OpenSimMirror/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs

429 lines
14 KiB
C#

/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.Reflection;
using System.Threading;
using Timer = System.Timers.Timer;
using log4net;
using Nini.Config;
using Mono.Addins;
using OpenMetaverse;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Framework;
using OpenSim.Services.Interfaces;
namespace OpenSim.Region.OptionalModules.World.NPC
{
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "NPCModule")]
public class NPCModule : INPCModule, ISharedRegionModule
{
private static readonly ILog m_log = LogManager.GetLogger(
MethodBase.GetCurrentMethod().DeclaringType);
private Dictionary<UUID, NPCAvatar> m_avatars =
new Dictionary<UUID, NPCAvatar>();
public bool Enabled { get; private set; }
public void Initialise(IConfigSource source)
{
IConfig config = source.Configs["NPC"];
Enabled = (config != null && config.GetBoolean("Enabled", false));
}
public void AddRegion(Scene scene)
{
if (Enabled)
scene.RegisterModuleInterface<INPCModule>(this);
}
public void RegionLoaded(Scene scene)
{
}
public void PostInitialise()
{
}
public void RemoveRegion(Scene scene)
{
scene.UnregisterModuleInterface<INPCModule>(this);
}
public void Close()
{
}
public string Name
{
get { return "NPCModule"; }
}
public Type ReplaceableInterface { get { return null; } }
public bool IsNPC(UUID agentId, Scene scene)
{
// FIXME: This implementation could not just use the
// ScenePresence.PresenceType (and callers could inspect that
// directly).
ScenePresence sp = scene.GetScenePresence(agentId);
if (sp == null || sp.IsChildAgent)
return false;
lock (m_avatars)
return m_avatars.ContainsKey(agentId);
}
public bool SetNPCAppearance(UUID agentId,
AvatarAppearance appearance, Scene scene)
{
ScenePresence npc = scene.GetScenePresence(agentId);
if (npc == null || npc.IsChildAgent)
return false;
lock (m_avatars)
if (!m_avatars.ContainsKey(agentId))
return false;
// Delete existing npc attachments
if(scene.AttachmentsModule != null)
scene.AttachmentsModule.DeleteAttachmentsFromScene(npc, false);
// XXX: We can't just use IAvatarFactoryModule.SetAppearance() yet
// since it doesn't transfer attachments
AvatarAppearance npcAppearance = new AvatarAppearance(appearance,
true);
npc.Appearance = npcAppearance;
// Rez needed npc attachments
if (scene.AttachmentsModule != null)
scene.AttachmentsModule.RezAttachments(npc);
IAvatarFactoryModule module =
scene.RequestModuleInterface<IAvatarFactoryModule>();
module.SendAppearance(npc.UUID);
return true;
}
public UUID CreateNPC(string firstname, string lastname,
Vector3 position, UUID owner, bool senseAsAgent, Scene scene,
AvatarAppearance appearance)
{
NPCAvatar npcAvatar = new NPCAvatar(firstname, lastname, position,
owner, senseAsAgent, scene);
npcAvatar.CircuitCode = (uint)Util.RandomClass.Next(0,
int.MaxValue);
m_log.DebugFormat(
"[NPC MODULE]: Creating NPC {0} {1} {2}, owner={3}, senseAsAgent={4} at {5} in {6}",
firstname, lastname, npcAvatar.AgentId, owner,
senseAsAgent, position, scene.RegionInfo.RegionName);
AgentCircuitData acd = new AgentCircuitData();
acd.AgentID = npcAvatar.AgentId;
acd.firstname = firstname;
acd.lastname = lastname;
acd.ServiceURLs = new Dictionary<string, object>();
AvatarAppearance npcAppearance = new AvatarAppearance(appearance,
true);
acd.Appearance = npcAppearance;
/*
for (int i = 0;
i < acd.Appearance.Texture.FaceTextures.Length; i++)
{
m_log.DebugFormat(
"[NPC MODULE]: NPC avatar {0} has texture id {1} : {2}",
acd.AgentID, i,
acd.Appearance.Texture.FaceTextures[i]);
}
*/
lock (m_avatars)
{
scene.AuthenticateHandler.AddNewCircuit(npcAvatar.CircuitCode,
acd);
scene.AddNewAgent(npcAvatar, PresenceType.Npc);
ScenePresence sp;
if (scene.TryGetScenePresence(npcAvatar.AgentId, out sp))
{
/*
m_log.DebugFormat(
"[NPC MODULE]: Successfully retrieved scene presence for NPC {0} {1}",
