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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 OpenMetaverse;
- using OpenSim.Framework;
- using OpenSim.Region.Framework.Scenes;
- namespace OpenSim.Region.Framework.Interfaces
- {
- /// <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; }
- }
- 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>
- /// 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. This is not currently complete - manipulation of NPCs still occurs through the region interface
- /// </summary>
- /// <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>
- /// <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>
- /// <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);
- /// <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>
- /// 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>
- /// 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);
- }
- }
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