formatting/minor wording

This commit is contained in:
Lilian Jónsdóttir 2020-10-14 21:01:36 -07:00
parent e44242ba98
commit 23268b01f3
4 changed files with 8 additions and 7 deletions

View file

@ -306,11 +306,11 @@ this.isIgnoredDoor = function(door, homeCellId)
-- don't lock doors to canton cells -- don't lock doors to canton cells
local isCantonWorks = common.isCantonWorksCell(dest) local isCantonWorks = common.isCantonWorksCell(dest)
log(common.logLevels.large, "[CHECKS] %s is %s, (%sin a city, is %spublic, %soccupied)", --
dest.id, this.isIgnoredCell(dest) and "ignored" or "not ignored", -- destination is ignored
inCity and "" or "not ", leadsToPublicCell and "" or "not ", hasOccupants and "" or "un") -- in a city, is public, is ocupado
-- LuaFormatter off -- LuaFormatter off
log(common.logLevels.large, "[CHECKS] %s is %s, (%sin a city, is %spublic, %soccupied)",
dest.id, this.isIgnoredCell(dest) and "ignored" or "not ignored",
inCity and "" or "not ", leadsToPublicCell and "" or "not ", hasOccupants and "" or "un")
return this.isIgnoredCell(dest) or return this.isIgnoredCell(dest) or
not this.isInteriorCell(dest) or not this.isInteriorCell(dest) or
isCantonWorks or isCantonWorks or

View file

@ -11,6 +11,7 @@ local function log(level, ...) if config.logLevel >= level then common.log(...)
local this = {} local this = {}
-- iterators -- iterators
-- in common maybe?
local function iterateNPCs(cell) local function iterateNPCs(cell)
local function iterator() local function iterator()
for npc in cell:iterateReferences(tes3.objectType.npc) do for npc in cell:iterateReferences(tes3.objectType.npc) do
@ -373,7 +374,7 @@ this.processDoors = function(cell)
log(common.logLevels.large, "[PROC:DOOR] Now locked Status: %s", tes3.getLocked({reference = door})) log(common.logLevels.large, "[PROC:DOOR] Now locked Status: %s", tes3.getLocked({reference = door}))
end end
else else
-- unlock -- unlock, don't need all the extra overhead that comes along with checks.isIgnoredDoor here
for door in cell:iterateReferences(tes3.objectType.door) do for door in cell:iterateReferences(tes3.objectType.door) do
-- only unlock doors that we locked before -- only unlock doors that we locked before
if door.data.NPCsGoHome and door.data.NPCsGoHome.modified then if door.data.NPCsGoHome and door.data.NPCsGoHome.modified then

View file

@ -67,7 +67,7 @@ category:createYesNoButton({
category:createSlider({ category:createSlider({
label = "NPC Disposition at which dialogue is prevented.", label = "NPC Disposition at which dialogue is prevented.",
description = "If the player's disposition with an NPC is less than this value, dialogue will be prevented " .. description = "If the player's disposition with an NPC is less than this value, dialogue will be prevented " ..
"(if configured to do so). Set to 0 to disable disposition checking, and disable dialogue for all NPCs when applicable.", "(if configured to do so). Set to 0 to effectively disable disposition checking, and disable dialogue for all NPCs when applicable.",
min = 0, min = 0,
max = 100, max = 100,
step = 5, step = 5,

View file

@ -31,7 +31,7 @@ A no-longer-lightweight fork of [OEA's Lightweight Lua Scheduling](https://www.n
### Debug / Devel Stuff ### ### Debug / Devel Stuff ###
- data/positions.lua contains positions used for NPC placement in homes and public houses - data/positions.lua contains positions used for NPC placement in homes and public houses
- it's tedious work, so I haven't done many, so I've added debug some debug keybinds to help: - I haven't done many as it's tedious work, so I've added debug some debug keybinds to help:
- ctrl + c prints to mwse.log position data sorta properly formatted for positions.lua - ctrl + c prints to mwse.log position data sorta properly formatted for positions.lua
- alt + c prints to mwse.log all the current runtime data, found in common.runtimeData - alt + c prints to mwse.log all the current runtime data, found in common.runtimeData
- includes: public houses and homes found for NPCs: cells that NPCs will be moved to, needing position data - includes: public houses and homes found for NPCs: cells that NPCs will be moved to, needing position data