Fix NPC sitting for prims without a sit target.

This is to partially address http://opensimulator.org/mantis/view.php?id=5769
We don't need to call SP.HandleAgentSit() again if we are within 10m since the autopilot won't trigger.
By calling it twice, the position of the sitting NPC was wrongly adjusted, ending up near <0,0,0>.
However, this change does mean that NPCs further than 10m away will not attempt to autopilot to the prim, though this code was broken anyway (is actually a different mechanism to normal NPC movmeent).
Hopefully this can be addressed soon.
This commit is contained in:
Justin Clark-Casey (justincc)
2011-11-05 01:38:42 +00:00
parent f7b8c54c24
commit 28c4dc9be4
4 changed files with 61 additions and 14 deletions

View File

@@ -231,7 +231,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
}
[Test]
public void TestSitAndStand()
public void TestSitAndStandWithSitTarget()
{
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
@@ -245,12 +245,49 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
ScenePresence npc = scene.GetScenePresence(npcId);
SceneObjectPart part = SceneHelpers.AddSceneObject(scene);
// We must have a non Vector3.Zero sit target position otherwise part.SitTargetAvatar doesn't get set!
part.SitTargetPosition = new Vector3(0, 0, 1);
npcModule.Sit(npc.UUID, part.UUID, scene);
Assert.That(part.SitTargetAvatar, Is.EqualTo(npcId));
Assert.That(npc.ParentID, Is.EqualTo(part.LocalId));
Assert.That(
npc.AbsolutePosition,
Is.EqualTo(part.AbsolutePosition + part.SitTargetPosition + ScenePresence.SIT_TARGET_ADJUSTMENT));
npcModule.Stand(npc.UUID, scene);
Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero));
Assert.That(npc.ParentID, Is.EqualTo(0));
}
[Test]
public void TestSitAndStandWithNoSitTarget()
{
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
ScenePresence sp = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1));
// FIXME: To get this to work for now, we are going to place the npc right next to the target so that
// the autopilot doesn't trigger
Vector3 startPos = new Vector3(1, 1, 1);
INPCModule npcModule = scene.RequestModuleInterface<INPCModule>();
UUID npcId = npcModule.CreateNPC("John", "Smith", startPos, scene, sp.Appearance);
ScenePresence npc = scene.GetScenePresence(npcId);
SceneObjectPart part = SceneHelpers.AddSceneObject(scene);
npcModule.Sit(npc.UUID, part.UUID, scene);
Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero));
Assert.That(npc.ParentID, Is.EqualTo(part.LocalId));
// FIXME: This is different for live avatars - z position is adjusted. This is half the height of the
// default avatar.
Assert.That(
npc.AbsolutePosition,
Is.EqualTo(part.AbsolutePosition + new Vector3(0, 0, 0.8857438f)));
npcModule.Stand(npc.UUID, scene);