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 sooniar_mods
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31b87ff07b
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7837c611fb
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@ -31,6 +31,19 @@ using OpenSim.Region.Framework.Scenes;
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namespace OpenSim.Region.Framework.Interfaces
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{
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/// <summary>
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/// Temporary interface. More methods to come at some point to make NPCs more object oriented rather than
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/// controlling purely through module level interface calls (e.g. sit/stand).
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/// </summary>
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public interface INPC
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{
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/// <summary>
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/// Should this NPC be sensed by LSL sensors as an 'agent' (interpreted here to mean a normal user)
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/// rather than an OpenSim specific NPC extension?
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/// </summary>
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bool SenseAsAgent { get; }
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}
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public interface INPCModule
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{
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/// <summary>
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@ -39,10 +52,21 @@ namespace OpenSim.Region.Framework.Interfaces
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/// <param name="firstname"></param>
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/// <param name="lastname"></param>
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/// <param name="position"></param>
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/// <param name="senseAsAgent">
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/// Make the NPC show up as an agent on LSL sensors. The default is that they
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/// show up as the NPC type instead, but this is currently an OpenSim-only extension.
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/// </param>
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/// <param name="scene"></param>
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/// <param name="appearance">The avatar appearance to use for the new NPC.</param>
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/// <returns>The UUID of the ScenePresence created.</returns>
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UUID CreateNPC(string firstname, string lastname, Vector3 position, UUID owner, Scene scene, AvatarAppearance appearance);
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UUID CreateNPC(
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string firstname,
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string lastname,
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Vector3 position,
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UUID owner,
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bool senseAsAgent,
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Scene scene,
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AvatarAppearance appearance);
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/// <summary>
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/// Check if the agent is an NPC.
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@ -52,6 +76,14 @@ namespace OpenSim.Region.Framework.Interfaces
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/// <returns>True if the agent is an NPC in the given scene. False otherwise.</returns>
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bool IsNPC(UUID agentID, Scene scene);
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/// <summary>
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/// Get the NPC. This is not currently complete - manipulation of NPCs still occurs through the region interface
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/// </summary>
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/// <param name="agentID"></param>
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/// <param name="scene"></param>
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/// <returns>The NPC. null if it does not exist.</returns>
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INPC GetNPC(UUID agentID, Scene scene);
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/// <summary>
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/// Check if the caller has permission to manipulate the given NPC.
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/// </summary>
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@ -31,13 +31,16 @@ using System.Net;
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using OpenMetaverse;
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using OpenMetaverse.Packets;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Region.CoreModules.World.Estate;
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namespace OpenSim.Region.OptionalModules.World.NPC
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{
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public class NPCAvatar : IClientAPI
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public class NPCAvatar : IClientAPI, INPC
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{
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public bool SenseAsAgent { get; set; }
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private readonly string m_firstname;
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private readonly string m_lastname;
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private readonly Vector3 m_startPos;
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@ -45,13 +48,15 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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private readonly Scene m_scene;
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private readonly UUID m_ownerID;
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public NPCAvatar(string firstname, string lastname, Vector3 position, UUID ownerID, Scene scene)
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public NPCAvatar(
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string firstname, string lastname, Vector3 position, UUID ownerID, bool senseAsAgent, Scene scene)
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{
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m_firstname = firstname;
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m_lastname = lastname;
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m_startPos = position;
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m_scene = scene;
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m_ownerID = ownerID;
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SenseAsAgent = senseAsAgent;
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}
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public IScene Scene
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@ -109,9 +109,15 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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}
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public UUID CreateNPC(
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string firstname, string lastname, Vector3 position, UUID owner, Scene scene, AvatarAppearance appearance)
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string firstname,
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string lastname,
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Vector3 position,
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UUID owner,
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bool senseAsAgent,
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Scene scene,
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AvatarAppearance appearance)
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{
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NPCAvatar npcAvatar = new NPCAvatar(firstname, lastname, position, owner, scene);
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NPCAvatar npcAvatar = new NPCAvatar(firstname, lastname, position, owner, senseAsAgent, scene);
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npcAvatar.CircuitCode = (uint)Util.RandomClass.Next(0, int.MaxValue);
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m_log.DebugFormat(
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@ -266,6 +272,17 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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return UUID.Zero;
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}
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public INPC GetNPC(UUID agentID, Scene scene)
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{
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lock (m_avatars)
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{
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if (m_avatars.ContainsKey(agentID))
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return m_avatars[agentID];
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else
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return null;
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}
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}
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public bool DeleteNPC(UUID agentID, Scene scene)
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{
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lock (m_avatars)
