some refactoring and such
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@ -185,6 +185,45 @@ local function createHomedNPCTableEntry(npc, home, startingPlace, isHome)
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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 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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-- 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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worth = worth + calculateNPCWorth(innard)
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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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publicHouses[city][type][publicCell.name] = {
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name = publicHouseName,
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city = city,
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cell = publicCell,
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proprietor = proprietor,
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proprietorName = proprietor.object.name,
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worth = worth
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}
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interop.setInnTable(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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local function pickHomeForNPC(cell, npc)
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-- wilderness cells don't have name
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@ -297,49 +336,20 @@ local function isPublicHouse(cell)
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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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local city, publicHouseName
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if 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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local type = pickPublicHouseType(cell.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(npc)
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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 cell:iterateReferences(tes3.objectType.npc) do
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worth = worth + calculateNPCWorth(innard)
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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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publicHouses[city][type][cell.name] = {
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name = publicHouseName,
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city = city,
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cell = cell,
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proprietor = npc,
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proprietorName = npc.object.name,
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worth = worth
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}
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interop.setInnTable(publicHouses)
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createPublicHouseTableEntry(cell, npc)
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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-- and npc.object.faction.id
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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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npcs.factions[faction].total = npcs.factions[faction].total + 1
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end
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@ -457,7 +467,11 @@ end
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local function checkEnteredSpawnedNPCHome(cell)
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local home = homedNPCS[cell.id]
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if home then log(common.logLevels.medium, "Entering home of %s, %s", home.name, home.homeName) end
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if home then
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local message = string.format("Entering home of %s, %s", home.name, home.homeName)
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log(common.logLevels.medium, message)
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tes3.messageBox(message)
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end
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end
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local function checkEnteredPublicHouse(cell, city)
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@ -465,9 +479,11 @@ local function checkEnteredPublicHouse(cell, city)
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local publicHouse = publicHouses[city] and (publicHouses[city][type] and publicHouses[city][type][cell.name])
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if publicHouse then
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log(common.logLevels.medium, "Entering public space %s, %s, in the city of %s. Talk to %s, %s for services.",
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publicHouse.name, publicHouse.type, publicHouse.city, publicHouse.proprietor.object.name,
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local message = string.format("Entering public space %s, a%s %s in the town of %s. Talk to %s, %s for services.",
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publicHouse.name, common.vowel(type), type:gsub("s$", ""), publicHouse.city, publicHouse.proprietor.object.name,
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publicHouse.proprietor.object.class)
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log(common.logLevels.small, message)
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tes3.messageBox(message)
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end
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end
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@ -490,7 +506,7 @@ local function moveNPC(data)
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orientation = data.homeOrientation
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})
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log(common.logLevels.medium, "Moving %s to home %s (%s, %s, %s)", data.npc.object.name, data.home.id,
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log(common.logLevels.small, "Moving %s to home %s (%s, %s, %s)", data.npc.object.name, data.home.id,
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data.homePosition.x, data.homePosition.y, data.homePosition.z)
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end
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@ -515,10 +531,12 @@ end
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-- todo: rename to toggleNPCs(cell, state = true|false)
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-- todo: using tes3.setEnabled({ enabled = state })
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local function disableNPCs(cell)
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if not config.disableNPCs then return end
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-- iterate NPCs in the cell, move them to their homes, and keep track of moved NPCs so we can move them back later
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for npc in cell:iterateReferences(tes3.objectType.npc) do
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-- for npc, _ in pairs(cellsInMemory[cell].npcs) do
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if config.disableNPCs and not isIgnoredNPC(npc) then
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if not isIgnoredNPC(npc) then
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log(common.logLevels.large, "People change")
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-- find NPC homes
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@ -558,6 +576,8 @@ local function disableNPCs(cell)
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end
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local function disableSiltStriders(cell)
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if not config.disableNPCs then return end
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log(common.logLevels.large, "Looking for silt striders")
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for activator in cell:iterateReferences(tes3.objectType.activator) do
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log(common.logLevels.large, "Is %s a silt strider??", activator.object.id)
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@ -579,13 +599,15 @@ local function disableSiltStriders(cell)
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end
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local function processDoors(cell)
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if not config.lockDoors then return end
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log(common.logLevels.large, "Checking out doors")
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for door in cell:iterateReferences(tes3.objectType.door) do
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if not door.data.NPCsGoHome then door.data.NPCsGoHome = {} end
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log(common.logLevels.large, "Door has destination: %s", door.destination and door.destination.cell.id or "none")
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if config.lockDoors and not isIgnoredDoor(door, cell.id) then
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if not isIgnoredDoor(door, cell.id) then
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log(common.logLevels.large, "It knows there's a door")
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local alreadyLocked = tes3.getLocked({reference = door})
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@ -631,8 +653,11 @@ local function applyChanges(cell)
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else
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obj = friend.object
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end
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followers[obj.id] = true
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log(common.logLevels.large, "%s is follower", obj.id)
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if friend ~= tes3.mobilePlayer then
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followers[obj.id] = true
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-- log(common.logLevels.large, "%s is follower", obj.id)
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end
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end
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if isIgnoredCell(cell) then return end
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@ -640,8 +665,6 @@ local function applyChanges(cell)
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-- Interior cell, except Waistworks, don't do anything
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if checkInteriorCell(cell) and not (config.waistWorks and checkCantonCell(cell.name)) then return end
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log(common.logLevels.medium, "The hour is: %s", tes3.worldController.hour.value)
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-- Disable NPCs in cell
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disableNPCs(cell)
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disableSiltStriders(cell)
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