123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307 |
- /*
- * 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 OpenMetaverse;
- using OpenSim.Framework;
- using OpenSim.Region.Framework.Scenes;
- namespace OpenSim.Region.Framework.Interfaces
- {
- // option flags for NPCs
- public enum NPCOptionsFlags : int
- {
- None = 0x00, // no flags (max restriction)
- AllowNotOwned = 0x01, // allow NPCs to be created not Owned
- AllowSenseAsAvatar = 0x02, // allow NPCs to set to be sensed as Avatars
- AllowCloneOtherAvatars = 0x04, // allow NPCs to created cloning a avatar in region
- NoNPCGroup = 0x08, // NPCs will have no group title, otherwise will have "- NPC -"
- objectGroup = 0x10 // NPC will have host sog groupID
- }
- /// <summary>
- /// Temporary interface. More methods to come at some point to make NPCs
- /// more object oriented rather than controlling purely through module
- /// level interface calls (e.g. sit/stand).
- /// </summary>
- public interface INPC
- {
- /// <summary>
- /// Should this NPC be sensed by LSL sensors as an 'agent'
- /// (interpreted here to mean a normal user) rather than an OpenSim
- /// specific NPC extension?
- /// </summary>
- bool SenseAsAgent { get; }
- UUID ActiveGroupId { get; set; }
- UUID Owner { get; }
- string profileAbout { get; set; }
- UUID profileImage { get; set; }
- string Born { get; set; }
- }
- public interface INPCModule
- {
- /// <summary>
- /// Create an NPC
- /// </summary>
- /// <param name="firstname"></param>
- /// <param name="lastname"></param>
- /// <param name="position"></param>
- /// <param name="senseAsAgent">
- /// Make the NPC show up as an agent on LSL sensors. The default is
- /// that they show up as the NPC type instead, but this is currently
- /// an OpenSim-only extension.
- /// </param>
- /// <param name="scene"></param>
- /// <param name="appearance">
- /// The avatar appearance to use for the new NPC.
- /// </param>
- /// <returns>
- /// The UUID of the ScenePresence created. UUID.Zero if there was a
- /// failure.
- /// </returns>
- UUID CreateNPC(string firstname, string lastname, Vector3 position,
- UUID owner, bool senseAsAgent, Scene scene,
- AvatarAppearance appearance);
- /// <summary>
- /// Create an NPC with a user-supplied agentID
- /// </summary>
- /// <param name="firstname"></param>
- /// <param name="lastname"></param>
- /// <param name="position"></param>
- /// <param name="agentID"></param>
- /// The desired agent ID
- /// <param name="owner"></param>
- /// <param name="senseAsAgent">
- /// Make the NPC show up as an agent on LSL sensors. The default is
- /// that they show up as the NPC type instead, but this is currently
- /// an OpenSim-only extension.
- /// </param>
- /// <param name="scene"></param>
- /// <param name="appearance">
- /// The avatar appearance to use for the new NPC.
- /// </param>
- /// <returns>
- /// The UUID of the ScenePresence created. UUID.Zero if there was a
- /// failure.
- /// </returns>
- UUID CreateNPC(string firstname, string lastname,
- Vector3 position, UUID agentID, UUID owner, string groupTitle, UUID groupID, bool senseAsAgent, Scene scene,
- AvatarAppearance appearance);
- /// <summary>
- /// Check if the agent is an NPC.
- /// </summary>
- /// <param name="agentID"></param>
- /// <param name="scene"></param>
- /// <returns>
- /// True if the agent is an NPC in the given scene. False otherwise.
- /// </returns>
- bool IsNPC(UUID agentID, Scene scene);
- /// <summary>
- /// Get the NPC.
- /// </summary>
- /// <remarks>
- /// This is not currently complete - manipulation of NPCs still occurs
- /// through the region interface.
- /// </remarks>
- /// <param name="agentID"></param>
- /// <param name="scene"></param>
- /// <returns>The NPC. null if it does not exist.</returns>
- INPC GetNPC(UUID agentID, Scene scene);
- /// <summary>
- /// Check if the caller has permission to manipulate the given NPC.
- /// </summary>
- /// <remarks>
- /// A caller has permission if
- /// * An NPC exists with the given npcID.
- /// * The caller UUID given is UUID.Zero.
- /// * The avatar is unowned (owner is UUID.Zero).
- /// * The avatar is owned and the owner and callerID match.
- /// * The avatar is owned and the callerID matches its agentID.
- /// </remarks>
- /// <param name="av"></param>
- /// <param name="callerID"></param>
- /// <returns>true if they do, false if they don't.</returns>
- /// <param name="npcID"></param>
- /// <param name="callerID"></param>
- /// <returns>
- /// true if they do, false if they don't or if there's no NPC with the
- /// given ID.
