rewrite with coroutines

This commit is contained in:
Lilian Jónsdóttir 2020-10-14 00:36:12 -07:00
parent 61deb36132
commit 1e4ccd6327

View file

@ -10,10 +10,51 @@ local function log(level, ...) if config.logLevel >= level then common.log(...)
local this = {}
-- iterators
local function iterateNPCs(cell)
local function iterator()
for npc in cell:iterateReferences(tes3.objectType.npc) do
if not checks.isIgnoredNPC(npc) then
local keep = checks.isBadWeatherNPC(npc)
coroutine.yield(npc, keep)
end
end
end
return coroutine.wrap(iterator)
end
local function iterateSilts(cell)
local function iterator()
for activator in cell:iterateReferences(tes3.objectType.activator) do
if checks.isSiltStrider(activator) then coroutine.yield(activator) end
end
end
return coroutine.wrap(iterator)
end
local function iterateDoors(cell)
local function iterator()
for door in cell:iterateReferences(tes3.objectType.door) do
if not checks.isIgnoredDoor(door, cell.id) then coroutine.yield(door) end
end
end
return coroutine.wrap(iterator)
end
local function iteratePets(cell)
local function iterator()
for creature in cell:iterateReferences(tes3.objectType.creature) do
local isPet, linkedToTravel = checks.isNPCPet(creature)
if isPet then coroutine.yield(creature, linkedToTravel) end
end
end
return coroutine.wrap(iterator)
end
local function moveNPC(homeData)
-- do some logging
log(common.logLevels.medium, "[PROC] Moving %s to home %s (%s, %s, %s)", homeData.npc.object.name, homeData.home.id,
homeData.homePosition.x, homeData.homePosition.y, homeData.homePosition.z)
log(common.logLevels.medium, "[PROC:NPCS] Moving %s to home %s (%s, %s, %s)", homeData.npc.object.name,
homeData.home.id, homeData.homePosition.x, homeData.homePosition.y, homeData.homePosition.z)
local npc = homeData.npc
@ -46,7 +87,7 @@ end
local function disableNPC(npc, cell)
-- do some logging
log(common.logLevels.medium, "[PROC] Disabling un-homed %s", npc.name and npc.name or npc.id)
log(common.logLevels.medium, "[PROC:NPCS] Disabling un-homed %s", npc.name and npc.name or npc.id)
-- add to runtimeData
if checks.isBadWeatherNPC(npc) then
common.runtimeData.NPCs.disabledBadWeather[cell.id] = common.runtimeData.NPCs.disabledBadWeather[cell.id] or {}
@ -64,12 +105,12 @@ local function disableNPC(npc, cell)
end
local function putNPCsBack(npcData)
log(common.logLevels.large, "[PROC] Moving back NPCs:\n%s", common.inspect(npcData))
log(common.logLevels.medium, "[PROC:NPCS] Moving back NPCs:\n%s", common.inspect(npcData))
-- for i = #npcData, 1, -1 do
for id, data in pairs(npcData) do
if data.npc.object then
-- local data = table.remove(npcData, i)
log(common.logLevels.medium, "[PROC] Moving %s back outside to %s (%s, %s, %s)", data.npc.object.name,
log(common.logLevels.medium, "[PROC:NPCS] Moving %s back outside to %s (%s, %s, %s)", data.npc.object.name,
data.ogPlace.id, data.ogPosition.x, data.ogPosition.y, data.ogPosition.z)
-- unset NPC data so we don't try to move them on load
@ -92,9 +133,9 @@ local function putNPCsBack(npcData)
end
local function reEnableNPCs(npcs)
log(common.logLevels.large, "[PROC] Re-enabling NPCs:\n%s", common.inspect(npcs))
log(common.logLevels.medium, "[PROC:NPCS] Re-enabling NPCs:\n%s", common.inspect(npcs))
for id, ref in pairs(npcs) do
log(common.logLevels.medium, "[PROC] Making attempt at re-enabling %s", id)
log(common.logLevels.medium, "[PROC:NPCS] Making attempt at re-enabling %s", id)
if ref.object and ref.disabled then
-- ref:enable()
@ -127,10 +168,10 @@ end
-- search in a specific cell for moved or disabled NPCs
local function checkForMovedOrDisabledNPCs(cell)
log(common.logLevels.medium, "[PROC] Looking for moved NPCs in cell %s", cell.id)
log(common.logLevels.medium, "[PROC:NPCS] Looking for moved NPCs in cell %s", cell.id)
for npc in cell:iterateReferences(tes3.objectType.npc) do
if npc.data and npc.data.NPCsGoHome then
log(common.logLevels.large, "[PROC] %s has NPCsGoHome data, deciding if disabled or moved...%s", npc,
log(common.logLevels.large, "[PROC:NPCS] %s has NPCsGoHome data, deciding if disabled or moved...%s", npc,
common.inspect(npc.data.NPCsGoHome))
local badWeather = checks.isBadWeatherNPC(npc)
if npc.data.NPCsGoHome.disabled then
@ -199,27 +240,24 @@ this.searchCellsForPositions = function()
end
this.processNPCs = function(cell)
log(common.logLevels.small, "[PROC:NPCS] Looking for NPCs to process in cell:%s", cell.id)
local night = checks.isNight()
local badWeather = checks.isInclementWeather()
log(common.logLevels.small, "[PROC] Looking for NPCs to process in cell:%s", cell.id)
if not cell.name and not config.disableNPCsInWilderness then
-- shitty way of implementing this config option and re-enabling NPCs when it gets turned off
-- but at least it's better than trying to keep track of NPCs that have been disabled in the wilderness
log(common.logLevels.medium, "[PROC] Shitty hack ACTIVATE! It's now not night, and the weather is great.")
