document & 80-character width terminal formatting

Signed-off-by: Diva Canto <diva@metaverseink.com>
This commit is contained in:
SignpostMarv
2012-11-11 20:42:55 +00:00
committed by Diva Canto
parent 23605cf93d
commit f560d581bb
2 changed files with 158 additions and 85 deletions

View File

@@ -32,14 +32,16 @@ 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).
/// 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?
/// 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; }
}
@@ -53,35 +55,42 @@ namespace OpenSim.Region.Framework.Interfaces
/// <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.
/// 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);
/// <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>
/// <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
/// Get the NPC.
/// </summary>
/// <remarks>
/// This is not currently complete - manipulation of NPCs still occurs
/// through the region interface.
/// </remarks>
/// <param name="agentID"></param>
/// <param name="scene"></param>
/// <returns>The NPC. null if it does not exist.</returns>
/// <returns>The NPC. null if it does not exist.</returns>
INPC GetNPC(UUID agentID, Scene scene);
/// <summary>
@@ -89,7 +98,10 @@ namespace OpenSim.Region.Framework.Interfaces
/// </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>
/// <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>
@@ -98,8 +110,12 @@ namespace OpenSim.Region.Framework.Interfaces
/// <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);
/// <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.
@@ -108,23 +124,29 @@ namespace OpenSim.Region.Framework.Interfaces
/// <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.
/// 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> name="running">
/// If true, NPC moves with running speed.
/// <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, bool running);
/// <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, bool running);
/// <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>
/// <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>
@@ -133,7 +155,10 @@ namespace OpenSim.Region.Framework.Interfaces
/// <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>
/// <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>
@@ -143,7 +168,10 @@ namespace OpenSim.Region.Framework.Interfaces
/// <param name="scene"></param>
/// <param name="text"></param>
/// <param name="channel"></param>
/// <returns>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</returns>
/// <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, int channel);
/// <summary>
@@ -153,7 +181,10 @@ namespace OpenSim.Region.Framework.Interfaces
/// <param name="scene"></param>
/// <param name="text"></param>
/// <param name="channel"></param>
/// <returns>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</returns>
/// <returns>
/// True if the operation succeeded, false if there was no such agent
/// or the agent was not an NPC.
/// </returns>
bool Shout(UUID agentID, Scene scene, string text, int channel);
/// <summary>
@@ -163,7 +194,10 @@ namespace OpenSim.Region.Framework.Interfaces
/// <param name="scene"></param>
/// <param name="text"></param>
/// <param name="channel"></param>
/// <returns>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</returns>
/// <returns>
/// True if the operation succeeded, false if there was no such agent
/// or the agent was not an NPC.
/// </returns>
bool Whisper(UUID agentID, Scene scene, string text, int channel);
/// <summary>
@@ -188,7 +222,9 @@ namespace OpenSim.Region.Framework.Interfaces
/// </summary>
/// <param name="agentID"></param>
/// <param name="partID"></param>
/// <returns>true if the touch is actually attempted, false if not</returns>
/// <returns>
/// true if the touch is actually attempted, false if not.
/// </returns>
bool Touch(UUID agentID, UUID partID);
/// <summary>
@@ -196,14 +232,20 @@ namespace OpenSim.Region.Framework.Interfaces
/// </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>
/// <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>
/// <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);
}
}
}