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This works by serializing and deserializing NPC AvatarAppearance to a notecard in the prim inventory and making the required baked textures permanent. By using notecards, we avoid lots of awkward, technical and user-unfriendly issues concerning retaining asset references and creating a new asset type. Notecards also allow different appearances to be swapped and manipulated easily. This also allows stored NPC appearances to work transparently with OARs/IARs since the UUID scan will pick up and store the necessary references from the notecard text. This works in my basic test but is not at all ready for user use or bug reporting yet.
283 lines
11 KiB
C#
283 lines
11 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Reflection;
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using System.Threading;
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using log4net;
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using Nini.Config;
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using OpenMetaverse;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Framework;
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using Timer=System.Timers.Timer;
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using OpenSim.Services.Interfaces;
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namespace OpenSim.Region.OptionalModules.World.NPC
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{
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public class NPCModule : IRegionModule, INPCModule
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private Dictionary<UUID, NPCAvatar> m_avatars = new Dictionary<UUID, NPCAvatar>();
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private Dictionary<UUID, AvatarAppearance> m_appearanceCache = new Dictionary<UUID, AvatarAppearance>();
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public void Initialise(Scene scene, IConfigSource source)
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{
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IConfig config = source.Configs["NPC"];
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if (config != null && config.GetBoolean("Enabled", false))
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{
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scene.RegisterModuleInterface<INPCModule>(this);
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scene.EventManager.OnSignificantClientMovement += HandleOnSignificantClientMovement;
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}
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}
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public void HandleOnSignificantClientMovement(ScenePresence presence)
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{
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lock (m_avatars)
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{
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if (m_avatars.ContainsKey(presence.UUID) && presence.MovingToTarget)
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{
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double distanceToTarget = Util.GetDistanceTo(presence.AbsolutePosition, presence.MoveToPositionTarget);
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// m_log.DebugFormat(
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// "[NPC MODULE]: Abs pos of {0} is {1}, target {2}, distance {3}",
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// presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget, distanceToTarget);
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// Check the error term of the current position in relation to the target position
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if (distanceToTarget <= ScenePresence.SIGNIFICANT_MOVEMENT)
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{
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// We are close enough to the target
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m_log.DebugFormat("[NPC MODULE]: Stopping movement of npc {0}", presence.Name);
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if (presence.PhysicsActor.Flying)
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{
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Vector3 targetPos = presence.MoveToPositionTarget;
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float terrainHeight = (float)presence.Scene.Heightmap[(int)targetPos.X, (int)targetPos.Y];
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if (targetPos.Z - terrainHeight < 0.2)
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{
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presence.PhysicsActor.Flying = false;
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}
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}
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presence.Velocity = Vector3.Zero;
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presence.AbsolutePosition = presence.MoveToPositionTarget;
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presence.ResetMoveToTarget();
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// FIXME: This doesn't work
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if (presence.PhysicsActor.Flying)
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presence.Animator.TrySetMovementAnimation("HOVER");
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else
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presence.Animator.TrySetMovementAnimation("STAND");
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}
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else
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{
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m_log.DebugFormat(
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"[NPC MODULE]: Updating npc {0} at {1} for next movement to {2}",
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presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget);
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Vector3 agent_control_v3 = new Vector3();
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presence.HandleMoveToTargetUpdate(ref agent_control_v3, presence.Rotation);
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presence.AddNewMovement(agent_control_v3, presence.Rotation);
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}
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//
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//// presence.DoMoveToPositionUpdate((0, presence.MoveToPositionTarget, null);
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//
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//
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}
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}
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}
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private AvatarAppearance GetAppearance(UUID target, Scene scene)
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{
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if (m_appearanceCache.ContainsKey(target))
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return m_appearanceCache[target];
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ScenePresence originalPresence = scene.GetScenePresence(target);
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if (originalPresence != null)
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{
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AvatarAppearance originalAppearance = originalPresence.Appearance;
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m_appearanceCache.Add(target, originalAppearance);
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return originalAppearance;
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}
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else
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{
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m_log.DebugFormat(
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"[NPC MODULE]: Avatar {0} is not in the scene for us to grab baked textures from them. Using defaults.", target);
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return new AvatarAppearance();
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}
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}
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public bool IsNPC(UUID agentId, Scene scene)
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{
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ScenePresence sp = scene.GetScenePresence(agentId);
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if (sp == null || sp.IsChildAgent)
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return false;
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lock (m_avatars)
