louder but maybe more readable logging
This commit is contained in:
parent
1fffe9cfa7
commit
7e96593833
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@ -17,7 +17,7 @@ this.calculateCellWorth = function(cell, proprietor)
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msg = msg .. string.format("%s worth:%s, ", innard.object.name, total)
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msg = msg .. string.format("%s worth:%s, ", innard.object.name, total)
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end
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end
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log(common.logLevels.medium, "Calculated worth of %s for cell %s", worth, cell.id)
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log(common.logLevels.medium, "[CELLEVAL] Calculated worth of %s for cell %s", worth, cell.id)
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log(common.logLevels.large, msg:sub(1, #msg - 2)) -- strip off last ", "
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log(common.logLevels.large, msg:sub(1, #msg - 2)) -- strip off last ", "
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return worth
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return worth
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end
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end
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@ -54,8 +54,8 @@ this.pickCellFaction = function(cell)
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-- from the majority values, return the faction with the largest percentage, or nil
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-- from the majority values, return the faction with the largest percentage, or nil
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local picked = common.keyOfLargestValue(npcs.majorityFactions)
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local picked = common.keyOfLargestValue(npcs.majorityFactions)
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log(common.logLevels.medium, "Picked faction %s for cell %s", picked, cell.id)
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log(common.logLevels.medium, "[CELLEVAL] Picked faction %s for cell %s", picked, cell.id)
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log(common.logLevels.large, "breakdown:\n%s", json.encode(npcs, {indent = true}))
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log(common.logLevels.large, "[CELLEVAL] breakdown:\n%s", json.encode(npcs, {indent = true}))
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return picked
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return picked
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end
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end
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@ -24,7 +24,7 @@ end
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local function getFightFromSpawnedReference(id)
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local function getFightFromSpawnedReference(id)
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-- Spawn a reference of the given id in toddtest
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-- Spawn a reference of the given id in toddtest
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local toddTest = tes3.getCell("toddtest")
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local toddTest = tes3.getCell("toddtest")
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log(common.logLevels.medium, "Spawning %s in %s", id, toddTest.id)
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log(common.logLevels.medium, "[CHECKS] Spawning %s in %s", id, toddTest.id)
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local ref = tes3.createReference({
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local ref = tes3.createReference({
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object = id,
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object = id,
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@ -37,7 +37,7 @@ local function getFightFromSpawnedReference(id)
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local fight = ref.mobile.fight
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local fight = ref.mobile.fight
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log(common.logLevels.medium, "Got fight of %s, time to yeet %s", fight, id)
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log(common.logLevels.medium, "[CHECKS] Got fight of %s, time to yeet %s", fight, id)
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yeet(ref)
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yeet(ref)
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@ -50,7 +50,7 @@ local this = {}
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this.isInteriorCell = function(cell)
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this.isInteriorCell = function(cell)
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if not cell then return end
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if not cell then return end
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log(common.logLevels.large, "Cell %s: interior: %s, behaves as exterior: %s therefore returning %s", cell.id,
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log(common.logLevels.large, "[CHECKS] Cell %s: interior: %s, behaves as exterior: %s therefore returning %s", cell.id,
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cell.isInterior, cell.behavesAsExterior, cell.isInterior and not cell.behavesAsExterior)
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cell.isInterior, cell.behavesAsExterior, cell.isInterior and not cell.behavesAsExterior)
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return cell.isInterior and not cell.behavesAsExterior
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return cell.isInterior and not cell.behavesAsExterior
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@ -59,7 +59,7 @@ end
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this.isCityCell = function(internalCellId, externalCellId)
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this.isCityCell = function(internalCellId, externalCellId)
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-- easy mode
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-- easy mode
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if string.match(internalCellId, externalCellId) then
