some refactoring, and moved NPCs persist on load

This commit is contained in:
Lilian Jónsdóttir 2020-08-15 17:17:21 -07:00
parent 293babb69a
commit 4f9d4635e2

View file

@ -15,13 +15,14 @@ local waistworks = {"^[Vv]ivec,?.*[Ww]aist", "[Cc]analworks", "[Ww]aistworks"}
local updateTimer
-- NPC homes
local homedNPCS = {}
local publicHouses = {}
local homes = {byName = {}, byCell = {}}
-- city name if cell.name is nil
local wilderness = "Wilderness"
-- maybe this shouldn't be hardcoded
local publicHouseTypes = {inns = "Inns", guildhalls = "Guildhalls", temples = "Temples", houses = "Houses"}
-- local movedNPCs = {}
local movedNPCs = {}
-- build a list of followers on cellChange
local followers = {}
@ -115,7 +116,7 @@ end
-- {{{ housing
-- ? I honestly don't know if there are any wandering NPCs that "live" in close-by manors, but I wrote this anyway
local function checkIfManor(cellName, npcName)
local function checkManor(cellName, npcName)
if not cellName or (cellName and not string.find(cellName, "Manor")) then return end
local splitName = common.split(npcName)
@ -134,8 +135,8 @@ local function pickPublicHouseType(cellName)
return publicHouseTypes.guildhalls
elseif cellName:match("Temple") then
return publicHouseTypes.temples
elseif cellName:match("House") then
return publicHouseTypes.houses
-- elseif cellName:match("House") then
-- return publicHouseTypes.houses
else
return publicHouseTypes.inns
end
@ -184,81 +185,93 @@ local function pickPublicHouseForNPC(npc, city)
return pickInnForNPC(npc, city)
end
local function createHomedNPCTableEntry(npc, home, startingPlace, isHome)
local function createHomedNPCTableEntry(npc, home, startingPlace, isHome, position, orientation)
if npc.object and (npc.object.name == nil or npc.object.name == "") then return end
log(common.logLevels.medium, "Found home for %s: %s... adding it to in memory table...", npc.object.name, home.id)
log(common.logLevels.medium, "Found %s for %s: %s... adding it to in memory table...",
isHome and "home" or "public house", npc.object.name, home.id)
local pickedPosition, pickedOrientation, p, o
local pickedPosition, pickedOrientation, pos, ori
-- mod support for different positions in cells
local id = checkModdedCell(home.id)
if isHome and positions.npcs[npc.object.name] then
p = positions.npcs[npc.object.name].position
o = positions.npcs[npc.object.name].orientation
pickedPosition = positions.npcs[npc.object.name] and tes3vector3.new(p[1], p[2], p[3]) or zeroVector:copy()
pickedOrientation = positions.npcs[npc.object.name] and tes3vector3.new(o[1], o[2], o[3]) or zeroVector:copy()
pos = positions.npcs[npc.object.name].position
ori = positions.npcs[npc.object.name].orientation
-- pickedPosition = positions.npcs[npc.object.name] and tes3vector3.new(p[1], p[2], p[3]) or zeroVector:copy()
-- pickedOrientation = positions.npcs[npc.object.name] and tes3vector3.new(o[1], o[2], o[3]) or zeroVector:copy()
elseif positions.cells[id] then
p = table.choice(positions.cells[id]).position
o = table.choice(positions.cells[id]).orientation
pickedPosition = positions.cells[id] and tes3vector3.new(p[1], p[2], p[3]) or zeroVector:copy()
pickedOrientation = positions.cells[id] and tes3vector3.new(o[1], o[2], o[3]) or zeroVector:copy()
pos = table.choice(positions.cells[id]).position
ori = table.choice(positions.cells[id]).orientation
-- pickedPosition = positions.cells[id] and tes3vector3.new(p[1], p[2], p[3]) or zeroVector:copy()
-- pickedOrientation = positions.cells[id] and tes3vector3.new(o[1], o[2], o[3]) or zeroVector:copy()
-- pickedPosition = tes3vector3.new(p[1], p[2], p[3])
-- pickedOrientation = tes3vector3.new(o[1], o[2], o[3])
else
pickedPosition = zeroVector:copy()
pickedOrientation = zeroVector:copy()
pos = {0,0,0}
ori = {0,0,0}
-- pickedPosition = zeroVector:copy()
-- pickedOrientation = zeroVector:copy()
end
pickedPosition = tes3vector3.new(pos[1], pos[2], pos[3])
pickedOrientation = tes3vector3.new(ori[1], ori[2], ori[3])
local ogPosition = position and
(tes3vector3.new(position.x, position.y, position.z)) or
(npc.position and npc.position:copy() or zeroVector:copy())
local ogOrientation = orientation and
(tes3vector3.new(orientation.x, orientation.y, orientation.z)) or
(npc.orientation and npc.orientation:copy() or zeroVector:copy())
local this = {
name = npc.object.name,
npc = npc,
isHome = isHome,
home = home,
npc = npc, -- tes3npc
isHome = isHome, -- bool
home = home, -- tes3cell