log(common.logLevels.medium, "[PROC:NPCS] Shitty hack ACTIVATE! It's now not night, and the weather is great.")
night = false
badWeather = false
end
if config.disableNPCs and badWeather and not night then
log(common.logLevels.large, "[PROC] !!Bad weather and not night!!")
log(common.logLevels.large, "[PROC:NPCS] !!Bad weather and not night!!")
-- bad weather during the day, so disable some NPCs
for npc in cell:iterateReferences(tes3.objectType.npc) do
if not checks.isIgnoredNPC(npc) then
local keep = checks.isBadWeatherNPC(npc)
if not keep or not config.keepBadWeatherNPCs then disableOrMove(npc, cell) end
end
for npc, keep in iterateNPCs(cell) do
if not keep or not config.keepBadWeatherNPCs then disableOrMove(npc, cell) end
end
-- LuaFormatter off
@ -229,13 +267,11 @@ this.processNPCs = function(cell)
if not common.isEmptyTable(common.runtimeData.NPCs.disabledBadWeather[cell.id]) then reEnableNPCs(common.runtimeData.NPCs.disabledBadWeather[cell.id]) end
end
elseif config.disableNPCs and night then
log(common.logLevels.large, "[PROC] !!Good or bad weather and night!!")
log(common.logLevels.large, "[PROC:NPCS] !!Good or bad weather and night!!")
-- at night, weather doesn't matter, disable everyone
for npc in cell:iterateReferences(tes3.objectType.npc) do
if not checks.isIgnoredNPC(npc) then disableOrMove(npc, cell) end
end
for npc in iterateNPCs(cell) do if not npc.disabled then disableOrMove(npc, cell) end end
else
log(common.logLevels.large, "[PROC] !!Good weather and not night!!")
log(common.logLevels.large, "[PROC:NPCS] !!Good weather and not night!!")
-- put everyone back
if not common.isEmptyTable(common.runtimeData.NPCs.moved[cell.id]) then putNPCsBack(common.runtimeData.NPCs.moved[cell.id]) end
if not common.isEmptyTable(common.runtimeData.NPCs.movedBadWeather[cell.id]) then putNPCsBack(common.runtimeData.NPCs.movedBadWeather[cell.id]) end
@ -245,100 +281,107 @@ this.processNPCs = function(cell)
end
end
-- todo: maybe deal with these like NPCs, adding to runtime data
-- todo: and setting ref.data.NPCsGoHome = {disabled = true}
-- todo: would have to check for them on load/cell change as well
-- todo: doors is already half done
this.processSiltStriders = function(cell)
log(common.logLevels.small, "[PROC] Looking for silt striders to process in cell:%s", cell.id)
for activator in cell:iterateReferences(tes3.objectType.activator) do
if checks.isSiltStrider(activator) then
if config.disableNPCs and (checks.isNight() or (checks.isInclementWeather() and not config.keepBadWeatherNPCs)) then
if not activator.disabled then
log(common.logLevels.medium, "[PROC] Disabling silt strider %s!", activator.object.name)
mwscript.disable({reference = activator})
-- activator:disable()
-- tes3.setEnabled({reference = activator, enabled = false})
end
else
if activator.disabled then
log(common.logLevels.medium, "[PROC] Enabling silt strider %s!", activator.object.name)
mwscript.enable({reference = activator})
-- activator:enable()
-- tes3.setEnabled({reference = activator, enabled = true})
end
end
log(common.logLevels.small, "[PROC:SILT] Looking for silt striders to process in cell:%s", cell.id)
local night = checks.isNight()
local badWeather = checks.isInclementWeather()
-- I don't think there are any silt striders in Region cells so not bothering with config.disableNPCsInWilderness
if config.disableNPCs and (night or (badWeather and not config.keepBadWeatherNPCs)) then
-- disable
for silt in iterateSilts(cell) do
log(common.logLevels.medium, "[PROC:SILT] Disabling silt strider %s!", silt.object.name)
mwscript.disable({reference = silt})
end
else
-- re-enable
for silt in iterateSilts(cell) do
log(common.logLevels.medium, "[PROC:SILT] Enabling silt strider %s!", silt.object.name)
mwscript.enable({reference = silt})
end
end
log(common.logLevels.large, "[PROC] Done with silt striders")
log(common.logLevels.large, "[PROC:SILT] Done with silt striders")
end
-- todo: maybe rewrite this one like processNPCs() too
-- deal with trader's guars, and other npc linked creatures/whatever
this.processPets = function(cell)
local night = checks.isNight()
local badWeather = checks.isInclementWeather()
log(common.logLevels.small, "[PROC] Looking for NPC pets to process in cell:%s", cell.id)
