136 lines
4.7 KiB
C#
136 lines
4.7 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 System.Collections.Generic;
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using OpenMetaverse;
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using Nini.Config;
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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.Avatar.NPC;
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using OpenSim.Framework;
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namespace OpenSim.Region.OptionalModules.World.NPC
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{
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public class NPCModule : IRegionModule, INPCModule
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{
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// private const bool m_enabled = false;
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private Dictionary<UUID,NPCAvatar> m_avatars = new Dictionary<UUID, NPCAvatar>();
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private Dictionary<UUID,AvatarAppearance> m_appearanceCache = new Dictionary<UUID, AvatarAppearance>();
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private AvatarAppearance GetAppearance(UUID target, Scene scene)
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{
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if (m_appearanceCache.ContainsKey(target))
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return m_appearanceCache[target];
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return scene.CommsManager.AvatarService.GetUserAppearance(target);
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}
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public UUID CreateNPC(string firstname, string lastname,Vector3 position, Scene scene, UUID cloneAppearanceFrom)
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{
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NPCAvatar npcAvatar = new NPCAvatar(firstname, lastname, position, scene);
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npcAvatar.CircuitCode = (uint) Util.RandomClass.Next(0, int.MaxValue);
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scene.ClientManager.Add(npcAvatar.CircuitCode, npcAvatar);
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scene.AddNewClient(npcAvatar);
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ScenePresence sp;
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if(scene.TryGetAvatar(npcAvatar.AgentId, out sp))
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{
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AvatarAppearance x = GetAppearance(cloneAppearanceFrom, scene);
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List<byte> wearbyte = new List<byte>();
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for (int i = 0; i < x.VisualParams.Length; i++)
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{
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wearbyte.Add(x.VisualParams[i]);
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}
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sp.SetAppearance(x.Texture.GetBytes(), wearbyte);
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}
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m_avatars.Add(npcAvatar.AgentId, npcAvatar);
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return npcAvatar.AgentId;
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}
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public void Autopilot(UUID agentID, Scene scene, Vector3 pos)
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{
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lock (m_avatars)
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if (m_avatars.ContainsKey(agentID))
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{
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ScenePresence sp;
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scene.TryGetAvatar(agentID, out sp);
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sp.DoAutoPilot(0, pos, m_avatars[agentID]);
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}
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}
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public void Say(UUID agentID, Scene scene, string text)
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{
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lock (m_avatars)
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if (m_avatars.ContainsKey(agentID))
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{
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m_avatars[agentID].Say(text);
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}
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}
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public void DeleteNPC(UUID agentID, Scene scene)
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{
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lock(m_avatars)
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if (m_avatars.ContainsKey(agentID))
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{
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scene.RemoveClient(agentID);
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m_avatars.Remove(agentID);
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}
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}
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public void Initialise(Scene scene, IConfigSource source)
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{
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scene.RegisterModuleInterface<INPCModule>(this);
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}
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public void PostInitialise()
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{
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}
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public void Close()
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{
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}
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public string Name
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{
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get { return "NPCModule"; }
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}
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public bool IsSharedModule
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{
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get { return true; }
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}
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}
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}
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