sp.Name, sp.UUID);
*/
sp.CompleteMovement(npcAvatar, false);
m_avatars.Add(npcAvatar.AgentId, npcAvatar);
m_log.DebugFormat("[NPC MODULE]: Created NPC {0} {1}", npcAvatar.AgentId, sp.Name);
return npcAvatar.AgentId;
}
else
{
m_log.WarnFormat(
"[NPC MODULE]: Could not find scene presence for NPC {0} {1}",
sp.Name, sp.UUID);
return UUID.Zero;
}
}
}
public bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos,
bool noFly, bool landAtTarget, bool running)
{
lock (m_avatars)
{
if (m_avatars.ContainsKey(agentID))
{
ScenePresence sp;
if (scene.TryGetScenePresence(agentID, out sp))
{
// m_log.DebugFormat(
// "[NPC MODULE]: Moving {0} to {1} in {2}, noFly {3}, landAtTarget {4}",
// sp.Name, pos, scene.RegionInfo.RegionName,
// noFly, landAtTarget);
sp.MoveToTarget(pos, noFly, landAtTarget);
sp.SetAlwaysRun = running;
return true;
}
}
}
return false;
}
public bool StopMoveToTarget(UUID agentID, Scene scene)
{
lock (m_avatars)
{
if (m_avatars.ContainsKey(agentID))
{
ScenePresence sp;
if (scene.TryGetScenePresence(agentID, out sp))
{
sp.Velocity = Vector3.Zero;
sp.ResetMoveToTarget();
return true;
}
}
}
return false;
}
public bool Say(UUID agentID, Scene scene, string text)
{
return Say(agentID, scene, text, 0);
}
public bool Say(UUID agentID, Scene scene, string text, int channel)
{
lock (m_avatars)
{
if (m_avatars.ContainsKey(agentID))
{
m_avatars[agentID].Say(channel, text);
return true;
}
}
return false;
}
public bool Shout(UUID agentID, Scene scene, string text, int channel)
{
lock (m_avatars)
{
if (m_avatars.ContainsKey(agentID))
{
m_avatars[agentID].Shout(channel, text);
return true;
}
}
return false;
}
public bool Sit(UUID agentID, UUID partID, Scene scene)
{
lock (m_avatars)
{
if (m_avatars.ContainsKey(agentID))
{
ScenePresence sp;
if (scene.TryGetScenePresence(agentID, out sp))
{
sp.HandleAgentRequestSit(m_avatars[agentID], agentID, partID, Vector3.Zero);
return true;
}
}
}
return false;
}
public bool Whisper(UUID agentID, Scene scene, string text,
int channel)
{
lock (m_avatars)
{
if (m_avatars.ContainsKey(agentID))
{
m_avatars[agentID].Whisper(channel, text);
return true;
}
}
return false;
}
public bool Stand(UUID agentID, Scene scene)
{
lock (m_avatars)
{
if (m_avatars.ContainsKey(agentID))
{
ScenePresence sp;
if (scene.TryGetScenePresence(agentID, out sp))
{
sp.StandUp();
return true;
}
}
}
return false;
}
public bool Touch(UUID agentID, UUID objectID)
{
lock (m_avatars)
{
if (m_avatars.ContainsKey(agentID))
return m_avatars[agentID].Touch(objectID);
return false;
}
}
public UUID GetOwner(UUID agentID)
{
lock (m_avatars)
{
NPCAvatar av;
if (m_avatars.TryGetValue(agentID, out av))
return av.OwnerID;
}
return UUID.Zero;
}
public INPC GetNPC(UUID agentID, Scene scene)
{
lock (m_avatars)
{
if (m_avatars.ContainsKey(agentID))
return m_avatars[agentID];
else
return null;
}
}
public bool DeleteNPC(UUID agentID, Scene scene)
{
lock (m_avatars)
{
NPCAvatar av;
if (m_avatars.TryGetValue(agentID, out av))
{
/*
m_log.DebugFormat("[NPC MODULE]: Found {0} {1} to remove",
agentID, av.Name);
*/
scene.CloseAgent(agentID, false);
m_avatars.Remove(agentID);
/*
m_log.DebugFormat("[NPC MODULE]: Removed NPC {0} {1}",
agentID, av.Name);
*/
return true;
}
}
/*
m_log.DebugFormat("[NPC MODULE]: Could not find {0} to remove",
agentID);
*/
return false;
}
public bool CheckPermissions(UUID npcID, UUID callerID)
{
lock (m_avatars)
{
NPCAvatar av;
if (m_avatars.TryGetValue(npcID, out av))
return CheckPermissions(av, callerID);
else
return false;
}
}
/// <summary>
/// Check if the caller has permission to manipulate the given NPC.
/// </summary>
/// <param name="av"></param>
/// <param name="callerID"></param>
/// <returns>true if they do, false if they don't.</returns>
private bool CheckPermissions(NPCAvatar av, UUID callerID)
{
return callerID == UUID.Zero || av.OwnerID == UUID.Zero ||
av.OwnerID == callerID;
}
}
}