homeName = home.id,
ogPlace = startingPlace,
ogPlace = startingPlace, -- tes3cell
ogPlaceName = startingPlace.id,
ogPosition = npc.position and npc.position:copy() or zeroVector:copy(),
ogOrientation = npc.orientation and npc.orientation:copy() or zeroVector:copy(),
homePosition = pickedPosition,
homeOrientation = pickedOrientation,
worth = calculateNPCWorth(npc)
ogPosition = ogPosition,
ogOrientation = ogOrientation,
homePosition = pickedPosition, -- tes3vector3
homeOrientation = pickedOrientation, -- tes3vector3
worth = calculateNPCWorth(npc) -- int
}
homedNPCS[home.id] = this
homes.byName[npc.object.name] = this
if isHome then homes.byCell[home.id] = this end
interop.setHomedNPCTable(homedNPCS)
interop.setHomedNPCTable(homes.byName)
return this
end
local function createPublicHouseTableEntry(publicCell, proprietor)
local city, publicHouseName
if publicCell.name and string.match(publicCell.name, ",") then
city = common.split(publicCell.name, ",")[1]
publicHouseName = common.split(publicCell.name, ",")[2]:gsub("^%s", "")
else
city = wilderness
publicHouseName = publicCell.id
end
local type = pickPublicHouseType(publicCell.name)
local function createPublicHouseTableEntry(publicCell, proprietor, city, name)
local typeOfPub = pickPublicHouseType(publicCell.name)
local worth = 0
-- for houses, worth is equal to NPC who lives there
if type == publicHouseTypes.houses then
worth = calculateNPCWorth(proprietor)
else
-- if typeOfPub == publicHouseTypes.houses then
-- worth = calculateNPCWorth(proprietor)
-- else
-- for other types, worth is combined worth of all NPCs
for innard in publicCell:iterateReferences(tes3.objectType.npc) do
worth = worth + calculateNPCWorth(innard)
if innard == proprietor then
worth = worth + calculateNPCWorth(innard, publicCell)
else
worth = worth + calculateNPCWorth(innard)
end
end
end
-- end
if not publicHouses[city] then publicHouses[city] = {} end
if not publicHouses[city][type] then publicHouses[city][type] = {} end
if not publicHouses[city][typeOfPub] then publicHouses[city][typeOfPub] = {} end
publicHouses[city][type][publicCell.name] = {
name = publicHouseName,
publicHouses[city][typeOfPub][publicCell.id] = {
name = name,
city = city,
cell = publicCell,
proprietor = proprietor,
@ -266,7 +279,7 @@ local function createPublicHouseTableEntry(publicCell, proprietor)
worth = worth
}
interop.setInnTable(publicHouses)
interop.setPublicHouseTable(publicHouses)
end
-- looks through doors to find a cell that matches a wandering NPCs name
@ -282,8 +295,14 @@ local function pickHomeForNPC(cell, npc)
for door in cell:iterateReferences(tes3.objectType.door) do
if door.destination then
local dest = door.destination.cell
if dest.id:match(name) or checkIfManor(dest.name, name) then
return createHomedNPCTableEntry(npc, dest, cell, true)
-- essentially, if npc full name, or surname matches the cell name
if dest.id:match(name) or checkManor(dest.name, name) then
if homes.byName[name] then -- already have a home, don't create the table entry again
return homes.byName[name]
else
return createHomedNPCTableEntry(npc, dest, cell, true)
end
end
end
end
@ -304,11 +323,13 @@ end
-- {{{ checks
local function fargothCheck()
local fargothJournal = tes3.getJournalIndex({ id = "MS_Lookout" })
local fargothJournal = tes3.getJournalIndex({id = "MS_Lookout"})
if not fargothJournal then return false end
-- only disable Fargoth before speaking to Hrisskar, and after observing Fargoth sneak
log(common.logLevels.large, "Fargoth journal check %s: %s", fargothJournal, fargothJournal > 10 and fargothJournal <= 30)
log(common.logLevels.large, "Fargoth journal check %s: %s", fargothJournal,
fargothJournal > 10 and fargothJournal <= 30)
return fargothJournal > 10 and fargothJournal <= 30
end
@ -319,10 +340,15 @@ local function isIgnoredNPC(npc)
local isDead = false
local isHostile = false
local isVampire = false
if npc.mobile then
if npc.mobile.health.current <= 0 then isDead = true end
if npc.mobile.health.current <= 0 or npc.mobile.isDead then isDead = true end
if npc.mobile.fight > 70 then isHostile = true end
isVampire = tes3.isAffectedBy({reference = npc, effect = tes3.effect.vampirism})
else
-- local fight = getFightFromSpawnedReference(obj.id) -- ! calling this hundreds of times is bad for performance lol
-- if (fight or 0) > 70 then isHostile = true end
isVampire = obj.head.vampiric and true or false -- don't set a reference ... is bool even a reference type??
