/* * 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.Collections.Generic; using OpenMetaverse; using Nini.Config; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; using OpenSim.Framework; namespace OpenSim.Region.OptionalModules.World.NPC { public interface INPCModule { UUID CreateNPC(string firstname, string lastname,Vector3 position, Scene scene, UUID cloneAppearanceFrom); void Autopilot(UUID agentID, Scene scene, Vector3 pos); void Say(UUID agentID, Scene scene, string text); void DeleteNPC(UUID agentID, Scene scene); } public class NPCModule : IRegionModule, INPCModule { // private const bool m_enabled = false; private Dictionary m_avatars = new Dictionary(); public UUID CreateNPC(string firstname, string lastname,Vector3 position, Scene scene, UUID cloneAppearanceFrom) { NPCAvatar npcAvatar = new NPCAvatar(firstname, lastname, position, scene); scene.AddNewClient(npcAvatar); ScenePresence sp; if(scene.TryGetAvatar(npcAvatar.AgentId, out sp)) { AvatarAppearance x = scene.CommsManager.AvatarService.GetUserAppearance(cloneAppearanceFrom); List wearbyte = new List(); for (int i = 0; i < x.VisualParams.Length; i++) { wearbyte.Add(x.VisualParams[i]); } sp.SetAppearance(x.Texture.GetBytes(), wearbyte); } m_avatars.Add(npcAvatar.AgentId, npcAvatar); return npcAvatar.AgentId; } public void Autopilot(UUID agentID, Scene scene, Vector3 pos) { ScenePresence sp; scene.TryGetAvatar(agentID, out sp); sp.DoAutoPilot(0,pos,m_avatars[agentID]); } public void Say(UUID agentID, Scene scene, string text) { m_avatars[agentID].Say(text); } public void DeleteNPC(UUID agentID, Scene scene) { scene.RemoveClient(agentID); } public void Initialise(Scene scene, IConfigSource source) { scene.RegisterModuleInterface(this); } public void PostInitialise() { } public void Close() { } public string Name { get { return "NPCModule"; } } public bool IsSharedModule { get { return true; } } } }