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if string.match(internalCellId, externalCellId) then
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log(common.logLevels.large, "easy mode city: %s in %s", internalCellId, externalCellId)
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log(common.logLevels.large, "[CHECKS] easy mode city: %s in %s", internalCellId, externalCellId)
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return true
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return true
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end
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end
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@ -69,18 +69,18 @@ this.isCityCell = function(internalCellId, externalCellId)
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local _, _, externalCity = string.find(externalCellId, cityMatch)
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local _, _, externalCity = string.find(externalCellId, cityMatch)
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if externalCity and externalCity == internalCity then
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if externalCity and externalCity == internalCity then
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log(common.logLevels.large, "hard mode city: %s in %s, %s == %s", internalCellId, externalCellId, externalCity,
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log(common.logLevels.large, "[CHECKS] hard mode city: %s in %s, %s == %s", internalCellId, externalCellId, externalCity,
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internalCity)
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internalCity)
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return true
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return true
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end
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end
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log(common.logLevels.large, "hard mode not city: %s not in %s, %s ~= %s or both are nil", internalCellId,
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log(common.logLevels.large, "[CHECKS] hard mode not city: %s not in %s, %s ~= %s or both are nil", internalCellId,
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externalCellId, externalCity, internalCity)
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externalCellId, externalCity, internalCity)
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return false
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return false
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end
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end
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this.isIgnoredCell = function(cell)
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this.isIgnoredCell = function(cell)
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log(common.logLevels.large, "%s is %s, %s is %s", cell.id, config.ignored[cell.id] and "ignored" or "not ignored",
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log(common.logLevels.large, "[CHECKS] %s is %s, %s is %s", cell.id, config.ignored[cell.id] and "ignored" or "not ignored",
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cell.sourceMod, config.ignored[cell.sourceMod] and "ignored" or "not ignored")
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cell.sourceMod, config.ignored[cell.sourceMod] and "ignored" or "not ignored")
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-- don't do things in the wilderness
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-- don't do things in the wilderness
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@ -96,7 +96,7 @@ this.fargothCheck = function()
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if not fargothJournal then return false end
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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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-- 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,
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log(common.logLevels.large, "[CHECKS] Fargoth journal check %s: %s", fargothJournal,
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fargothJournal > 10 and fargothJournal <= 30)
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fargothJournal > 10 and fargothJournal <= 30)
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return fargothJournal > 10 and fargothJournal <= 30
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return fargothJournal > 10 and fargothJournal <= 30
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@ -210,7 +210,7 @@ this.isPublicHouse = function(cell)
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-- Check for NPCS of ignored classes first
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-- Check for NPCS of ignored classes first
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if not this.isIgnoredNPC(npc) then
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if not this.isIgnoredNPC(npc) then
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if npc.object.class and config.ignored[npc.object.class.id] 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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log(common.logLevels.medium, "[CHECKS] NPC:\'%s\' of class:\'%s\' made %s public", npc.object.name,
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npc.object.class and npc.object.class.id or "none", cell.name)
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npc.object.class and npc.object.class.id or "none", cell.name)
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dataTables.createPublicHouseTableEntry(cell, npc, city, publicHouseName,
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dataTables.createPublicHouseTableEntry(cell, npc, city, publicHouseName,
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@ -237,7 +237,7 @@ this.isPublicHouse = function(cell)
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-- Temples are always public
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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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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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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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log(common.logLevels.medium, "[CHECKS] %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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dataTables.createPublicHouseTableEntry(cell, master, city, publicHouseName,
