better name for that file
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@ -1,7 +1,7 @@
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-- handles logic checks for NPCs, doors, etc.
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-- handles logic checks for NPCs, doors, etc.
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local common = require("celediel.NPCsGoHome.common")
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local common = require("celediel.NPCsGoHome.common")
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local config = require("celediel.NPCsGoHome.config").getConfig()
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local config = require("celediel.NPCsGoHome.config").getConfig()
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local entry = require("celediel.NPCsGoHome.functions.entry")
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local dataTables = require("celediel.NPCsGoHome.functions.dataTables")
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-- {{{ local variables and such
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-- {{{ local variables and such
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-- Canton string matches
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-- Canton string matches
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@ -204,7 +204,7 @@ this.isPublicHouse = function(cell)
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-- if it's a waistworks cell, it's public, with no proprietor
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-- if it's a waistworks cell, it's public, with no proprietor
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if config.waistWorks == common.waist.public and cell.id:match(waistworks) then
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if config.waistWorks == common.waist.public and cell.id:match(waistworks) then
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entry.createPublicHouseTableEntry(cell, nil, city, publicHouseName)
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dataTables.createPublicHouseTableEntry(cell, nil, city, publicHouseName)
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return true
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return true
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end
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end
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@ -216,7 +216,7 @@ this.isPublicHouse = function(cell)
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log(common.logLevels.medium, "NPC:\'%s\' of class:\'%s\' made %s public", npc.object.name,
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log(common.logLevels.medium, "NPC:\'%s\' of class:\'%s\' made %s public", npc.object.name,
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npc.object.class and npc.object.class.id or "none", cell.name)
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npc.object.class and npc.object.class.id or "none", cell.name)
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entry.createPublicHouseTableEntry(cell, npc, city, publicHouseName)
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dataTables.createPublicHouseTableEntry(cell, npc, city, publicHouseName)
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return true
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return true
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end
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end
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@ -250,7 +250,7 @@ this.isPublicHouse = function(cell)
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config.factionIgnorePercentage then
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config.factionIgnorePercentage then
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log(common.logLevels.medium, "%s is %s%% faction %s, marking public.", cell.name, info.percentage, faction)
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log(common.logLevels.medium, "%s is %s%% faction %s, marking public.", cell.name, info.percentage, faction)
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entry.createPublicHouseTableEntry(cell, npcs.factions[faction].master, city, publicHouseName)
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dataTables.createPublicHouseTableEntry(cell, npcs.factions[faction].master, city, publicHouseName)
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return true
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return true
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end
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end
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end
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end
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@ -2,7 +2,7 @@
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local common = require("celediel.NPCsGoHome.common")
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local common = require("celediel.NPCsGoHome.common")
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local config = require("celediel.NPCsGoHome.config").getConfig()
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local config = require("celediel.NPCsGoHome.config").getConfig()
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local checks = require("celediel.NPCsGoHome.functions.checks")
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local checks = require("celediel.NPCsGoHome.functions.checks")
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local entry = require("celediel.NPCsGoHome.functions.entry")
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local dataTables = require("celediel.NPCsGoHome.functions.dataTables")
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local function log(level, ...) if config.logLevel >= level then common.log(...) end end
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local function log(level, ...) if config.logLevel >= level then common.log(...) end end
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@ -88,10 +88,10 @@ this.pickHomeForNPC = function(cell, npc)
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-- essentially, if npc full name, or surname matches the cell name
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-- essentially, if npc full name, or surname matches the cell name
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if dest.id:match(name) or this.livesInManor(dest.name, name) then
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if dest.id:match(name) or this.livesInManor(dest.name, name) then
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if common.runtimeData.homes.byName[name] then -- already have a home, don't create the table entry again
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if common.runtimeData.homes.byName[name] then -- already have a home, don't create the table dataTables again
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picked = common.runtimeData.homes.byName[name]
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picked = common.runtimeData.homes.byName[name]
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else
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else
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picked = entry.createHomedNPCTableEntry(npc, dest, cell, true)
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picked = dataTables.createHomedNPCTableEntry(npc, dest, cell, true)
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end
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end
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end
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end
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end
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end
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@ -102,7 +102,7 @@ this.pickHomeForNPC = function(cell, npc)
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log(common.logLevels.medium, "Didn't find a home for %s, trying inns", npc.object.name)
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log(common.logLevels.medium, "Didn't find a home for %s, trying inns", npc.object.name)
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local dest = this.pickPublicHouseForNPC(npc, city)
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local dest = this.pickPublicHouseForNPC(npc, city)
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if dest then picked = entry.createHomedNPCTableEntry(npc, dest, cell, false) end
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if dest then picked = dataTables.createHomedNPCTableEntry(npc, dest, cell, false) end
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-- if nothing was found, then we'll settle on Canton works cell, if the cell is a Canton
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-- if nothing was found, then we'll settle on Canton works cell, if the cell is a Canton
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if checks.isCantonCell(cell) then
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if checks.isCantonCell(cell) then
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@ -111,7 +111,7 @@ this.pickHomeForNPC = function(cell, npc)
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local canton = table.choice(common.runtimeData.publicHouses[city][common.publicHouseTypes.cantonworks])
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local canton = table.choice(common.runtimeData.publicHouses[city][common.publicHouseTypes.cantonworks])
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log(common.logLevels.medium, "Picking works %s, %s for %s", canton.city, canton.name, npc.object.name)
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log(common.logLevels.medium, "Picking works %s, %s for %s", canton.city, canton.name, npc.object.name)
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if canton then picked = entry.createHomedNPCTableEntry(npc, canton.cell, cell, false) end
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if canton then picked = dataTables.createHomedNPCTableEntry(npc, canton.cell, cell, false) end
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end
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end
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end
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end
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end
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end
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@ -4,7 +4,7 @@ local config = require("celediel.NPCsGoHome.config").getConfig()
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local checks = require("celediel.NPCsGoHome.functions.checks")
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local checks = require("celediel.NPCsGoHome.functions.checks")
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local interop = require("celediel.NPCsGoHome.interop")
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local interop = require("celediel.NPCsGoHome.interop")
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local housing = require("celediel.NPCsGoHome.functions.housing")
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local housing = require("celediel.NPCsGoHome.functions.housing")
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local entry = require("celediel.NPCsGoHome.functions.entry")
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local dataTables = require("celediel.NPCsGoHome.functions.dataTables")
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local function log(level, ...) if config.logLevel >= level then common.log(...) end end
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local function log(level, ...) if config.logLevel >= level then common.log(...) end end
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@ -18,7 +18,7 @@ this.checkForMovedNPCs = function(cell)
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log(common.logLevels.medium, "Looking for moved NPCs in cell %s", cell.id)
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log(common.logLevels.medium, "Looking for moved NPCs in cell %s", cell.id)
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for npc in cell:iterateReferences(tes3.objectType.npc) do
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for npc in cell:iterateReferences(tes3.objectType.npc) do
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if npc.data and npc.data.NPCsGoHome then
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if npc.data and npc.data.NPCsGoHome then
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entry.createHomedNPCTableEntry(npc, cell, tes3.getCell(npc.data.NPCsGoHome.cell), true, npc.data.NPCsGoHome.position, npc.data.NPCsGoHome.orientation)
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dataTables.createHomedNPCTableEntry(npc, cell, tes3.getCell(npc.data.NPCsGoHome.cell), true, npc.data.NPCsGoHome.position, npc.data.NPCsGoHome.orientation)
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end
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end
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end
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end
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end
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end
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