some refactoring, and moved NPCs persist on load
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parent
293babb69a
commit
4f9d4635e2
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@ -15,13 +15,14 @@ local waistworks = {"^[Vv]ivec,?.*[Ww]aist", "[Cc]analworks", "[Ww]aistworks"}
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local updateTimer
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-- NPC homes
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local homedNPCS = {}
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local publicHouses = {}
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local homes = {byName = {}, byCell = {}}
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-- city name if cell.name is nil
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local wilderness = "Wilderness"
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-- maybe this shouldn't be hardcoded
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local publicHouseTypes = {inns = "Inns", guildhalls = "Guildhalls", temples = "Temples", houses = "Houses"}
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-- local movedNPCs = {}
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local movedNPCs = {}
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-- build a list of followers on cellChange
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local followers = {}
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@ -115,7 +116,7 @@ end
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-- {{{ housing
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-- ? I honestly don't know if there are any wandering NPCs that "live" in close-by manors, but I wrote this anyway
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local function checkIfManor(cellName, npcName)
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local function checkManor(cellName, npcName)
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if not cellName or (cellName and not string.find(cellName, "Manor")) then return end
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local splitName = common.split(npcName)
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@ -134,8 +135,8 @@ local function pickPublicHouseType(cellName)
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return publicHouseTypes.guildhalls
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elseif cellName:match("Temple") then
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return publicHouseTypes.temples
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elseif cellName:match("House") then
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return publicHouseTypes.houses
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-- elseif cellName:match("House") then
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-- return publicHouseTypes.houses
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else
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return publicHouseTypes.inns
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end
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@ -184,81 +185,93 @@ local function pickPublicHouseForNPC(npc, city)
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return pickInnForNPC(npc, city)
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end
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local function createHomedNPCTableEntry(npc, home, startingPlace, isHome)
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local function createHomedNPCTableEntry(npc, home, startingPlace, isHome, position, orientation)
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if npc.object and (npc.object.name == nil or npc.object.name == "") then return end
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log(common.logLevels.medium, "Found home for %s: %s... adding it to in memory table...", npc.object.name, home.id)
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log(common.logLevels.medium, "Found %s for %s: %s... adding it to in memory table...",
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isHome and "home" or "public house", npc.object.name, home.id)
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local pickedPosition, pickedOrientation, p, o
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local pickedPosition, pickedOrientation, pos, ori
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-- mod support for different positions in cells
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local id = checkModdedCell(home.id)
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if isHome and positions.npcs[npc.object.name] then
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p = positions.npcs[npc.object.name].position
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o = positions.npcs[npc.object.name].orientation
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pickedPosition = positions.npcs[npc.object.name] and tes3vector3.new(p[1], p[2], p[3]) or zeroVector:copy()
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pickedOrientation = positions.npcs[npc.object.name] and tes3vector3.new(o[1], o[2], o[3]) or zeroVector:copy()
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pos = positions.npcs[npc.object.name].position
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ori = positions.npcs[npc.object.name].orientation
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-- pickedPosition = positions.npcs[npc.object.name] and tes3vector3.new(p[1], p[2], p[3]) or zeroVector:copy()
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-- pickedOrientation = positions.npcs[npc.object.name] and tes3vector3.new(o[1], o[2], o[3]) or zeroVector:copy()
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elseif positions.cells[id] then
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p = table.choice(positions.cells[id]).position
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o = table.choice(positions.cells[id]).orientation
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pickedPosition = positions.cells[id] and tes3vector3.new(p[1], p[2], p[3]) or zeroVector:copy()
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pickedOrientation = positions.cells[id] and tes3vector3.new(o[1], o[2], o[3]) or zeroVector:copy()
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pos = table.choice(positions.cells[id]).position
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ori = table.choice(positions.cells[id]).orientation
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-- pickedPosition = positions.cells[id] and tes3vector3.new(p[1], p[2], p[3]) or zeroVector:copy()
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-- pickedOrientation = positions.cells[id] and tes3vector3.new(o[1], o[2], o[3]) or zeroVector:copy()
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-- pickedPosition = tes3vector3.new(p[1], p[2], p[3])
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-- pickedOrientation = tes3vector3.new(o[1], o[2], o[3])
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else
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pickedPosition = zeroVector:copy()
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pickedOrientation = zeroVector:copy()
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pos = {0,0,0}
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ori = {0,0,0}
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-- pickedPosition = zeroVector:copy()
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-- pickedOrientation = zeroVector:copy()
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end
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pickedPosition = tes3vector3.new(pos[1], pos[2], pos[3])
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pickedOrientation = tes3vector3.new(ori[1], ori[2], ori[3])
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local ogPosition = position and
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(tes3vector3.new(position.x, position.y, position.z)) or
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(npc.position and npc.position:copy() or zeroVector:copy())
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local ogOrientation = orientation and
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(tes3vector3.new(orientation.x, orientation.y, orientation.z)) or
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(npc.orientation and npc.orientation:copy() or zeroVector:copy())
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local this = {
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name = npc.object.name,
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npc = npc,
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isHome = isHome,
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home = home,
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npc = npc, -- tes3npc
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isHome = isHome, -- bool
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home = home, -- tes3cell
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homeName = home.id,
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ogPlace = startingPlace,
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ogPlace = startingPlace, -- tes3cell