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cellEvaluators.calculateCellWorth(cell),
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cellEvaluators.calculateCellWorth(cell),
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cellEvaluators.pickCellFaction(cell))
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cellEvaluators.pickCellFaction(cell))
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@ -252,14 +252,14 @@ this.isPublicHouse = function(cell)
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cell.name, faction, config.ignored[faction], info.ref.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, "[CHECKS] 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] or info.ref.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, "[CHECKS] %s is %s%% faction %s, marking public.", cell.name, info.percentage, faction)
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dataTables.createPublicHouseTableEntry(cell, npcs.factions[faction].master, city, publicHouseName,
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dataTables.createPublicHouseTableEntry(cell, npcs.factions[faction].master, city, publicHouseName,
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cellEvaluators.calculateCellWorth(cell),
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cellEvaluators.calculateCellWorth(cell),
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@ -268,7 +268,7 @@ this.isPublicHouse = function(cell)
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end
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end
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end
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end
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log(common.logLevels.large, "%s isn't public", cell.name)
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log(common.logLevels.large, "[CHECKS] %s isn't public", cell.name)
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return false
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return false
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end
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end
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@ -276,7 +276,7 @@ end
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this.isIgnoredDoor = function(door, homeCellId)
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this.isIgnoredDoor = function(door, homeCellId)
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-- don't lock non-cell change doors
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-- don't lock non-cell change doors
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if not door.destination then
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if not door.destination then
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log(common.logLevels.large, "Non-Cell-change door %s, ignoring", door.id)
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log(common.logLevels.large, "[CHECKS] Non-Cell-change door %s, ignoring", door.id)
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return true
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return true
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end
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end
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@ -301,7 +301,7 @@ this.isIgnoredDoor = function(door, homeCellId)
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-- don't lock doors to canton cells
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-- don't lock doors to canton cells
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local isCantonWorks = common.isCantonWorksCell(dest)
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local isCantonWorks = common.isCantonWorksCell(dest)
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log(common.logLevels.large, "%s is %s, (%sin a city, is %spublic, %soccupied)", --
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log(common.logLevels.large, "[CHECKS] %s is %s, (%sin a city, is %spublic, %soccupied)", --
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dest.id, this.isIgnoredCell(dest) and "ignored" or "not ignored", -- destination is ignored
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dest.id, this.isIgnoredCell(dest) and "ignored" or "not ignored", -- destination is ignored
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inCity and "" or "not ", leadsToPublicCell and "" or "not ", hasOccupants and "" or "un") -- in a city, is public, is ocupado
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inCity and "" or "not ", leadsToPublicCell and "" or "not ", hasOccupants and "" or "un") -- in a city, is public, is ocupado
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@ -313,7 +313,7 @@ end
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this.isNight = function()
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this.isNight = function()
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local atNight = tes3.worldController.hour.value >= config.closeTime or -- AT NIGHT
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local atNight = tes3.worldController.hour.value >= config.closeTime or -- AT NIGHT
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tes3.worldController.hour.value <= config.openTime
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tes3.worldController.hour.value <= config.openTime
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log(common.logLevels.large, "Current time is %.2f (%snight), things are closed between %s and %s",
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log(common.logLevels.large, "[CHECKS] Current time is %.2f (%snight), things are closed between %s and %s",
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tes3.worldController.hour.value, atNight and "" or "not ", config.closeTime, config.openTime)
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tes3.worldController.hour.value, atNight and "" or "not ", config.closeTime, config.openTime)
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return atNight
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return atNight
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@ -326,15 +326,15 @@ this.isInclementWeather = function()
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local index = tes3.getCurrentWeather().index
