Files
opensim/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
Justin Clark-Casey (justincc) 4402851b08 Get NPCs to revert to the correct 'resting' animation (e.g. stand or hover) after finishing their movement. This also fixes judder after an avatar has finished "go here"/autopilot movement in a viewer.
This meant reseting the SP.AgentControlFlags since the Animator uses these to determine the correct default animation.
2011-08-11 01:56:42 +01:00

318 lines
12 KiB
C#

/*
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using System;
using System.Collections.Generic;
using System.Reflection;
using System.Threading;
using log4net;
using Nini.Config;
using OpenMetaverse;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Framework;
using Timer=System.Timers.Timer;
using OpenSim.Services.Interfaces;
namespace OpenSim.Region.OptionalModules.World.NPC
{
public class NPCModule : IRegionModule, INPCModule
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private Dictionary<UUID, NPCAvatar> m_avatars = new Dictionary<UUID, NPCAvatar>();
private Dictionary<UUID, AvatarAppearance> m_appearanceCache = new Dictionary<UUID, AvatarAppearance>();
public void Initialise(Scene scene, IConfigSource source)
{
IConfig config = source.Configs["NPC"];
if (config != null && config.GetBoolean("Enabled", false))
{
scene.RegisterModuleInterface<INPCModule>(this);
scene.EventManager.OnSignificantClientMovement += HandleOnSignificantClientMovement;
}
}
public void HandleOnSignificantClientMovement(ScenePresence presence)
{
lock (m_avatars)
{
if (m_avatars.ContainsKey(presence.UUID) && presence.MovingToTarget)
{
double distanceToTarget = Util.GetDistanceTo(presence.AbsolutePosition, presence.MoveToPositionTarget);
// m_log.DebugFormat(
// "[NPC MODULE]: Abs pos of {0} is {1}, target {2}, distance {3}",
// presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget, distanceToTarget);
// Check the error term of the current position in relation to the target position
if (distanceToTarget <= ScenePresence.SIGNIFICANT_MOVEMENT)
{
// We are close enough to the target
m_log.DebugFormat("[NPC MODULE]: Stopping movement of npc {0}", presence.Name);
presence.Velocity = Vector3.Zero;
presence.AbsolutePosition = presence.MoveToPositionTarget;
presence.ResetMoveToTarget();
if (presence.PhysicsActor.Flying)
{
for (int i = 0; i < 5; i++)
presence.PhysicsActor.IsColliding = true;
// Vector3 targetPos = presence.MoveToPositionTarget;
if (m_avatars[presence.UUID].LandAtTarget)
presence.PhysicsActor.Flying = false;
// float terrainHeight = (float)presence.Scene.Heightmap[(int)targetPos.X, (int)targetPos.Y];
// if (targetPos.Z - terrainHeight < 0.2)
// {
// presence.PhysicsActor.Flying = false;
// }
}
// m_log.DebugFormat(
// "[NPC MODULE]: AgentControlFlags {0}, MovementFlag {1} for {2}",
// presence.AgentControlFlags, presence.MovementFlag, presence.Name);
}
else
{
m_log.DebugFormat(
"[NPC MODULE]: Updating npc {0} at {1} for next movement to {2}",
presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget);
Vector3 agent_control_v3 = new Vector3();
presence.HandleMoveToTargetUpdate(ref agent_control_v3, presence.Rotation);
presence.AddNewMovement(agent_control_v3, presence.Rotation);
}
//
//// presence.DoMoveToPositionUpdate((0, presence.MoveToPositionTarget, null);
//
//
}
}
}
private AvatarAppearance GetAppearance(UUID target, Scene scene)
{
if (m_appearanceCache.ContainsKey(target))
return m_appearanceCache[target];
ScenePresence originalPresence = scene.GetScenePresence(target);
if (originalPresence != null)
{
AvatarAppearance originalAppearance = originalPresence.Appearance;
m_appearanceCache.Add(target, originalAppearance);
return originalAppearance;
}
else
{
m_log.DebugFormat(