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ogPlaceName = startingPlace.id,
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ogPosition = npc.position and npc.position:copy() or zeroVector:copy(),
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ogOrientation = npc.orientation and npc.orientation:copy() or zeroVector:copy(),
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homePosition = pickedPosition,
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homeOrientation = pickedOrientation,
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worth = calculateNPCWorth(npc)
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ogPosition = ogPosition,
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ogOrientation = ogOrientation,
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homePosition = pickedPosition, -- tes3vector3
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homeOrientation = pickedOrientation, -- tes3vector3
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worth = calculateNPCWorth(npc) -- int
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}
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homedNPCS[home.id] = this
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homes.byName[npc.object.name] = this
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if isHome then homes.byCell[home.id] = this end
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interop.setHomedNPCTable(homedNPCS)
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interop.setHomedNPCTable(homes.byName)
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return this
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end
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local function createPublicHouseTableEntry(publicCell, proprietor)
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local city, publicHouseName
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if publicCell.name and string.match(publicCell.name, ",") then
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city = common.split(publicCell.name, ",")[1]
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publicHouseName = common.split(publicCell.name, ",")[2]:gsub("^%s", "")
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else
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city = wilderness
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publicHouseName = publicCell.id
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end
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local type = pickPublicHouseType(publicCell.name)
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local function createPublicHouseTableEntry(publicCell, proprietor, city, name)
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local typeOfPub = pickPublicHouseType(publicCell.name)
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local worth = 0
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-- for houses, worth is equal to NPC who lives there
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if type == publicHouseTypes.houses then
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worth = calculateNPCWorth(proprietor)
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else
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-- if typeOfPub == publicHouseTypes.houses then
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-- worth = calculateNPCWorth(proprietor)
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-- else
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-- for other types, worth is combined worth of all NPCs
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for innard in publicCell:iterateReferences(tes3.objectType.npc) do
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if innard == proprietor then
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worth = worth + calculateNPCWorth(innard, publicCell)
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else
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worth = worth + calculateNPCWorth(innard)
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end
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end
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-- end
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if not publicHouses[city] then publicHouses[city] = {} end
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if not publicHouses[city][type] then publicHouses[city][type] = {} end
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if not publicHouses[city][typeOfPub] then publicHouses[city][typeOfPub] = {} end
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publicHouses[city][type][publicCell.name] = {
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name = publicHouseName,
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publicHouses[city][typeOfPub][publicCell.id] = {
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name = name,
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city = city,
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cell = publicCell,
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proprietor = proprietor,
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@ -266,7 +279,7 @@ local function createPublicHouseTableEntry(publicCell, proprietor)
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worth = worth
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}
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interop.setInnTable(publicHouses)
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interop.setPublicHouseTable(publicHouses)
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end
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-- looks through doors to find a cell that matches a wandering NPCs name
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@ -282,11 +295,17 @@ local function pickHomeForNPC(cell, npc)
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for door in cell:iterateReferences(tes3.objectType.door) do
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if door.destination then
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local dest = door.destination.cell
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if dest.id:match(name) or checkIfManor(dest.name, name) then
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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 checkManor(dest.name, name) then
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if homes.byName[name] then -- already have a home, don't create the table entry again
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return homes.byName[name]
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else
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return 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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-- haven't found a home, so put them in an inn or guildhall
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if config.homelessWanderersToPublicHouses then
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@ -308,7 +327,9 @@ local function fargothCheck()
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if not fargothJournal then return false end
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-- only disable Fargoth before speaking to Hrisskar, and after observing Fargoth sneak
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log(common.logLevels.large, "Fargoth journal check %s: %s", fargothJournal, fargothJournal > 10 and fargothJournal <= 30)
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log(common.logLevels.large, "Fargoth journal check %s: %s", fargothJournal,
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fargothJournal > 10 and fargothJournal <= 30)
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return fargothJournal > 10 and fargothJournal <= 30
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end
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@ -319,10 +340,15 @@ local function isIgnoredNPC(npc)
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local isDead = false
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local isHostile = false
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local isVampire = false
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if npc.mobile then
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if npc.mobile.health.current <= 0 then isDead = true end
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if npc.mobile.health.current <= 0 or npc.mobile.isDead then isDead = true end
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if npc.mobile.fight > 70 then isHostile = true end
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isVampire = tes3.isAffectedBy({reference = npc, effect = tes3.effect.vampirism})
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else
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-- local fight = getFightFromSpawnedReference(obj.id) -- ! calling this hundreds of times is bad for performance lol
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-- if (fight or 0) > 70 then isHostile = true end
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isVampire = obj.head.vampiric and true or false -- don't set a reference ... is bool even a reference type??