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return m_avatars.ContainsKey(agentId);
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}
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public bool SetNPCAppearance(UUID agentId, AvatarAppearance appearance, Scene scene)
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{
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ScenePresence sp = scene.GetScenePresence(agentId);
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if (sp == null || sp.IsChildAgent)
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return false;
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lock (m_avatars)
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if (!m_avatars.ContainsKey(agentId))
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return false;
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AvatarAppearance npcAppearance = new AvatarAppearance(appearance, true);
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sp.Appearance = npcAppearance;
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IAvatarFactory module = scene.RequestModuleInterface<IAvatarFactory>();
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module.SendAppearance(sp.UUID);
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return true;
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}
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public UUID CreateNPC(string firstname, string lastname, Vector3 position, Scene scene, UUID cloneAppearanceFrom)
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{
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NPCAvatar npcAvatar = new NPCAvatar(firstname, lastname, position, scene);
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npcAvatar.CircuitCode = (uint)Util.RandomClass.Next(0, int.MaxValue);
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m_log.DebugFormat(
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"[NPC MODULE]: Creating NPC {0} {1} {2} at {3} in {4}",
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firstname, lastname, npcAvatar.AgentId, position, scene.RegionInfo.RegionName);
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AgentCircuitData acd = new AgentCircuitData();
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acd.AgentID = npcAvatar.AgentId;
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acd.firstname = firstname;
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acd.lastname = lastname;
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acd.ServiceURLs = new Dictionary<string, object>();
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AvatarAppearance originalAppearance = GetAppearance(cloneAppearanceFrom, scene);
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AvatarAppearance npcAppearance = new AvatarAppearance(originalAppearance, true);
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acd.Appearance = npcAppearance;
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// for (int i = 0; i < acd.Appearance.Texture.FaceTextures.Length; i++)
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// {
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// m_log.DebugFormat(
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// "[NPC MODULE]: NPC avatar {0} has texture id {1} : {2}",
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// acd.AgentID, i, acd.Appearance.Texture.FaceTextures[i]);
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// }
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scene.AuthenticateHandler.AddNewCircuit(npcAvatar.CircuitCode, acd);
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scene.AddNewClient(npcAvatar);
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ScenePresence sp;
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if (scene.TryGetScenePresence(npcAvatar.AgentId, out sp))
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{
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m_log.DebugFormat(
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"[NPC MODULE]: Successfully retrieved scene presence for NPC {0} {1}", sp.Name, sp.UUID);
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// Shouldn't call this - temporary.
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sp.CompleteMovement(npcAvatar);
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// sp.SendAppearanceToAllOtherAgents();
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//
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// // Send animations back to the avatar as well
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// sp.Animator.SendAnimPack();
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}
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else
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{
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m_log.WarnFormat("[NPC MODULE]: Could not find scene presence for NPC {0} {1}", sp.Name, sp.UUID);
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}
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lock (m_avatars)
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m_avatars.Add(npcAvatar.AgentId, npcAvatar);
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m_log.DebugFormat("[NPC MODULE]: Created NPC with id {0}", npcAvatar.AgentId);
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return npcAvatar.AgentId;
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}
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public void MoveToTarget(UUID agentID, Scene scene, Vector3 pos)
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{
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lock (m_avatars)
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{
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if (m_avatars.ContainsKey(agentID))
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{
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ScenePresence sp;
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scene.TryGetScenePresence(agentID, out sp);
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m_log.DebugFormat(
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"[NPC MODULE]: Moving {0} to {1} in {2}", sp.Name, pos, scene.RegionInfo.RegionName);
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sp.MoveToTarget(pos);
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}
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}
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}
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public void Say(UUID agentID, Scene scene, string text)
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{
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lock (m_avatars)
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{
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if (m_avatars.ContainsKey(agentID))
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{
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m_avatars[agentID].Say(text);
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}
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}
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}
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public void DeleteNPC(UUID agentID, Scene scene)
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{
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lock (m_avatars)
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{
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if (m_avatars.ContainsKey(agentID))
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{
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scene.RemoveClient(agentID);
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m_avatars.Remove(agentID);
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}
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}
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}
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public void PostInitialise()
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{
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}
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public void Close()
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{
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}
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public string Name
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{
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get { return "NPCModule"; }
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}
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public bool IsSharedModule
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{
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get { return true; }
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}
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}
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} |