Implement osNpcGetOwner(key npc):key. This returns the owner for an 'owned' NPC, the npc's own key for an 'unowned' NPC and NULL_KEY is the input key was not an npc.

llGetOwnerKey() could also be extended but this does not allow one to distinguish between an unowned NPC and some other result (e.g. 'no such object' if NULL_KEY is the return.
Also, any future extensions to LSL functions by Linden Lab are unpredictable and OpenSim-specific extensions could clash.
This commit is contained in:
Justin Clark-Casey (justincc)
2012-01-27 23:05:48 +00:00
parent 093469c33c
commit 9939f94f08
4 changed files with 55 additions and 19 deletions

View File

@@ -2313,6 +2313,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
}
}
public LSL_Key osNpcGetOwner(LSL_Key npc)
{
CheckThreatLevel(ThreatLevel.None, "osNpcGetOwner");
INPCModule npcModule = World.RequestModuleInterface<INPCModule>();
if (npcModule != null)
{
UUID npcId;
if (UUID.TryParse(npc.m_string, out npcId))
{
UUID owner = npcModule.GetOwner(npcId);
if (owner != UUID.Zero)
return new LSL_Key(owner.ToString());
else
return npc;
}
}
return new LSL_Key(UUID.Zero.ToString());
}
public LSL_Vector osNpcGetPos(LSL_Key npc)
{
CheckThreatLevel(ThreatLevel.High, "osNpcGetPos");