temples are always public
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@ -222,31 +222,41 @@ this.isPublicHouse = function(cell)
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local faction = npc.object.faction
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local faction = npc.object.faction
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if faction then
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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.id] then npcs.factions[faction.id] = {ref = faction, total = 0, percentage = 0} end
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if not npcs.factions[faction].master or npcs.factions[faction].master.object.factionIndex <
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if not npcs.factions[faction.id].master or npcs.factions[faction.id].master.object.factionIndex <
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npc.object.factionIndex then npcs.factions[faction].master = npc end
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npc.object.factionIndex then npcs.factions[faction.id].master = npc end
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npcs.factions[faction].total = npcs.factions[faction].total + 1
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npcs.factions[faction.id].total = npcs.factions[faction.id].total + 1
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end
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end
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npcs.total = npcs.total + 1
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npcs.total = npcs.total + 1
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end
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end
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end
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end
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-- Temples are always public
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if npcs.factions["Temple"] and cell.name:lower():match("temple") then
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local master = npcs.factions["Temple"].master
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log(common.logLevels.medium, "%s is a temple, and %s, %s is the ranking member", cell.id, master.object.name, master.object.class)
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dataTables.createPublicHouseTableEntry(cell, master, city, publicHouseName,
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cellEvaluators.calculateCellWorth(cell),
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cellEvaluators.pickCellFaction(cell))
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return true
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end
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-- no NPCs of ignored classes, so let's check out factions
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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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for faction, info in pairs(npcs.factions) do
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info.percentage = (info.total / npcs.total) * 100
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info.percentage = (info.total / npcs.total) * 100
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log(common.logLevels.large,
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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",
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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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cell.name, faction, config.ignored[faction], info.ref.playerJoined, info.total, info.percentage,
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npcs.total)
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npcs.total)
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-- log(common.logLevels.large, "ignored or joined:%s, occupants or blades:%s, faction percent:%s", (config.ignored[faction.id] or faction.playerJoined),
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-- log(common.logLevels.large, "ignored or joined:%s, occupants or blades:%s, faction percent:%s", (config.ignored[faction.id] or faction.playerJoined),
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-- (npcs.total >= config.minimumOccupancy or faction == "Blades"), (info.percentage >= config.factionIgnorePercentage))
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-- (npcs.total >= config.minimumOccupancy or faction == "Blades"), (info.percentage >= config.factionIgnorePercentage))
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-- less than configured amount of NPCs can't be a public house unless it's a Blades house
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-- less than configured amount of NPCs can't be a public house unless it's a Blades house
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if (config.ignored[faction.id] or faction.playerJoined) and
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if (config.ignored[faction] or info.ref.playerJoined) and
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(npcs.total >= config.minimumOccupancy or faction == "Blades") and
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(npcs.total >= config.minimumOccupancy or faction == "Blades") and
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(info.percentage >= config.factionIgnorePercentage) then
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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, 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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@ -331,3 +341,5 @@ this.isBadWeatherNPC = function(npc)
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end
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end
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return this
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return this
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-- vim:set fdm=marker
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