end
local isFargothActive = obj.id == "fargoth" and fargothCheck() or false
@ -332,15 +358,15 @@ local function isIgnoredNPC(npc)
-- local isVampire = mwscript.getSpellEffects({reference = npc, spell = "vampire sun damage"})
-- this just keeps getting uglier but it's debug logging so whatever I don't care
log(common.logLevels.large, ("Checking NPC:%s (%s or %s): id blocked:%s, mod blocked:%s " ..
"guard:%s dead:%s vampire:%s werewolf:%s dreamer:%s follower:%s hostile:%s %s%s"),
obj.name, npc.object.id, npc.object.baseObject and npc.object.baseObject.id or "nil",
config.ignored[obj.id], config.ignored[obj.sourceMod], obj.isGuard, isDead, isVampire,
isWerewolf, (obj.class and obj.class.id == "Dreamers"), followers[obj.id], isHostile,
obj.id == "fargoth" and "fargoth:" or "", obj.id == "fargoth" and isFargothActive or "")
log(common.logLevels.large, ("Checking NPC:%s (%s or %s): id blocked:%s, %s blocked:%s " .. --
"guard:%s dead:%s vampire:%s werewolf:%s dreamer:%s follower:%s hostile:%s %s%s"), --
obj.name, npc.object.id, npc.object.baseObject and npc.object.baseObject.id or "nil", --
config.ignored[string.lower(obj.id)], obj.sourceMod, config.ignored[string.lower(obj.sourceMod)], --
obj.isGuard, isDead, isVampire, isWerewolf, (obj.class and obj.class.id == "Dreamers"), --
followers[obj.id], isHostile, obj.id == "fargoth" and "fargoth:" or "", obj.id == "fargoth" and isFargothActive or "")
return config.ignored[obj.id] or --
config.ignored[obj.sourceMod] or --
return config.ignored[string.lower(obj.id)] or --
config.ignored[string.lower(obj.sourceMod)] or --
obj.isGuard or --
isFargothActive or --
isDead or -- don't move dead NPCS
@ -352,49 +378,65 @@ local function isIgnoredNPC(npc)
end
-- checks NPC class and faction in cells for block list and adds to publicHouse list
-- todo: rewrite this
local function isPublicHouse(cell)
local typeOfPub = pickPublicHouseType(cell.name)
local city, publicHouseName
if cell.name and string.match(cell.name, ",") then
city = common.split(cell.name, ",")[1]
publicHouseName = common.split(cell.name, ",")[2]:gsub("^%s", "")
else
city = wilderness
publicHouseName = cell.id
end
-- don't iterate NPCs in the cell if we've already marked it public
if publicHouses[city] and (publicHouses[city][typeOfPub] and publicHouses[city][typeOfPub][cell.id]) then return true end
local npcs = {factions = {}, total = 0}
for npc in cell:iterateReferences(tes3.objectType.npc) do
-- Check for NPCS of ignored classes first
if not isIgnoredNPC(npc) and (npc.object.class and config.ignored[npc.object.class.id]) then
log(common.logLevels.medium, "NPC:\'%s\' of class:\'%s\' made %s public", npc.object.name,
npc.object.class and npc.object.class.id or "none", cell.name)
if not isIgnoredNPC(npc) then
if npc.object.class and config.ignored[npc.object.class.id] then
log(common.logLevels.medium, "NPC:\'%s\' of class:\'%s\' made %s public", npc.object.name,
npc.object.class and npc.object.class.id or "none", cell.name)
createPublicHouseTableEntry(cell, npc)
createPublicHouseTableEntry(cell, npc, city, publicHouseName)
return true
end
local faction = npc.object.faction-- and npc.object.faction.id
if faction then
if not npcs.factions[faction] then npcs.factions[faction] = {total = 0, percentage = 0} end
if not npcs.factions[faction].master or npcs.factions[faction].master.object.factionIndex < npc.object.factionIndex then
npcs.factions[faction].master = npc
return true
end
npcs.factions[faction].total = npcs.factions[faction].total + 1
local faction = npc.object.faction
if faction then
if not npcs.factions[faction] then npcs.factions[faction] = {total = 0, percentage = 0} end
if not npcs.factions[faction].master or npcs.factions[faction].master.object.factionIndex <