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local index = tes3.getCurrentWeather().index
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local isBad = index >= config.worstWeather
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local isBad = index >= config.worstWeather
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log(common.logLevels.large, "Weather in %s: current:%s >= configured worst:%s == %s", tes3.getRegion().id, index,
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log(common.logLevels.large, "[CHECKS] Weather in %s: current:%s >= configured worst:%s, weather is %s", tes3.getRegion().id, index,
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config.worstWeather, isBad)
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config.worstWeather, isBad and "bad" or "great")
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return isBad
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return isBad
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end
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end
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-- travel agents, their steeds, and argonians stick around
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-- travel agents, their steeds, and argonians stick around
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this.isBadWeatherNPC = function(npc)
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this.isBadWeatherNPC = function(npc)
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log(common.logLevels.large, "NPC Inclement Weather: %s is %s%s", npc.object.name, npc.object.race.id,
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log(common.logLevels.large, "[CHECKS] NPC Inclement Weather: %s is %s%s", npc.object.name, npc.object.race.id,
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this.offersTravel(npc) and ", travel agent" or "")
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this.offersTravel(npc) and ", travel agent" or "")
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return this.offersTravel(npc) or npc.object.race.id == "Argonian"
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return this.offersTravel(npc) or npc.object.race.id == "Argonian"
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@ -16,7 +16,7 @@ this.createHomedNPCTableEntry = function(npc, home, startingPlace, isHome, posit
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-- mod support for different positions in cells
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-- mod support for different positions in cells
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local id = common.checkModdedCell(home.id)
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local id = common.checkModdedCell(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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log(common.logLevels.medium, "[DTAB] Found %s for %s: %s... adding it to in memory table...",
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isHome and "home" or "public house", npc.object.name, id)
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isHome and "home" or "public house", npc.object.name, id)
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-- pick the position and orientation the NPC will be placed at
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-- pick the position and orientation the NPC will be placed at
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@ -39,7 +39,7 @@ this.createHomedNPCTableEntry = function(npc, home, startingPlace, isHome, posit
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pickedPosition = tes3vector3.new(pos[1], pos[2], pos[3])
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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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pickedOrientation = tes3vector3.new(ori[1], ori[2], ori[3])
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log(common.logLevels.large, "Settled on position:%s, orientation:%s for %s in %s", pickedPosition, pickedOrientation, npc.object.name, id)
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log(common.logLevels.large, "[DTAB] Settled on position:%s, orientation:%s for %s in %s", pickedPosition, pickedOrientation, npc.object.name, id)
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local ogPosition = position and (tes3vector3.new(position.x, position.y, position.z)) or
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local ogPosition = position and (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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(npc.position and npc.position:copy() or zeroVector:copy())
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@ -22,7 +22,7 @@ this.livesInManor = function(cellName, npcName)
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-- surnameless peasants don't live in manors
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-- surnameless peasants don't live in manors
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if not sur then return end
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if not sur then return end
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log(common.logLevels.large, "Checking if %s %s lives in %s", given, sur, cellName)
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log(common.logLevels.large, "[HOUSING] Checking if %s %s lives in %s", given, sur, cellName)
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return string.match(cellName, sur)
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return string.match(cellName, sur)
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end
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end
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@ -36,7 +36,7 @@ this.pickInnForNPC = function(npc, city)
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if common.runtimeData.publicHouses[city] and common.runtimeData.publicHouses[city][common.publicHouseTypes.inns] then
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if common.runtimeData.publicHouses[city] and common.runtimeData.publicHouses[city][common.publicHouseTypes.inns] then
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local choice = table.choice(common.runtimeData.publicHouses[city][common.publicHouseTypes.inns])
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local choice = table.choice(common.runtimeData.publicHouses[city][common.publicHouseTypes.inns])
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if not choice then return nil end