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end
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local isFargothActive = obj.id == "fargoth" and fargothCheck() or false
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@ -332,15 +358,15 @@ local function isIgnoredNPC(npc)
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-- local isVampire = mwscript.getSpellEffects({reference = npc, spell = "vampire sun damage"})
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-- this just keeps getting uglier but it's debug logging so whatever I don't care
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log(common.logLevels.large, ("Checking NPC:%s (%s or %s): id blocked:%s, mod blocked:%s " ..
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"guard:%s dead:%s vampire:%s werewolf:%s dreamer:%s follower:%s hostile:%s %s%s"),
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obj.name, npc.object.id, npc.object.baseObject and npc.object.baseObject.id or "nil",
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config.ignored[obj.id], config.ignored[obj.sourceMod], obj.isGuard, isDead, isVampire,
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isWerewolf, (obj.class and obj.class.id == "Dreamers"), followers[obj.id], isHostile,
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obj.id == "fargoth" and "fargoth:" or "", obj.id == "fargoth" and isFargothActive or "")
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log(common.logLevels.large, ("Checking NPC:%s (%s or %s): id blocked:%s, %s blocked:%s " .. --
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"guard:%s dead:%s vampire:%s werewolf:%s dreamer:%s follower:%s hostile:%s %s%s"), --
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obj.name, npc.object.id, npc.object.baseObject and npc.object.baseObject.id or "nil", --
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config.ignored[string.lower(obj.id)], obj.sourceMod, config.ignored[string.lower(obj.sourceMod)], --
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obj.isGuard, isDead, isVampire, isWerewolf, (obj.class and obj.class.id == "Dreamers"), --
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followers[obj.id], isHostile, obj.id == "fargoth" and "fargoth:" or "", obj.id == "fargoth" and isFargothActive or "")
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return config.ignored[obj.id] or --
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config.ignored[obj.sourceMod] or --
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return config.ignored[string.lower(obj.id)] or --
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config.ignored[string.lower(obj.sourceMod)] or --
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obj.isGuard or --
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isFargothActive or --
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isDead or -- don't move dead NPCS
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@ -352,49 +378,65 @@ local function isIgnoredNPC(npc)
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end
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-- checks NPC class and faction in cells for block list and adds to publicHouse list
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-- todo: rewrite this
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local function isPublicHouse(cell)
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local typeOfPub = pickPublicHouseType(cell.name)
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local city, publicHouseName
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if cell.name and string.match(cell.name, ",") then
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city = common.split(cell.name, ",")[1]
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publicHouseName = common.split(cell.name, ",")[2]:gsub("^%s", "")
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else
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city = wilderness
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publicHouseName = cell.id
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end
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-- don't iterate NPCs in the cell if we've already marked it public
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if publicHouses[city] and (publicHouses[city][typeOfPub] and publicHouses[city][typeOfPub][cell.id]) then return true end
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local npcs = {factions = {}, total = 0}
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for npc in cell:iterateReferences(tes3.objectType.npc) do
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-- Check for NPCS of ignored classes first
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if not isIgnoredNPC(npc) and (npc.object.class and config.ignored[npc.object.class.id]) then
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if not isIgnoredNPC(npc) then
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if npc.object.class and config.ignored[npc.object.class.id] then
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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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createPublicHouseTableEntry(cell, npc)
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createPublicHouseTableEntry(cell, npc, city, publicHouseName)
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return true
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end
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local faction = npc.object.faction-- and npc.object.faction.id
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local faction = npc.object.faction
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if faction then
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if not npcs.factions[faction] then npcs.factions[faction] = {total = 0, percentage = 0} end
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if not npcs.factions[faction].master or npcs.factions[faction].master.object.factionIndex < npc.object.factionIndex then
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npcs.factions[faction].master = npc
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end
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if not npcs.factions[faction].master or npcs.factions[faction].master.object.factionIndex <
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npc.object.factionIndex then npcs.factions[faction].master = npc end
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npcs.factions[faction].total = npcs.factions[faction].total + 1
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end
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npcs.total = npcs.total + 1
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end
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end
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-- no NPCs of ignored classes, so let's check out factions
