
&& !npcModule.GetNPC(presence.UUID, presence.Scene).SenseAsAgent)
return;
if ((ts.type & AGENT) == 0 && presence.PresenceType == PresenceType.User)
if ((ts.type & AGENT) == 0
&& (presence.PresenceType == PresenceType.User
|| npcModule.GetNPC(presence.UUID, presence.Scene).SenseAsAgent))
return;
if (presence.IsDeleted || presence.IsChildAgent || presence.GodLevel > 0.0)

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@ -616,6 +616,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
public const int OS_NPC_CREATOR_OWNED = 0x1;
public const int OS_NPC_NOT_OWNED = 0x2;
public const int OS_NPC_SENSE_AS_AGENT = 0x4;
public const string URL_REQUEST_GRANTED = "URL_REQUEST_GRANTED";
public const string URL_REQUEST_DENIED = "URL_REQUEST_DENIED";