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if not choice then return nil end
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log(common.logLevels.medium, "Picking inn %s, %s for %s", choice.city, choice.name, npc.object.name)
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log(common.logLevels.medium, "[HOUSING] Picking inn %s, %s for %s", choice.city, choice.name, npc.object.name)
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return choice.cell
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return choice.cell
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end
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end
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end
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end
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@ -48,7 +48,7 @@ this.pickPublicHouseForNPC = function(npc, city)
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for _, data in pairs(common.runtimeData.publicHouses[city][common.publicHouseTypes.guildhalls]) do
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for _, data in pairs(common.runtimeData.publicHouses[city][common.publicHouseTypes.guildhalls]) do
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-- if npc's faction and proprietor's faction match, pick that one
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-- if npc's faction and proprietor's faction match, pick that one
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if npc.object.faction == data.proprietor.object.faction then
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if npc.object.faction == data.proprietor.object.faction then
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log(common.logLevels.medium, "Picking %s for %s based on faction", data.cell.id, npc.object.name)
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log(common.logLevels.medium, "[HOUSING] Picking %s for %s based on faction", data.cell.id, npc.object.name)
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return data.cell
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return data.cell
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end
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end
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end
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end
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@ -58,7 +58,7 @@ this.pickPublicHouseForNPC = function(npc, city)
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if common.runtimeData.publicHouses[city] and common.runtimeData.publicHouses[city][common.publicHouseTypes.temples] then
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if common.runtimeData.publicHouses[city] and common.runtimeData.publicHouses[city][common.publicHouseTypes.temples] then
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for _, data in pairs(common.runtimeData.publicHouses[city][common.publicHouseTypes.temples]) do
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for _, data in pairs(common.runtimeData.publicHouses[city][common.publicHouseTypes.temples]) do
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if npc.object.faction == data.proprietor.object.faction then
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if npc.object.faction == data.proprietor.object.faction then
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log(common.logLevels.medium, "Picking temple %s for %s based on faction", data.cell.id, npc.object.name)
|
log(common.logLevels.medium, "[HOUSING] Picking temple %s for %s based on faction", data.cell.id, npc.object.name)
|
||||||
return data.cell
|
return data.cell
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
@ -94,7 +94,7 @@ this.pickHomeForNPC = function(cell, npc)
|
||||||
|
|
||||||
-- haven't found a home, so put them in an inn or guildhall, or inside a canton
|
-- haven't found a home, so put them in an inn or guildhall, or inside a canton
|
||||||
if config.homelessWanderersToPublicHouses then
|
if config.homelessWanderersToPublicHouses then
|
||||||
log(common.logLevels.medium, "Didn't find a home for %s, trying inns", npc.object.name)
|
log(common.logLevels.medium, "[HOUSING] Didn't find a home for %s, trying inns", npc.object.name)
|
||||||
local dest = this.pickPublicHouseForNPC(npc, city)
|
local dest = this.pickPublicHouseForNPC(npc, city)
|
||||||
|
|
||||||
if dest then return dataTables.createHomedNPCTableEntry(npc, dest, cell, false) end
|
if dest then return dataTables.createHomedNPCTableEntry(npc, dest, cell, false) end
|
||||||
|
@ -104,7 +104,7 @@ this.pickHomeForNPC = function(cell, npc)
|
||||||
if common.runtimeData.publicHouses[city] and
|
if common.runtimeData.publicHouses[city] and
|
||||||
common.runtimeData.publicHouses[city][common.publicHouseTypes.cantonworks] then
|
common.runtimeData.publicHouses[city][common.publicHouseTypes.cantonworks] then
|
||||||
local canton = table.choice(common.runtimeData.publicHouses[city][common.publicHouseTypes.cantonworks])
|
local canton = table.choice(common.runtimeData.publicHouses[city][common.publicHouseTypes.cantonworks])
|
||||||
log(common.logLevels.medium, "Picking works %s, %s for %s", canton.city, canton.name, npc.object.name)
|
log(common.logLevels.medium, "[HOUSING] Picking works %s, %s for %s", canton.city, canton.name, npc.object.name)
|
||||||
|
|
||||||
if canton then return dataTables.createHomedNPCTableEntry(npc, canton.cell, cell, false) end
|
if canton then return dataTables.createHomedNPCTableEntry(npc, canton.cell, cell, false) end
|
||||||
end
|
end
|
||||||
|
|
|
@ -43,7 +43,7 @@ this.calculateNPCWorth = function(npc, merchantCell)
|
||||||
-- calculate the total
|
-- calculate the total
|
||||||
local total = 0
|
local total = 0
|
||||||
for _, v in pairs(worth) do total = total + v end
|
for _, v in pairs(worth) do total = total + v end
|
||||||
log(common.logLevels.medium, "Calculated worth of %s for %s", total, npc.object.name)
|
log(common.logLevels.medium, "[NPCEVAL] Calculated worth of %s for %s", total, npc.object.name)
|
||||||
|
|
||||||
-- then add it to the table
|
-- then add it to the table
|
||||||
worth.total = total
|
worth.total = total
|
||||||
|
|
|
@ -24,7 +24,7 @@ local function buildFollowerList()
|
||||||
for friend in tes3.iterate(tes3.mobilePlayer.friendlyActors) do
|
for friend in tes3.iterate(tes3.mobilePlayer.friendlyActors) do
|
||||||
if friend ~= tes3.mobilePlayer then -- ? why is the player friendly towards the player ?
