238 lines
9.1 KiB
C#
238 lines
9.1 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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private Dictionary<UUID, AvatarAppearance> m_appearanceCache = new Dictionary<UUID, AvatarAppearance>();
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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))
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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 <= 1)
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{
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// m_log.DebugFormat("[NPC MODULE]: Stopping movement of npc {0} {1}", presence.Name, presence.UUID);
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// We are close enough to the target for now
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presence.ResetMoveToTarget();
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presence.Velocity = Vector3.Zero;
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// FIXME: This doesn't work
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if (presence.PhysicsActor.Flying)
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presence.Animator.TrySetMovementAnimation("HOVER");
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else
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presence.Animator.TrySetMovementAnimation("STAND");
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}
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else
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{
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Vector3 agent_control_v3 = new Vector3();
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presence.HandleMoveToPositionUpdate(ref agent_control_v3, presence.Rotation, false, true);
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presence.AddNewMovement(agent_control_v3, presence.Rotation);
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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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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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ScenePresence originalPresence = scene.GetScenePresence(target);
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if (originalPresence != null)
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{
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AvatarAppearance originalAppearance = originalPresence.Appearance;
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m_appearanceCache.Add(target, originalAppearance);
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return originalAppearance;
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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]: Avatar {0} is not in the scene for us to grab baked textures from them. Using defaults.", target);
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return new AvatarAppearance();
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}
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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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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 originalAppearance = GetAppearance(cloneAppearanceFrom, scene);
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AvatarAppearance npcAppearance = new AvatarAppearance(originalAppearance, 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);
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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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// Shouldn't call this - temporary.
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sp.CompleteMovement(npcAvatar);
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// sp.SendAppearanceToAllOtherAgents();
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//
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// // Send animations back to the avatar as well
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// sp.Animator.SendAnimPack();
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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 void Autopilot(UUID agentID, Scene scene, Vector3 pos)
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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}", sp.Name, pos, scene.RegionInfo.RegionName);
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sp.MoveToTarget(pos);
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}
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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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{
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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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}
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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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{
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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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}
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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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} |