Overload INPCModule.CreateNPC() to allow agentID to be specified. Note: this is intended for use in region modules and is not exposed to scripts.

0.8.0.3
dahlia 2014-02-01 04:09:20 -08:00
parent abb193ec94
commit a8e64cd59a
3 changed files with 64 additions and 3 deletions

View File

@ -71,6 +71,32 @@ namespace OpenSim.Region.Framework.Interfaces
UUID owner, bool senseAsAgent, Scene scene, UUID owner, bool senseAsAgent, Scene scene,
AvatarAppearance appearance); AvatarAppearance appearance);
/// <summary>
/// Create an NPC with a user-supplied agentID
/// </summary>
/// <param name="firstname"></param>
/// <param name="lastname"></param>
/// <param name="position"></param>
/// <param name="agentID"></param>
/// The desired agent ID
/// <param name="owner"></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. UUID.Zero if there was a
/// failure.
/// </returns>
UUID CreateNPC(string firstname, string lastname,
Vector3 position, UUID agentID, UUID owner, bool senseAsAgent, Scene scene,
AvatarAppearance appearance);
/// <summary> /// <summary>
/// Check if the agent is an NPC. /// Check if the agent is an NPC.
/// </summary> /// </summary>

View File

@ -61,7 +61,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
private readonly string m_firstname; private readonly string m_firstname;
private readonly string m_lastname; private readonly string m_lastname;
private readonly Vector3 m_startPos; private readonly Vector3 m_startPos;
private readonly UUID m_uuid = UUID.Random(); private readonly UUID m_uuid;
private readonly Scene m_scene; private readonly Scene m_scene;
private readonly UUID m_ownerID; private readonly UUID m_ownerID;
@ -71,6 +71,19 @@ namespace OpenSim.Region.OptionalModules.World.NPC
m_firstname = firstname; m_firstname = firstname;
m_lastname = lastname; m_lastname = lastname;
m_startPos = position; m_startPos = position;
m_uuid = UUID.Random();
m_scene = scene;
m_ownerID = ownerID;
SenseAsAgent = senseAsAgent;
}
public NPCAvatar(
string firstname, string lastname, UUID agentID, Vector3 position, UUID ownerID, bool senseAsAgent, Scene scene)
{
m_firstname = firstname;
m_lastname = lastname;
m_startPos = position;
m_uuid = agentID;
m_scene = scene; m_scene = scene;
m_ownerID = ownerID; m_ownerID = ownerID;
SenseAsAgent = senseAsAgent; SenseAsAgent = senseAsAgent;

View File

@ -140,8 +140,30 @@ namespace OpenSim.Region.OptionalModules.World.NPC
Vector3 position, UUID owner, bool senseAsAgent, Scene scene, Vector3 position, UUID owner, bool senseAsAgent, Scene scene,
AvatarAppearance appearance) AvatarAppearance appearance)
{ {
NPCAvatar npcAvatar = new NPCAvatar(firstname, lastname, position, return CreateNPC(firstname, lastname, position, UUID.Zero, owner, senseAsAgent, scene, appearance);
}
public UUID CreateNPC(string firstname, string lastname,
Vector3 position, UUID agentID, UUID owner, bool senseAsAgent, Scene scene,
AvatarAppearance appearance)
{
NPCAvatar npcAvatar = null;
try
{
if (agentID == UUID.Zero)
npcAvatar = new NPCAvatar(firstname, lastname, position,
owner, senseAsAgent, scene); owner, senseAsAgent, scene);
else
npcAvatar = new NPCAvatar(firstname, lastname, agentID, position,
owner, senseAsAgent, scene);
}
catch (Exception e)
{
m_log.Info("[NPC MODULE]: exception creating NPC avatar: " + e.ToString());
return UUID.Zero;
}
npcAvatar.CircuitCode = (uint)Util.RandomClass.Next(0, npcAvatar.CircuitCode = (uint)Util.RandomClass.Next(0,
int.MaxValue); int.MaxValue);