"[NPC MODULE]: Avatar {0} is not in the scene for us to grab baked textures from them. Using defaults.", target);
return new AvatarAppearance();
}
}
public bool IsNPC(UUID agentId, Scene scene)
{
ScenePresence sp = scene.GetScenePresence(agentId);
if (sp == null || sp.IsChildAgent)
return false;
lock (m_avatars)
return m_avatars.ContainsKey(agentId);
}
public bool SetNPCAppearance(UUID agentId, AvatarAppearance appearance, Scene scene)
{
ScenePresence sp = scene.GetScenePresence(agentId);
if (sp == null || sp.IsChildAgent)
return false;
lock (m_avatars)
if (!m_avatars.ContainsKey(agentId))
return false;
AvatarAppearance npcAppearance = new AvatarAppearance(appearance, true);
sp.Appearance = npcAppearance;
sp.RezAttachments();
IAvatarFactory module = scene.RequestModuleInterface<IAvatarFactory>();
module.SendAppearance(sp.UUID);
return true;
}
public UUID CreateNPC(string firstname, string lastname, Vector3 position, Scene scene, UUID cloneAppearanceFrom)
{
NPCAvatar npcAvatar = new NPCAvatar(firstname, lastname, position, scene);
npcAvatar.CircuitCode = (uint)Util.RandomClass.Next(0, int.MaxValue);
m_log.DebugFormat(
"[NPC MODULE]: Creating NPC {0} {1} {2} at {3} in {4}",
firstname, lastname, npcAvatar.AgentId, position, scene.RegionInfo.RegionName);
AgentCircuitData acd = new AgentCircuitData();
acd.AgentID = npcAvatar.AgentId;
acd.firstname = firstname;
acd.lastname = lastname;
acd.ServiceURLs = new Dictionary<string, object>();
AvatarAppearance originalAppearance = GetAppearance(cloneAppearanceFrom, scene);
AvatarAppearance npcAppearance = new AvatarAppearance(originalAppearance, true);
acd.Appearance = npcAppearance;
// for (int i = 0; i < acd.Appearance.Texture.FaceTextures.Length; i++)
// {
// m_log.DebugFormat(
// "[NPC MODULE]: NPC avatar {0} has texture id {1} : {2}",
// acd.AgentID, i, acd.Appearance.Texture.FaceTextures[i]);
// }
scene.AuthenticateHandler.AddNewCircuit(npcAvatar.CircuitCode, acd);
scene.AddNewClient(npcAvatar);
ScenePresence sp;
if (scene.TryGetScenePresence(npcAvatar.AgentId, out sp))
{
m_log.DebugFormat(
"[NPC MODULE]: Successfully retrieved scene presence for NPC {0} {1}", sp.Name, sp.UUID);
sp.CompleteMovement(npcAvatar, false);
}
else
{
m_log.WarnFormat("[NPC MODULE]: Could not find scene presence for NPC {0} {1}", sp.Name, sp.UUID);
}
lock (m_avatars)
m_avatars.Add(npcAvatar.AgentId, npcAvatar);
m_log.DebugFormat("[NPC MODULE]: Created NPC with id {0}", npcAvatar.AgentId);
return npcAvatar.AgentId;
}
public bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly, bool landAtTarget)
{
lock (m_avatars)
{
if (m_avatars.ContainsKey(agentID))
{
ScenePresence sp;
scene.TryGetScenePresence(agentID, out sp);
m_log.DebugFormat(
"[NPC MODULE]: Moving {0} to {1} in {2}, noFly {3}, landAtTarget {4}",
sp.Name, pos, scene.RegionInfo.RegionName, noFly, landAtTarget);
m_avatars[agentID].LandAtTarget = landAtTarget;
sp.MoveToTarget(pos, noFly);
return true;
}
}
return false;
}
public bool StopMoveToTarget(UUID agentID, Scene scene)
{
lock (m_avatars)
{
if (m_avatars.ContainsKey(agentID))
{
ScenePresence sp;
scene.TryGetScenePresence(agentID, out sp);
sp.Velocity = Vector3.Zero;
sp.ResetMoveToTarget();
return true;
}
}
return false;
}
public bool Say(UUID agentID, Scene scene, string text)
{
lock (m_avatars)
{
if (m_avatars.ContainsKey(agentID))
{
ScenePresence sp;
scene.TryGetScenePresence(agentID, out sp);
m_avatars[agentID].Say(text);
return true;
}
}
return false;
}
public bool DeleteNPC(UUID agentID, Scene scene)
{
lock (m_avatars)
{
if (m_avatars.ContainsKey(agentID))
{
scene.RemoveClient(agentID, false);
m_avatars.Remove(agentID);
return true;
}
}
return false;
}
public void PostInitialise()
{
}
public void Close()
{
}
public string Name
{
get { return "NPCModule"; }
}
public bool IsSharedModule
{
get { return true; }
}
}
}