Files
libremetaverse/libsecondlife-cs/examples/TestClient/Commands/FollowCommand.cs

90 lines
2.7 KiB
C#

using System;
using System.Collections.Generic;
using System.Text;
using libsecondlife;
using libsecondlife.Packets;
namespace libsecondlife.TestClient
{
public class FollowCommand: Command
{
public FollowCommand()
{
Name = "follow";
Description = "Follow another avatar. (usage: follow [FirstName LastName]) If no target is set then will follow master.";
}
public override string Execute(SecondLife Client, string[] args, LLUUID fromAgentID)
{
string target = String.Empty;
for (int ct = 0; ct < args.Length; ct++)
target = target + args[ct] + " ";
target = target.TrimEnd();
if (target.Length == 0)
target = TestClient.Master;
if (target.Length > 0)
{
if (Follow(target))
return "Following " + target;
else
return "Unable to follow " + target + ". Client may not be able to see that avatar.";
}
else
{
return "No target specified and no master is set. usage: follow [FirstName LastName])";
}
}
const float DISTANCE_BUFFER = 3.0f;
string followName;
Avatar followAvatar;
bool Follow(string name)
{
foreach (Avatar av in TestClient.Avatars.Values)
{
if (av.Name == name)
{
followName = name;
followAvatar = av;
Active = true;
return true;
}
}
return false;
}
public override void Think(SecondLife Client)
{
if (vecDist(followAvatar.Position, Client.Self.Position) > DISTANCE_BUFFER)
{
//move toward target
if (followAvatar.CurrentRegion.GridRegionData != null)
{
ulong x = (ulong)(followAvatar.Position.X + (followAvatar.CurrentRegion.GridRegionData.X * 256));
ulong y = (ulong)(followAvatar.Position.Y + (followAvatar.CurrentRegion.GridRegionData.Y * 256));
Client.Self.AutoPilotLocal(Convert.ToInt32(followAvatar.Position.X), Convert.ToInt32(followAvatar.Position.Y), followAvatar.Position.Z);
}
}
//else
//{
// //stop at current position
// LLVector3 myPos = client.Self.Position;
// client.Self.AutoPilot((ulong)myPos.x, (ulong)myPos.y, myPos.Z);
//}
base.Think(Client);
}
float vecDist(LLVector3 pointA, LLVector3 pointB)
{
float xd = pointB.X - pointA.X;
float yd = pointB.Y - pointA.Y;
float zd = pointB.Z - pointA.Z;
return (float)Math.Sqrt(xd * xd + yd * yd + zd * zd);
}
}
}