- /// </returns>
- bool CheckPermissions(UUID npcID, UUID callerID);
- /// <summary>
- /// Set the appearance for an NPC.
- /// </summary>
- /// <param name="agentID"></param>
- /// <param name="appearance"></param>
- /// <param name="scene"></param>
- /// <returns>
- /// True if the operation succeeded, false if there was no such agent
- /// or the agent was not an NPC.
- /// </returns>
- bool SetNPCAppearance(UUID agentID, AvatarAppearance appearance,
- Scene scene);
- /// <summary>
- /// Move an NPC to a target over time.
- /// </summary>
- /// <param name="agentID">The UUID of the NPC</param>
- /// <param name="scene"></param>
- /// <param name="pos"></param>
- /// <param name="noFly">
- /// If true, then the avatar will attempt to walk to the location even
- /// if it's up in the air. This is to allow walking on prims.
- /// </param>
- /// <param name="landAtTarget">
- /// If true and the avatar is flying when it reaches the target, land.
- /// </param> name="running">
- /// If true, NPC moves with running speed.
- /// <returns>
- /// True if the operation succeeded, false if there was no such agent
- /// or the agent was not an NPC.
- /// </returns>
- bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly,
- bool landAtTarget, bool running);
- /// <summary>
- /// Stop the NPC's current movement.
- /// </summary>
- /// <param name="agentID">The UUID of the NPC</param>
- /// <param name="scene"></param>
- /// <returns>
- /// True if the operation succeeded, false if there was no such agent
- /// or the agent was not an NPC.
- /// </returns>
- bool StopMoveToTarget(UUID agentID, Scene scene);
- /// <summary>
- /// Get the NPC to say something.
- /// </summary>
- /// <param name="agentID">The UUID of the NPC</param>
- /// <param name="scene"></param>
- /// <param name="text"></param>
- /// <returns>
- /// True if the operation succeeded, false if there was no such agent
- /// or the agent was not an NPC.
- /// </returns>
- bool Say(UUID agentID, Scene scene, string text);
- /// <summary>
- /// Get the NPC to say something.
- /// </summary>
- /// <param name="agentID">The UUID of the NPC</param>
- /// <param name="scene"></param>
- /// <param name="text"></param>
- /// <param name="channel"></param>
- /// <returns>
- /// True if the operation succeeded, false if there was no such agent
- /// or the agent was not an NPC.
- /// </returns>
- bool Say(UUID agentID, Scene scene, string text, int channel);
- /// <summary>
- /// Get the NPC to shout something.
- /// </summary>
- /// <param name="agentID">The UUID of the NPC</param>
- /// <param name="scene"></param>
- /// <param name="text"></param>
- /// <param name="channel"></param>
- /// <returns>
- /// True if the operation succeeded, false if there was no such agent
- /// or the agent was not an NPC.
- /// </returns>
- bool Shout(UUID agentID, Scene scene, string text, int channel);
- /// <summary>
- /// Get the NPC to whisper something.
- /// </summary>
- /// <param name="agentID">The UUID of the NPC</param>
- /// <param name="scene"></param>
- /// <param name="text"></param>
- /// <param name="channel"></param>
- /// <returns>
- /// True if the operation succeeded, false if there was no such agent
- /// or the agent was not an NPC.
- /// </returns>
- bool Whisper(UUID agentID, Scene scene, string text, int channel);
- /// <summary>
- /// Sit the NPC.
- /// </summary>
- /// <param name="agentID"></param>
- /// <param name="partID"></param>
- /// <param name="scene"></param>
- /// <returns>true if the sit succeeded, false if not</returns>
- bool Sit(UUID agentID, UUID partID, Scene scene);
- /// <summary>
- /// Stand a sitting NPC.
- /// </summary>
- /// <param name="agentID"></param>
- /// <param name="scene"></param>
- /// <returns>true if the stand succeeded, false if not</returns>
- bool Stand(UUID agentID, Scene scene);
- /// <summary>
- /// Get the NPC to touch an object.
- /// </summary>
- /// <param name="agentID"></param>
- /// <param name="partID"></param>
- /// <returns>
- /// true if the touch is actually attempted, false if not.
- /// </returns>
- bool Touch(UUID agentID, UUID partID);
- /// <summary>
- /// Delete an NPC.
- /// </summary>
- /// <param name="agentID">The UUID of the NPC</param>
- /// <param name="scene"></param>
- /// <returns>
- /// True if the operation succeeded, false if there was no such agent
- /// or the agent was not an NPC.
- /// </returns>
- bool DeleteNPC(UUID agentID, Scene scene);
- /// <summary>
- /// Get the owner of a NPC
- /// </summary>
- /// <param name="agentID">The UUID of the NPC</param>
- /// <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>
- UUID GetOwner(UUID agentID);
- NPCOptionsFlags NPCOptionFlags {get;}
- }
- }
|