npc.object.factionIndex then npcs.factions[faction].master = npc end
npcs.factions[faction].total = npcs.factions[faction].total + 1
end
npcs.total = npcs.total + 1
end
npcs.total = npcs.total + 1
end
-- no NPCs of ignored classes, so let's check out factions
for faction, info in pairs(npcs.factions) do
info.percentage = ( info.total / npcs.total ) * 100
info.percentage = (info.total / npcs.total) * 100
log(common.logLevels.large,
"No NPCs of ignored class in %s, checking faction %s (ignored: %s, player joined: %s) with %s (%s%%) vs total %s", cell.name,
faction, config.ignored[faction.id], faction.playerJoined, info.total, info.percentage, npcs.total)
"No NPCs of ignored class in %s, checking faction %s (ignored: %s, player joined: %s) with %s (%s%%) vs total %s",
cell.name, faction, config.ignored[faction.id], faction.playerJoined, info.total, info.percentage,
npcs.total)
-- less than 3 NPCs can't possibly be a public house unless it's a Blades house
if ( config.ignored[faction.id] or faction.playerJoined ) and (npcs.total >= config.minimumOccupancy or faction == "Blades") and
info.percentage >= config.factionIgnorePercentage then
log(common.logLevels.medium, "%s is %s%% faction %s, marking public.", cell.name, info.percentage,
faction)
if (config.ignored[faction.id] or faction.playerJoined) and
(npcs.total >= config.minimumOccupancy or faction == "Blades") and info.percentage >=
config.factionIgnorePercentage then
log(common.logLevels.medium, "%s is %s%% faction %s, marking public.", cell.name, info.percentage, faction)
createPublicHouseTableEntry(cell, npcs.factions[faction].master)
createPublicHouseTableEntry(cell, npcs.factions[faction].master, city, publicHouseName)
return true
end
end
@ -411,13 +453,13 @@ local function isIgnoredDoor(door, homeCellId)
return true
end
-- Only doors in cities and towns (cells whose names share the same first characters)
-- todo: if destination cell name contains outside cell name
local inCity = string.sub(homeCellId, 1, 4) == string.sub(door.destination.cell.id, 1, 4)
-- Only doors in cities and towns (interior cells with names that contain the exterior cell)
local inCity = string.match(door.destination.cell.id, homeCellId)
-- peek inside doors to look for guild halls, inns and clubs
local leadsToPublicCell = isPublicHouse(door.destination.cell)
-- don't lock unoccupied cells
local hasOccupants = false
for npc in door.destination.cell:iterateReferences(tes3.objectType.npc) do
if not isIgnoredNPC(npc) then
@ -446,7 +488,7 @@ local function isIgnoredCell(cell)
return config.ignored[cell.id] or config.ignored[cell.sourceMod] -- or wilderness
end
local function checkInteriorCell(cell)
local function isInteriorCell(cell)
if not cell then return end
log(common.logLevels.large, "Cell: interior: %s, behaves as exterior: %s therefore returning %s", cell.isInterior,
@ -455,7 +497,7 @@ local function checkInteriorCell(cell)
return cell.isInterior and not cell.behavesAsExterior
end
local function checkCantonCell(cellName)
local function isCantonCell(cellName)
for _, str in pairs(waistworks) do if cellName:match(str) then return true end end
return false
end
@ -478,7 +520,7 @@ local function checkWeather(cell)
end
-- travel agents, their steeds, and argonians stick around
local function badWeatherNPC(npc)
local function isBadWeatherNPC(npc)
if not npc.object then return end
log(common.logLevels.large, "NPC Inclement Weather: %s is %s, %s", npc.object.name, npc.object.class.name,
@ -520,79 +562,126 @@ end
-- }}}
-- {{{ real meat and potatoes functions
local function moveNPC(data)
-- movedNPCs[#movedNPCs + 1] = data
-- table.insert(movedNPCs, data)
-- interop.setMovedNPCsTable(movedNPCs)
