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