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@ -109,7 +109,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
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afm.SetAppearance(sp, originalTe, null);
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INPCModule npcModule = scene.RequestModuleInterface<INPCModule>();
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UUID npcId = npcModule.CreateNPC("John", "Smith", new Vector3(128, 128, 30), UUID.Zero, scene, sp.Appearance);
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UUID npcId = npcModule.CreateNPC("John", "Smith", new Vector3(128, 128, 30), UUID.Zero, true, scene, sp.Appearance);
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ScenePresence npc = scene.GetScenePresence(npcId);
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@ -129,7 +129,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
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Vector3 startPos = new Vector3(128, 128, 30);
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INPCModule npcModule = scene.RequestModuleInterface<INPCModule>();
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UUID npcId = npcModule.CreateNPC("John", "Smith", startPos, UUID.Zero, scene, sp.Appearance);
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UUID npcId = npcModule.CreateNPC("John", "Smith", startPos, UUID.Zero, true, scene, sp.Appearance);
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npcModule.DeleteNPC(npcId, scene);
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@ -157,7 +157,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
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am.RezSingleAttachmentFromInventory(sp, attItemId, (uint)AttachmentPoint.Chest);
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INPCModule npcModule = scene.RequestModuleInterface<INPCModule>();
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UUID npcId = npcModule.CreateNPC("John", "Smith", new Vector3(128, 128, 30), UUID.Zero, scene, sp.Appearance);
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UUID npcId = npcModule.CreateNPC("John", "Smith", new Vector3(128, 128, 30), UUID.Zero, true, scene, sp.Appearance);
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ScenePresence npc = scene.GetScenePresence(npcId);
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@ -189,7 +189,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
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Vector3 startPos = new Vector3(128, 128, 30);
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INPCModule npcModule = scene.RequestModuleInterface<INPCModule>();
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UUID npcId = npcModule.CreateNPC("John", "Smith", startPos, UUID.Zero, scene, sp.Appearance);
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UUID npcId = npcModule.CreateNPC("John", "Smith", startPos, UUID.Zero, true, scene, sp.Appearance);
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ScenePresence npc = scene.GetScenePresence(npcId);
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Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
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@ -260,7 +260,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
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Vector3 startPos = new Vector3(128, 128, 30);
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INPCModule npcModule = scene.RequestModuleInterface<INPCModule>();
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UUID npcId = npcModule.CreateNPC("John", "Smith", startPos, UUID.Zero, scene, sp.Appearance);
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UUID npcId = npcModule.CreateNPC("John", "Smith", startPos, UUID.Zero, true, scene, sp.Appearance);
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ScenePresence npc = scene.GetScenePresence(npcId);
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SceneObjectPart part = SceneHelpers.AddSceneObject(scene);
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@ -293,7 +293,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
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Vector3 startPos = new Vector3(1, 1, 1);
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INPCModule npcModule = scene.RequestModuleInterface<INPCModule>();
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UUID npcId = npcModule.CreateNPC("John", "Smith", startPos, UUID.Zero, scene, sp.Appearance);
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UUID npcId = npcModule.CreateNPC("John", "Smith", startPos, UUID.Zero, true, scene, sp.Appearance);
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ScenePresence npc = scene.GetScenePresence(npcId);
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SceneObjectPart part = SceneHelpers.AddSceneObject(scene);
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@ -2233,7 +2233,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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CheckThreatLevel(ThreatLevel.High, "osNpcCreate");
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m_host.AddScriptLPS(1);
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return NpcCreate(firstname, lastname, position, notecard, true);
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return NpcCreate(firstname, lastname, position, notecard, false, true);
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}
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public LSL_Key osNpcCreate(string firstname, string lastname, LSL_Vector position, string notecard, int options)
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@ -2241,10 +2241,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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CheckThreatLevel(ThreatLevel.High, "osNpcCreate");
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m_host.AddScriptLPS(1);
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return NpcCreate(firstname, lastname, position, notecard, (options & ScriptBaseClass.OS_NPC_NOT_OWNED) == 0);
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return NpcCreate(
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firstname, lastname, position, notecard,
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(options & ScriptBaseClass.OS_NPC_NOT_OWNED) == 0,
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(options & ScriptBaseClass.OS_NPC_SENSE_AS_AGENT) == 0);
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}
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private LSL_Key NpcCreate(string firstname, string lastname, LSL_Vector position, string notecard, bool owned)
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private LSL_Key NpcCreate(
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string firstname, string lastname, LSL_Vector position, string notecard, bool owned, bool senseAsAgent)
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{
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INPCModule module = World.RequestModuleInterface<INPCModule>();
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if (module != null)
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@ -2281,7 +2285,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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lastname,
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new Vector3((float) position.x, (float) position.y, (float) position.z),
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ownerID,
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World,appearance);
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senseAsAgent,
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World,
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appearance);
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return new LSL_Key(x.ToString());
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}
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@ -447,9 +447,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
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Action<ScenePresence> senseEntity = new Action<ScenePresence>(delegate(ScenePresence presence)
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{
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if ((ts.type & NPC) == 0 && presence.PresenceType == PresenceType.Npc)
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if ((ts.type & NPC) == 0
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&& presence.PresenceType == PresenceType.Npc
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&& !npcModule.GetNPC(presence.UUID, presence.Scene).SenseAsAgent)
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return;
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if ((ts.type & AGENT) == 0 && presence.PresenceType == PresenceType.User)
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if ((ts.type & AGENT) == 0
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&& (presence.PresenceType == PresenceType.User
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|| npcModule.GetNPC(presence.UUID, presence.Scene).SenseAsAgent))
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return;
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if (presence.IsDeleted || presence.IsChildAgent || presence.GodLevel > 0.0)
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@ -616,6 +616,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
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public const int OS_NPC_CREATOR_OWNED = 0x1;
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public const int OS_NPC_NOT_OWNED = 0x2;
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public const int OS_NPC_SENSE_AS_AGENT = 0x4;
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public const string URL_REQUEST_GRANTED = "URL_REQUEST_GRANTED";
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public const string URL_REQUEST_DENIED = "URL_REQUEST_DENIED";
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