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for faction, info in pairs(npcs.factions) do
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info.percentage = (info.total / npcs.total) * 100
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log(common.logLevels.large,
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"No NPCs of ignored class in %s, checking faction %s (ignored: %s, player joined: %s) with %s (%s%%) vs total %s", cell.name,
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faction, config.ignored[faction.id], faction.playerJoined, info.total, info.percentage, npcs.total)
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"No NPCs of ignored class in %s, checking faction %s (ignored: %s, player joined: %s) with %s (%s%%) vs total %s",
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cell.name, faction, config.ignored[faction.id], faction.playerJoined, info.total, info.percentage,
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npcs.total)
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-- less than 3 NPCs can't possibly be a public house unless it's a Blades house
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if ( config.ignored[faction.id] or faction.playerJoined ) and (npcs.total >= config.minimumOccupancy or faction == "Blades") and
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info.percentage >= config.factionIgnorePercentage then
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log(common.logLevels.medium, "%s is %s%% faction %s, marking public.", cell.name, info.percentage,
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faction)
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if (config.ignored[faction.id] or faction.playerJoined) and
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(npcs.total >= config.minimumOccupancy or faction == "Blades") and info.percentage >=
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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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createPublicHouseTableEntry(cell, npcs.factions[faction].master)
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createPublicHouseTableEntry(cell, npcs.factions[faction].master, city, publicHouseName)
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return true
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end
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end
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@ -411,13 +453,13 @@ local function isIgnoredDoor(door, homeCellId)
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return true
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end
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-- Only doors in cities and towns (cells whose names share the same first characters)
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-- todo: if destination cell name contains outside cell name
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local inCity = string.sub(homeCellId, 1, 4) == string.sub(door.destination.cell.id, 1, 4)
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-- Only doors in cities and towns (interior cells with names that contain the exterior cell)
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local inCity = string.match(door.destination.cell.id, homeCellId)
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-- peek inside doors to look for guild halls, inns and clubs
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local leadsToPublicCell = isPublicHouse(door.destination.cell)
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-- don't lock unoccupied cells
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local hasOccupants = false
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for npc in door.destination.cell:iterateReferences(tes3.objectType.npc) do
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if not isIgnoredNPC(npc) then
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@ -446,7 +488,7 @@ local function isIgnoredCell(cell)
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return config.ignored[cell.id] or config.ignored[cell.sourceMod] -- or wilderness
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end
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local function checkInteriorCell(cell)
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local function isInteriorCell(cell)
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if not cell then return end
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log(common.logLevels.large, "Cell: interior: %s, behaves as exterior: %s therefore returning %s", cell.isInterior,
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@ -455,7 +497,7 @@ local function checkInteriorCell(cell)
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return cell.isInterior and not cell.behavesAsExterior
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end
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local function checkCantonCell(cellName)
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local function isCantonCell(cellName)
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for _, str in pairs(waistworks) do if cellName:match(str) then return true end end
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return false
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end
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@ -478,7 +520,7 @@ local function checkWeather(cell)
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end
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-- travel agents, their steeds, and argonians stick around
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local function badWeatherNPC(npc)
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local function isBadWeatherNPC(npc)
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if not npc.object then return end
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log(common.logLevels.large, "NPC Inclement Weather: %s is %s, %s", npc.object.name, npc.object.class.name,
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@ -520,79 +562,126 @@ end
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-- }}}
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-- {{{ 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
|
||||
|
@ -600,22 +689,26 @@ 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
|
||||
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
|
||||
if activator.disabled then
|
||||
log(common.logLevels.medium, "Enabling silt strider %s!", activator.object.name)
|
||||
mwscript.enable({reference = activator})
|
||||
-- activator:enable()
|
||||
|
@ -623,48 +716,48 @@ local function disableSiltStriders(cell)
|
|||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
log(common.logLevels.large, "Done with silt striders")
|
||||
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({
|
||||
|
|
Loading…
Reference in a new issue