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Implement osNpcSit(). This is still in development so don't trust it
Format is osNpcSit(<npc-uuid>, <target-uuid>, OS_NPC_SIT_IMMEDIATE) e.g. osNpcSit(npc, llGetKey(), OS_NPC_SIT_IMMEDIATE); At the moment, sit only succeeds if the part has a sit target set. NPC immediately sits on the target even if miles away - they do not walk up to it. This method is in development - it may change so please don't trust it yet. Standing will follow shortly since that's kind of important once you're sitting :)
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@@ -229,5 +229,29 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
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Assert.That(distanceToTarget, Is.LessThan(1), "NPC not within 1 unit of target position on second move");
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Assert.That(npc.AbsolutePosition, Is.EqualTo(targetPos));
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}
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[Test]
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public void TestSit()
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{
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TestHelpers.InMethod();
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// log4net.Config.XmlConfigurator.Configure();
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ScenePresence sp = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1));
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Vector3 startPos = new Vector3(128, 128, 30);
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INPCModule npcModule = scene.RequestModuleInterface<INPCModule>();
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UUID npcId = npcModule.CreateNPC("John", "Smith", startPos, scene, sp.Appearance);
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ScenePresence npc = scene.GetScenePresence(npcId);
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SceneObjectPart part = SceneHelpers.AddSceneObject(scene);
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// We must have a non Vector3.Zero sit target position otherwise part.SitTargetAvatar doesn't get set!
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part.SitTargetPosition = new Vector3(0, 0, 1);
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npcModule.Sit(npc.UUID, part.UUID, scene);
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// Assertions?
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Assert.That(part.SitTargetAvatar, Is.EqualTo(npcId));
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Assert.That(npc.ParentID, Is.EqualTo(part.LocalId));
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}
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}
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}
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