table.insert(tes3.player.data.NPCsGoHome.movedNPCs, data)
interop.setMovedNPCsTable(tes3.player.data.NPCsGoHome.movedNPCs)
local function moveNPC(homeData)
-- add to in memory table
table.insert(movedNPCs, homeData)
interop.setMovedNPCTable(movedNPCs)
-- set npc data, so we can move NPCs back after a load
local npc = homeData.npc
npc.data.NPCsGoHome = {
position = {
x = npc.position.x,
y = npc.position.y,
z = npc.position.z,
},
orientation = {
x = npc.orientation.x,
y = npc.orientation.y,
z = npc.orientation.z,
},
cell = homeData.ogPlaceName
}
tes3.positionCell({
cell = data.home,
reference = data.npc,
position = data.homePosition,
orientation = data.homeOrientation
cell = homeData.home,
reference = homeData.npc,
position = homeData.homePosition,
orientation = homeData.homeOrientation
})
log(common.logLevels.small, "Moving %s to home %s (%s, %s, %s)", data.npc.object.name, data.home.id,
data.homePosition.x, data.homePosition.y, data.homePosition.z)
log(common.logLevels.medium, "Moving %s to home %s (%s, %s, %s)", homeData.npc.object.name, homeData.home.id,
homeData.homePosition.x, homeData.homePosition.y, homeData.homePosition.z)
end
local function putNPCsBack()
-- for i = #movedNPCs, 1, -1 do
for i = #tes3.player.data.NPCsGoHome.movedNPCs, 1, -1 do
-- local data = table.remove(movedNPCs, i)
local data = table.remove(tes3.player.data.NPCsGoHome.movedNPCs, i)
for i = #movedNPCs, 1, -1 do
local data = table.remove(movedNPCs, i)
log(common.logLevels.medium, "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
data.npc.data.NPCsGoHome = nil
-- and put them back
tes3.positionCell({
cell = data.ogPlace,
reference = data.npc,
position = data.ogPosition,
orientation = data.ogPlace
})
-- interop.setMovedNPCsTable(movedNPCs)
interop.setMovedNPCsTable(tes3.player.data.NPCsGoHome.movedNPCs)
end
interop.setMovedNPCTable(movedNPCs)
end
-- search in a specific cell for moved NPCs
local function checkForMovedNPCs(cell)
log(common.logLevels.medium, "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
createHomedNPCTableEntry(npc, cell, tes3.getCell(npc.data.NPCsGoHome.cell), true, npc.data.NPCsGoHome.position, npc.data.NPCsGoHome.orientation)
end
end
end
-- todo: rename to toggleNPCs(cell, state = true|false)
-- todo: using tes3.setEnabled({ enabled = state })
local function disableNPCs(cell)
local function searchCellsForNPCs()
for _, cell in pairs(tes3.getActiveCells()) do
-- check active cells
checkForMovedNPCs(cell)
for door in cell:iterateReferences(tes3.objectType.door) do
if door.destination then
-- then check cells attached to active cells
checkForMovedNPCs(door.destination.cell)
end
end
end
end
local function processNPCs(cell)
-- todo: move this check somewhere else, so that disabled NPCs will be re-enabled even if the option is off
if not config.disableNPCs then return end
log(common.logLevels.small, "Applying changes to NPCs in %s", cell.id)
-- iterate NPCs in the cell, move them to their homes, and keep track of moved NPCs so we can move them back later
for npc in cell:iterateReferences(tes3.objectType.npc) do
-- for npc, _ in pairs(cellsInMemory[cell].npcs) do
if not isIgnoredNPC(npc) then
log(common.logLevels.large, "People change")
-- if not npc.data.NPCsGoHome then npc.data.NPCsGoHome = {} end
-- find NPC homes
local npcHome = config.moveNPCs and pickHomeForNPC(cell, npc) or nil
local tmpLogLevelNPCHome = npcHome and common.logLevels.small or common.logLevels.medium
local tmpLogLevelNPCHome = npcHome and common.logLevels.medium or common.logLevels.large
log(tmpLogLevelNPCHome, "%s %s %s%s", npc.object.name,
npcHome and (npcHome.isHome and "lives in" or "goes to") or "lives",
npcHome and npcHome.home or "nowhere", npcHome and (npcHome.isHome and "." or " at night."))
