302 lines
11 KiB
C#
302 lines
11 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;
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using System.Collections.Generic;
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using System.Reflection;
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using System.Threading;
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using log4net;
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using Nini.Config;
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using OpenMetaverse;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Framework;
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using Timer=System.Timers.Timer;
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using OpenSim.Services.Interfaces;
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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 static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private Dictionary<UUID, NPCAvatar> m_avatars = new Dictionary<UUID, NPCAvatar>();
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public void Initialise(Scene scene, IConfigSource source)
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{
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IConfig config = source.Configs["NPC"];
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if (config != null && config.GetBoolean("Enabled", false))
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{
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scene.RegisterModuleInterface<INPCModule>(this);
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// scene.EventManager.OnSignificantClientMovement += HandleOnSignificantClientMovement;
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}
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}
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public void HandleOnSignificantClientMovement(ScenePresence presence)
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{
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lock (m_avatars)
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{
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if (m_avatars.ContainsKey(presence.UUID) && presence.MovingToTarget)
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{
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double distanceToTarget = Util.GetDistanceTo(presence.AbsolutePosition, presence.MoveToPositionTarget);
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// m_log.DebugFormat(
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// "[NPC MODULE]: Abs pos of {0} is {1}, target {2}, distance {3}",
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// presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget, distanceToTarget);
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// Check the error term of the current position in relation to the target position
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if (distanceToTarget <= ScenePresence.SIGNIFICANT_MOVEMENT)
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{
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// We are close enough to the target
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m_log.DebugFormat("[NPC MODULE]: Stopping movement of npc {0}", presence.Name);
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presence.Velocity = Vector3.Zero;
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presence.AbsolutePosition = presence.MoveToPositionTarget;
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presence.ResetMoveToTarget();
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if (presence.PhysicsActor.Flying)
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{
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// A horrible hack to stop the NPC dead in its tracks rather than having them overshoot
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// the target if flying.
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// We really need to be more subtle (slow the avatar as it approaches the target) or at
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// least be able to set collision status once, rather than 5 times to give it enough
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// weighting so that that PhysicsActor thinks it really is colliding.
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for (int i = 0; i < 5; i++)
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presence.PhysicsActor.IsColliding = true;
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// Vector3 targetPos = presence.MoveToPositionTarget;
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if (m_avatars[presence.UUID].LandAtTarget)
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presence.PhysicsActor.Flying = false;
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// float terrainHeight = (float)presence.Scene.Heightmap[(int)targetPos.X, (int)targetPos.Y];
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// if (targetPos.Z - terrainHeight < 0.2)
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// {
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// presence.PhysicsActor.Flying = false;
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// }
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}
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// m_log.DebugFormat(
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// "[NPC MODULE]: AgentControlFlags {0}, MovementFlag {1} for {2}",
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// presence.AgentControlFlags, presence.MovementFlag, presence.Name);
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}
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else
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{
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// m_log.DebugFormat(
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// "[NPC MODULE]: Updating npc {0} at {1} for next movement to {2}",
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// presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget);
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Vector3 agent_control_v3 = new Vector3();
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presence.HandleMoveToTargetUpdate(ref agent_control_v3);
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presence.AddNewMovement(agent_control_v3);
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}
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//
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//// presence.DoMoveToPositionUpdate((0, presence.MoveToPositionTarget, null);
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//
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//
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}
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}
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}
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public bool IsNPC(UUID agentId, Scene scene)
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{
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ScenePresence sp = scene.GetScenePresence(agentId);
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if (sp == null || sp.IsChildAgent)
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return false;
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lock (m_avatars)
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return m_avatars.ContainsKey(agentId);
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}
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public bool SetNPCAppearance(UUID agentId, AvatarAppearance appearance, Scene scene)
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{
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ScenePresence sp = scene.GetScenePresence(agentId);
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if (sp == null || sp.IsChildAgent)
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return false;
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lock (m_avatars)
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if (!m_avatars.ContainsKey(agentId))
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return false;
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scene.AttachmentsModule.DeleteAttachmentsFromScene(sp, false);
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AvatarAppearance npcAppearance = new AvatarAppearance(appearance, true);
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sp.Appearance = npcAppearance;
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scene.AttachmentsModule.RezAttachments(sp);
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IAvatarFactory module = scene.RequestModuleInterface<IAvatarFactory>();
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module.SendAppearance(sp.UUID);
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return true;
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}
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public UUID CreateNPC(
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string firstname, string lastname, Vector3 position, Scene scene, AvatarAppearance appearance)
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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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m_log.DebugFormat(
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"[NPC MODULE]: Creating NPC {0} {1} {2} at {3} in {4}",
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firstname, lastname, npcAvatar.AgentId, position, scene.RegionInfo.RegionName);
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AgentCircuitData acd = new AgentCircuitData();
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acd.AgentID = npcAvatar.AgentId;
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acd.firstname = firstname;
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acd.lastname = lastname;
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acd.ServiceURLs = new Dictionary<string, object>();
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AvatarAppearance npcAppearance = new AvatarAppearance(appearance, true);
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acd.Appearance = npcAppearance;
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// for (int i = 0; i < acd.Appearance.Texture.FaceTextures.Length; i++)
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// {
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// m_log.DebugFormat(
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// "[NPC MODULE]: NPC avatar {0} has texture id {1} : {2}",
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// acd.AgentID, i, acd.Appearance.Texture.FaceTextures[i]);
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// }
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scene.AuthenticateHandler.AddNewCircuit(npcAvatar.CircuitCode, acd);
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scene.AddNewClient(npcAvatar, PresenceType.Npc);
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ScenePresence sp;
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if (scene.TryGetScenePresence(npcAvatar.AgentId, out sp))
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{
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m_log.DebugFormat(
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"[NPC MODULE]: Successfully retrieved scene presence for NPC {0} {1}", sp.Name, sp.UUID);
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sp.CompleteMovement(npcAvatar, false);
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}
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else
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{
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m_log.WarnFormat("[NPC MODULE]: Could not find scene presence for NPC {0} {1}", sp.Name, sp.UUID);
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}
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lock (m_avatars)
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m_avatars.Add(npcAvatar.AgentId, npcAvatar);
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m_log.DebugFormat("[NPC MODULE]: Created NPC with id {0}", npcAvatar.AgentId);
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return npcAvatar.AgentId;
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}
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public bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly, bool landAtTarget)
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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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{
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ScenePresence sp;
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scene.TryGetScenePresence(agentID, out sp);
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m_log.DebugFormat(
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"[NPC MODULE]: Moving {0} to {1} in {2}, noFly {3}, landAtTarget {4}",
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sp.Name, pos, scene.RegionInfo.RegionName, noFly, landAtTarget);
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m_avatars[agentID].LandAtTarget = landAtTarget;
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sp.MoveToTarget(pos, noFly);
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return true;
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}
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}
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return false;
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}
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public bool StopMoveToTarget(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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{
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ScenePresence sp;
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scene.TryGetScenePresence(agentID, out sp);
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sp.Velocity = Vector3.Zero;
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sp.ResetMoveToTarget();
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return true;
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}
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}
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return false;
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}
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public bool Say(UUID agentID, Scene scene, string text)
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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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{
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ScenePresence sp;
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scene.TryGetScenePresence(agentID, out sp);
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m_avatars[agentID].Say(text);
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return true;
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}
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}
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return false;
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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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{
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if (m_avatars.ContainsKey(agentID))
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{
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scene.RemoveClient(agentID, false);
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m_avatars.Remove(agentID);
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return true;
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}
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}
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return false;
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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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} |