Files
opensim/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
Justin Clark-Casey (justincc) 7f6f100c5a When the NPC reaches within the SIGNIFICANT_CLIENT_MOVEMENT distance of the target, move it directly to the target.
This makes the movement exact.  Regression test changed to check avatar reaches exact target.
Also has the nice side effect of making NPC animations continue to work after the first movement (which wasn't working).  However, avatar still pauses in mid-stride
2011-08-04 01:00:33 +01:00

239 lines
9.1 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))
{
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 <= 2)
{
// m_log.DebugFormat("[NPC MODULE]: Stopping movement of npc {0} {1}", presence.Name, presence.UUID);
// We are close enough to the target for now
presence.Velocity = Vector3.Zero;
presence.AbsolutePosition = presence.MoveToPositionTarget;
presence.ResetMoveToTarget();
// FIXME: This doesn't work
if (presence.PhysicsActor.Flying)
presence.Animator.TrySetMovementAnimation("HOVER");
else
presence.Animator.TrySetMovementAnimation("STAND");
}
else
{
Vector3 agent_control_v3 = new Vector3();
presence.HandleMoveToTargetUpdate(ref agent_control_v3, presence.Rotation, false, true);
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 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);
// Shouldn't call this - temporary.
sp.CompleteMovement(npcAvatar);
// sp.SendAppearanceToAllOtherAgents();
//
// // Send animations back to the avatar as well
// sp.Animator.SendAnimPack();
}
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 void MoveToTarget(UUID agentID, Scene scene, Vector3 pos)
{
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}", sp.Name, pos, scene.RegionInfo.RegionName);
sp.MoveToTarget(pos);
}
}
}
public void Say(UUID agentID, Scene scene, string text)
{
lock (m_avatars)
{
if (m_avatars.ContainsKey(agentID))
{
m_avatars[agentID].Say(text);
}
}
}
public void DeleteNPC(UUID agentID, Scene scene)
{
lock (m_avatars)
{
if (m_avatars.ContainsKey(agentID))
{
scene.RemoveClient(agentID);
m_avatars.Remove(agentID);
}
}
}
public void PostInitialise()
{
}
public void Close()
{
}
public string Name
{
get { return "NPCModule"; }
}
public bool IsSharedModule
{
get { return true; }
}
}
}