npcHome and npcHome.home or "nowhere", npcHome and (npcHome.isHome and "." or " at night.") or ".")
-- disable or move NPCs
if (checkTime() or
(checkWeather(cell) and
(not badWeatherNPC(npc) or (badWeatherNPC(npc) and not config.keepBadWeatherNPCs)))) then
(not isBadWeatherNPC(npc) or (isBadWeatherNPC(npc) and not config.keepBadWeatherNPCs)))) then
if npcHome then
moveNPC(npcHome)
else
-- elseif not npc.data.NPCsGoHome.modified then
elseif not npc.disabled then
log(common.logLevels.medium, "Disabling homeless %s", npc.object.name)
-- npc:disable() -- ! this one sometimes causes crashes
mwscript.disable({reference = npc}) -- ! this one is deprecated
-- tes3.setEnabled({reference = npc, enabled = false}) -- ! but this one causes crashes too
-- npc.data.NPCsGoHome.modified = true
else
log(common.logLevels.medium, "Didn't do anything with %s", npc.object.name)
end
else
if not npcHome then
-- if not npcHome and npc.data.modified then
if not npcHome and npc.disabled then
log(common.logLevels.medium, "Enabling homeless %s", npc.object.name)
-- npc:enable()
mwscript.enable({reference = npc})
-- tes3.setEnabled({reference = npc, enabled = true})
-- npc.data.NPCsGoHome.modified = false
end
end
end
@ -600,26 +689,31 @@ local function disableNPCs(cell)
-- now put NPCs back
-- if not (checkTime() or checkWeather(cell)) and #movedNPCs > 0 then putNPCsBack() end
if not (checkTime() or checkWeather(cell)) and #tes3.player.data.NPCsGoHome.movedNPCs > 0 then putNPCsBack() end
if not (checkTime() or checkWeather(cell)) then putNPCsBack() end
end
local function disableSiltStriders(cell)
-- todo: deal with trader's guars, and other npc linked creatures/whatever
local function processSiltStriders(cell)
if not config.disableNPCs then return end
log(common.logLevels.large, "Looking for silt striders")
log(common.logLevels.small, "Applying changes to silt striders in %s", cell.name)
for activator in cell:iterateReferences(tes3.objectType.activator) do
log(common.logLevels.large, "Is %s a silt strider??", activator.object.id)
if activator.object.id:match("siltstrider") then
if checkTime() or (checkWeather(cell) and not config.keepBadWeatherNPCs) then
log(common.logLevels.medium, "Disabling silt strider %s!", activator.object.name)
mwscript.disable({reference = activator})
-- activator:disable()
-- tes3.setEnabled({reference = activator, enabled = false})
if not activator.disabled then
log(common.logLevels.medium, "Disabling silt strider %s!", activator.object.name)
mwscript.disable({reference = activator})
-- activator:disable()
-- tes3.setEnabled({reference = activator, enabled = false})
end
else
log(common.logLevels.medium, "Enabling silt strider %s!", activator.object.name)
mwscript.enable({reference = activator})
-- activator:enable()
-- tes3.setEnabled({reference = activator, enabled = true})
if activator.disabled then
log(common.logLevels.medium, "Enabling silt strider %s!", activator.object.name)
mwscript.enable({reference = activator})
-- activator:enable()
-- tes3.setEnabled({reference = activator, enabled = true})
end
end
end
end
@ -629,42 +723,41 @@ end
local function processDoors(cell)
if not config.lockDoors then return end
log(common.logLevels.large, "Checking out doors")
log(common.logLevels.small, "Applying changes to doors in %s", cell.id)
for door in cell:iterateReferences(tes3.objectType.door) do
if not door.data.NPCsGoHome then door.data.NPCsGoHome = {} end
log(common.logLevels.large, "Door has destination: %s", door.destination and door.destination.cell.id or "none")
if not isIgnoredDoor(door, cell.id) then
log(common.logLevels.large, "It knows there's a door")
