Add OS_NPC_SENSE_AS_AGENT option to osNpcCreate().

This allows NPCs to be sensed as agents by LSL sensors rather than as a specific NPC type (which is currently an OpenSimulator-only extension).
Wiki doc on this and other recent NPC functions will follow soon
This commit is contained in:
Justin Clark-Casey (justincc)
2012-01-28 00:00:12 +00:00
parent 31b87ff07b
commit 7837c611fb
7 changed files with 83 additions and 17 deletions

View File

@@ -31,6 +31,19 @@ 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>
@@ -39,10 +52,21 @@ namespace OpenSim.Region.Framework.Interfaces
/// <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.</returns>
UUID CreateNPC(string firstname, string lastname, Vector3 position, UUID owner, Scene scene, AvatarAppearance appearance);
UUID CreateNPC(
string firstname,
string lastname,
Vector3 position,
UUID owner,
bool senseAsAgent,
Scene scene,
AvatarAppearance appearance);
/// <summary>
/// Check if the agent is an NPC.
@@ -52,6 +76,14 @@ namespace OpenSim.Region.Framework.Interfaces
/// <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>