308 lines
12 KiB
C#
308 lines
12 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Scenes;
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namespace OpenSim.Region.Framework.Interfaces
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{
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// option flags for NPCs
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public enum NPCOptionsFlags : int
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{
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None = 0x00, // no flags (max restriction)
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AllowNotOwned = 0x01, // allow NPCs to be created not Owned
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AllowSenseAsAvatar = 0x02, // allow NPCs to set to be sensed as Avatars
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AllowCloneOtherAvatars = 0x04, // allow NPCs to created cloning a avatar in region
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NoNPCGroup = 0x08, // NPCs will have no group title, otherwise will have "- NPC -"
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objectGroup = 0x10 // NPC will have host sog groupID
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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
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/// more object oriented rather than controlling purely through module
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/// 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'
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/// (interpreted here to mean a normal user) rather than an OpenSim
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/// specific NPC extension?
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/// </summary>
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bool SenseAsAgent { get; }
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UUID ActiveGroupId { get; set; }
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UUID Owner { get; }
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string profileAbout { get; set; }
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UUID profileImage { get; set; }
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string Born { get; set; }
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}
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public interface INPCModule
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{
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/// <summary>
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/// Create an NPC
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/// </summary>
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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
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/// that they show up as the NPC type instead, but this is currently
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/// an OpenSim-only extension.
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/// </param>
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/// <param name="scene"></param>
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/// <param name="appearance">
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/// The avatar appearance to use for the new NPC.
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/// </param>
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/// <returns>
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/// The UUID of the ScenePresence created. UUID.Zero if there was a
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/// failure.
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/// </returns>
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UUID CreateNPC(string firstname, string lastname, Vector3 position,
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UUID owner, bool senseAsAgent, Scene scene,
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AvatarAppearance appearance);
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/// <summary>
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/// Create an NPC with a user-supplied agentID
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/// </summary>
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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="agentID"></param>
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/// The desired agent ID
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/// <param name="owner"></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
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/// that they show up as the NPC type instead, but this is currently
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/// an OpenSim-only extension.
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/// </param>
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/// <param name="scene"></param>
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/// <param name="appearance">
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/// The avatar appearance to use for the new NPC.
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/// </param>
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/// <returns>
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/// The UUID of the ScenePresence created. UUID.Zero if there was a
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/// failure.
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/// </returns>
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UUID CreateNPC(string firstname, string lastname,
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Vector3 position, UUID agentID, UUID owner, string groupTitle, UUID groupID, bool senseAsAgent, 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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/// </summary>
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/// <param name="agentID"></param>
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/// <param name="scene"></param>
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/// <returns>
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/// True if the agent is an NPC in the given scene. False otherwise.
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/// </returns>
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bool IsNPC(UUID agentID, Scene scene);
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/// <summary>
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/// Get the NPC.
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/// </summary>
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/// <remarks>
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/// This is not currently complete - manipulation of NPCs still occurs
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/// through the region interface.
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/// </remarks>
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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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/// <remarks>
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/// A caller has permission if
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/// * An NPC exists with the given npcID.
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/// * The caller UUID given is UUID.Zero.
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/// * The avatar is unowned (owner is UUID.Zero).
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/// * The avatar is owned and the owner and callerID match.
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/// * The avatar is owned and the callerID matches its agentID.
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/// </remarks>
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/// <param name="av"></param>
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/// <param name="callerID"></param>
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/// <returns>true if they do, false if they don't.</returns>
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/// <param name="npcID"></param>
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/// <param name="callerID"></param>
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/// <returns>
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/// true if they do, false if they don't or if there's no NPC with the
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/// given ID.
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/// </returns>
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bool CheckPermissions(UUID npcID, UUID callerID);
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/// <summary>
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/// Set the appearance for an NPC.
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/// </summary>
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/// <param name="agentID"></param>
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/// <param name="appearance"></param>
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/// <param name="scene"></param>
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/// <returns>
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/// True if the operation succeeded, false if there was no such agent
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/// or the agent was not an NPC.
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/// </returns>
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bool SetNPCAppearance(UUID agentID, AvatarAppearance appearance,
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Scene scene);
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/// <summary>
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/// Move an NPC to a target over time.
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/// </summary>
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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
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/// if it's up in the air. This is to allow walking on prims.
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/// </param>
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/// <param name="landAtTarget">
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/// If true and the avatar is flying when it reaches the target, land.
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/// </param> name="running">
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/// If true, NPC moves with running speed.
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/// <returns>
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/// True if the operation succeeded, false if there was no such agent
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/// or the agent was not an NPC.
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/// </returns>
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bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly,
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bool landAtTarget, bool running);
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/// <summary>
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/// Stop the NPC's current movement.
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/// </summary>
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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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/// <returns>
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/// True if the operation succeeded, false if there was no such agent
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/// or the agent was not an NPC.
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/// </returns>
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bool StopMoveToTarget(UUID agentID, Scene scene);
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/// <summary>
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/// Get the NPC to say something.
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/// </summary>
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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="text"></param>
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/// <returns>
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/// True if the operation succeeded, false if there was no such agent
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/// or the agent was not an NPC.
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/// </returns>
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bool Say(UUID agentID, Scene scene, string text);
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/// <summary>
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/// Get the NPC to say something.
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/// </summary>
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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="text"></param>
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/// <param name="channel"></param>
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/// <returns>
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/// True if the operation succeeded, false if there was no such agent
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/// or the agent was not an NPC.
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/// </returns>
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bool Say(UUID agentID, Scene scene, string text, int channel);
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/// <summary>
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/// Get the NPC to shout something.
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/// </summary>
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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="text"></param>
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/// <param name="channel"></param>
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/// <returns>
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/// True if the operation succeeded, false if there was no such agent
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/// or the agent was not an NPC.
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/// </returns>
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bool Shout(UUID agentID, Scene scene, string text, int channel);
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/// <summary>
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/// Get the NPC to whisper something.
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/// </summary>
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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="text"></param>
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/// <param name="channel"></param>
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/// <returns>
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/// True if the operation succeeded, false if there was no such agent
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/// or the agent was not an NPC.
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/// </returns>
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bool Whisper(UUID agentID, Scene scene, string text, int channel);
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/// <summary>
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/// Sit the NPC.
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/// </summary>
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/// <param name="agentID"></param>
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/// <param name="partID"></param>
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/// <param name="scene"></param>
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/// <returns>true if the sit succeeded, false if not</returns>
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bool Sit(UUID agentID, UUID partID, Scene scene);
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/// <summary>
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/// Stand a sitting NPC.
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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>true if the stand succeeded, false if not</returns>
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bool Stand(UUID agentID, Scene scene);
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/// <summary>
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/// Get the NPC to touch an object.
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/// </summary>
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/// <param name="agentID"></param>
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/// <param name="partID"></param>
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/// <returns>
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/// true if the touch is actually attempted, false if not.
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/// </returns>
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bool Touch(UUID agentID, UUID partID);
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/// <summary>
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/// Delete an NPC.
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/// </summary>
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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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/// <returns>
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/// True if the operation succeeded, false if there was no such agent
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/// or the agent was not an NPC.
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/// </returns>
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bool DeleteNPC(UUID agentID, Scene scene);
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/// <summary>
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/// Get the owner of a NPC
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/// </summary>
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/// <param name="agentID">The UUID of the NPC</param>
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/// <returns>
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/// UUID of owner if the NPC exists, UUID.Zero if there was no such
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/// agent, the agent is unowned or the agent was not an NPC.
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/// </returns>
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UUID GetOwner(UUID agentID);
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NPCOptionsFlags NPCOptionFlags {get;}
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}
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}
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