-- don't mess around with doors that are already locked
if door.data.NPCsGoHome.alreadyLocked == nil then
door.data.NPCsGoHome.alreadyLocked = tes3.getLocked({reference = door})
end
local alreadyLocked = tes3.getLocked({reference = door})
door.data.NPCsGoHome.alreadyLocked = alreadyLocked
log(common.logLevels.large, "Locked Status: %s", alreadyLocked)
log(common.logLevels.large, "Found %slocked %s with destination %s",
door.data.NPCsGoHome.alreadyLocked and "" or "un", door.id, door.destination.cell.id)
if checkTime() then
if not door.data.NPCsGoHome.alreadyLocked then
log(common.logLevels.large, "It should lock now")
log(common.logLevels.large, "What door is this anyway: %s to %s", door.object.name,
door.destination.cell.id)
log(common.logLevels.medium, "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 and door.data.NPCsGoHome.modified then
door.data.NPCsGoHome.modified = false
tes3.setLockLevel({reference = door, level = 0})
tes3.unlock({reference = door})
log(common.logLevels.large, "It should unlock now")
log(common.logLevels.large, "What unlocked door is this anyway: %s to %s", door.object.name,
door.destination.cell.id)
log(common.logLevels.medium, "unlocking: %s to %s", door.object.name, door.destination.cell.id)
end
end
log(common.logLevels.large, "Now Locked Status: %s", tes3.getLocked({reference = door}))
log(common.logLevels.large, "Now locked Status: %s", tes3.getLocked({reference = door}))
end
end
log(common.logLevels.large, "Done with doors")
@ -691,11 +784,11 @@ local function applyChanges(cell)
if isIgnoredCell(cell) then return end
-- Interior cell, except Waistworks, don't do anything
if checkInteriorCell(cell) and not (config.waistWorks and checkCantonCell(cell.name)) then return end
if isInteriorCell(cell) and not (config.waistWorks and isCantonCell(cell.name)) then return end
-- Disable NPCs in cell
disableNPCs(cell)
disableSiltStriders(cell)
-- Deal with NPCs and mounts in cell
processNPCs(cell)
processSiltStriders(cell)
-- check doors in cell, locking those that aren't inns/clubs
processDoors(cell)
@ -710,10 +803,12 @@ local function updateCells()
end
end
local function updatePlayerTrespass(cell)
local function updatePlayerTrespass(cell, previousCell)
cell = cell or tes3.getPlayerCell()
if checkInteriorCell(cell) and not isIgnoredCell(cell) and not isPublicHouse(cell) then
local inCity = previousCell and (previousCell.id:match(cell.id) or cell.id:match(previousCell.id))
if isInteriorCell(cell) and not isIgnoredCell(cell) and not isPublicHouse(cell) and inCity then
if checkTime() then
tes3.player.data.NPCsGoHome.intruding = true
else
@ -729,9 +824,7 @@ end
-- {{{ event functions
local function onActivated(e)
if e.activator ~= tes3.player or
e.target.object.objectType ~= tes3.objectType.npc or
not config.disableInteraction then
if e.activator ~= tes3.player or e.target.object.objectType ~= tes3.objectType.npc or not config.disableInteraction then
return
end
@ -742,9 +835,10 @@ local function onActivated(e)
end
local function onLoaded()
if not tes3.player.data.NPCsGoHome then tes3.player.data.NPCsGoHome = {} end
if not tes3.player.data.NPCsGoHome.movedNPCs then tes3.player.data.NPCsGoHome.movedNPCs = {} end
-- movedNPCs = {}
tes3.player.data.NPCsGoHome = tes3.player.data.NPCsGoHome or {}
-- tes3.player.data.NPCsGoHome.movedNPCs = tes3.player.data.NPCsGoHome.movedNPCs or {}
-- movedNPCs = tes3.player.data.NPCsGoHome.movedNPCs or {}
if tes3.player.cell then searchCellsForNPCs() end
if not updateTimer or (updateTimer and updateTimer.state ~= timer.active) then
updateTimer = timer.start({