log(common.logLevels.small, "[PROC:PETS] Looking for NPC pets to process in cell:%s", cell.id)
for creature in cell:iterateReferences(tes3.objectType.creature) do
local isPet, linkedToTravel = checks.isNPCPet(creature)
if isPet then
-- this is becoming too much lol
if config.disableNPCs and (night or (badWeather and (not linkedToTravel or (linkedToTravel and not config.keepBadWeatherNPCs)))) then
-- disable
if not creature.disabled then
log(common.logLevels.medium, "[PROC] Disabling NPC Pet %s!", creature.object.id)
mwscript.disable({reference = creature})
end
else
-- enable
if creature.disabled then
log(common.logLevels.medium, "[PROC] Enabling NPC Pet %s!", creature.object.id)
mwscript.enable({reference = creature})
end
-- for creature in cell:iterateReferences(tes3.objectType.creature) do
for pet, linkedToTravel in iteratePets(cell) do
-- this is becoming too much lol
if config.disableNPCs and
(night or (badWeather and (not linkedToTravel or (linkedToTravel and not config.keepBadWeatherNPCs)))) then
-- disable
if not pet.disabled then
log(common.logLevels.medium, "[PROC:PETS] Disabling NPC Pet %s!", pet.object.id)
mwscript.disable({reference = pet})
end
else
-- enable
if pet.disabled then
log(common.logLevels.medium, "[PROC:PETS] Enabling NPC Pet %s!", pet.object.id)
mwscript.enable({reference = pet})
end
end
end
end
this.processDoors = function(cell)
log(common.logLevels.small, "[PROC:DOOR] Looking for doors to process in cell:%s", cell.id)
local night = checks.isNight()
log(common.logLevels.small, "[PROC] Looking for doors to process in cell:%s", cell.id)
for door in cell:iterateReferences(tes3.objectType.door) do
if not door.data.NPCsGoHome then door.data.NPCsGoHome = {} end
if not checks.isIgnoredDoor(door, cell.id) then
if config.lockDoors and night then
-- lock
for door in iterateDoors(cell) do
if not door.data.NPCsGoHome then door.data.NPCsGoHome = {} end
-- don't mess around with doors that are already locked
if door.data.NPCsGoHome.alreadyLocked == nil then
if door.data.NPCsGoHome.alreadyLocked == nil then -- the one time I specifically don't want to use [ if not thing ]
door.data.NPCsGoHome.alreadyLocked = tes3.getLocked({reference = door})
end
log(common.logLevels.large, "[PROC] Found %slocked %s with destination %s",
log(common.logLevels.large, "[PROC:DOOR] Found %slocked %s with destination %s",
door.data.NPCsGoHome.alreadyLocked and "" or "un", door.id, door.destination.cell.id)
if config.lockDoors and night then
if not door.data.NPCsGoHome.alreadyLocked then
log(common.logLevels.medium, "[PROC] Locking: %s to %s", door.object.name, door.destination.cell.id)
-- it's not a door that's already locked or one we've already touched, so lock it
if not door.data.NPCsGoHome.alreadyLocked and not door.data.NPCsGoHome.modified then
log(common.logLevels.medium, "[PROC:DOOR] Locking: %s to %s", door.object.name, door.destination.cell.id)
local lockLevel = math.random(25, 100)
tes3.lock({reference = door, level = lockLevel})
door.data.NPCsGoHome.modified = true
end
else
-- only unlock doors that we locked before
if door.data.NPCsGoHome.modified then
door.data.NPCsGoHome.modified = false
tes3.setLockLevel({reference = door, level = 0})
tes3.unlock({reference = door})
log(common.logLevels.medium, "[PROC] Unlocking: %s to %s", door.object.name,
door.destination.cell.id)
end
-- todo: pick this better
local lockLevel = math.random(25, 100)
tes3.lock({reference = door, level = lockLevel})
door.data.NPCsGoHome.modified = true
end
log(common.logLevels.large, "[PROC] Now locked Status: %s", tes3.getLocked({reference = door}))
log(common.logLevels.large, "[PROC:DOOR] Now locked Status: %s", tes3.getLocked({reference = door}))
end
else
-- unlock
for door in cell:iterateReferences(tes3.objectType.door) do
-- only unlock doors that we locked before
if door.data.NPCsGoHome and door.data.NPCsGoHome.modified then
door.data.NPCsGoHome.modified = false
tes3.setLockLevel({reference = door, level = 0})
tes3.unlock({reference = door})
log(common.logLevels.medium, "[PROC:DOOR] Unlocking: %s to %s", door.object.name,
door.destination.cell.id)
end
end
end
log(common.logLevels.large, "[PROC] Done with doors")
log(common.logLevels.large, "[PROC:DOOR] Done with doors")
end
return this