169 lines
7.4 KiB
C#
169 lines
7.4 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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/// <summary>
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/// Temporary interface. More methods to come at some point to make NPCs more object oriented rather than
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/// controlling purely through module 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' (interpreted here to mean a normal user)
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/// rather than an OpenSim specific NPC extension?
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/// </summary>
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bool SenseAsAgent { get; }
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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 that they
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/// show up as the NPC type instead, but this is currently an OpenSim-only extension.
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/// </param>
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/// <param name="scene"></param>
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/// <param name="appearance">The avatar appearance to use for the new NPC.</param>
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/// <returns>The UUID of the ScenePresence created.</returns>
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UUID CreateNPC(
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string firstname,
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string lastname,
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Vector3 position,
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UUID owner,
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bool senseAsAgent,
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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>True if the agent is an NPC in the given scene. False otherwise.</returns>
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bool IsNPC(UUID agentID, Scene scene);
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/// <summary>
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/// Get the NPC. This is not currently complete - manipulation of NPCs still occurs through the region interface
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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>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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/// <param name="npcID"></param>
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/// <param name="callerID"></param>
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/// <returns>true if they do, false if they don't or if there's no NPC with the given ID.</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>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</returns>
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bool SetNPCAppearance(UUID agentID, AvatarAppearance appearance, 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 if it's up in the air.
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/// 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>
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/// <returns>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</returns>
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bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly, bool landAtTarget);
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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>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</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>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</returns>
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bool Say(UUID agentID, Scene scene, string text);
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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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/// 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>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</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>UUID of owner if the NPC exists, UUID.Zero if there was no such agent, the agent is unowned or the agent was not an NPC</returns>
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UUID GetOwner(UUID agentID);
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}
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} |