|
if friend ~= tes3.mobilePlayer then -- ? why is the player friendly towards the player ?
|
||||||
f[friend.object.id] = true
|
f[friend.object.id] = true
|
||||||
log(common.logLevels.large, "%s is follower", friend.object.id)
|
log(common.logLevels.large, "[MAIN] %s is follower", friend.object.id)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
return f
|
return f
|
||||||
|
@ -86,13 +86,13 @@ local function applyChanges(cell)
|
||||||
end
|
end
|
||||||
|
|
||||||
local function updateCells()
|
local function updateCells()
|
||||||
log(common.logLevels.medium, "Updating active cells!")
|
log(common.logLevels.medium, "[MAIN] Updating active cells!")
|
||||||
|
|
||||||
common.runtimeData.followers = buildFollowerList()
|
common.runtimeData.followers = buildFollowerList()
|
||||||
processors.searchCellsForPositions()
|
processors.searchCellsForPositions()
|
||||||
|
|
||||||
for _, cell in pairs(tes3.getActiveCells()) do
|
for _, cell in pairs(tes3.getActiveCells()) do
|
||||||
log(common.logLevels.large, "Applying changes to cell %s", cell.id)
|
log(common.logLevels.large, "[MAIN] Applying changes to cell %s", cell.id)
|
||||||
applyChanges(cell)
|
applyChanges(cell)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
@ -111,7 +111,7 @@ local function updatePlayerTrespass(cell, previousCell)
|
||||||
else
|
else
|
||||||
tes3.player.data.NPCsGoHome.intruding = false
|
tes3.player.data.NPCsGoHome.intruding = false
|
||||||
end
|
end
|
||||||
log(common.logLevels.small, "Updating player trespass status to %s", tes3.player.data.NPCsGoHome.intruding)
|
log(common.logLevels.small, "[MAIN] Updating player trespass status to %s", tes3.player.data.NPCsGoHome.intruding)
|
||||||
end
|
end
|
||||||
|
|
||||||
-- }}}
|
-- }}}
|
||||||
|
@ -163,7 +163,7 @@ local function onKeyDown(e)
|
||||||
end
|
end
|
||||||
-- if ctrl log position data formatted for positions.lua
|
-- if ctrl log position data formatted for positions.lua
|
||||||
if e.isControlDown then
|
if e.isControlDown then
|
||||||
log(common.logLevels.none, "{position = %s, orientation = %s,", tes3.player.position, tes3.player.orientation)
|
log(common.logLevels.none, "[MAIN] {position = %s, orientation = %s},", pos, ori)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
@ -172,7 +172,7 @@ end
|
||||||
-- {{{ init
|
-- {{{ init
|
||||||
local function onInitialized()
|
local function onInitialized()
|
||||||
-- Register events
|
-- Register events
|
||||||
log(common.logLevels.small, "Registering events...")
|
log(common.logLevels.small, "[MAIN] Registering events...")
|
||||||
event.register("loaded", onLoaded)
|
event.register("loaded", onLoaded)
|
||||||
event.register("cellChanged", onCellChanged)
|
event.register("cellChanged", onCellChanged)
|
||||||
event.register("activate", onActivated)
|
event.register("activate", onActivated)
|
||||||
|
@ -180,7 +180,7 @@ local function onInitialized()
|
||||||
-- debug events
|
-- debug events
|
||||||
event.register("keyDown", onKeyDown, { filter = tes3.scanCode.c } )
|
event.register("keyDown", onKeyDown, { filter = tes3.scanCode.c } )
|
||||||
|
|
||||||
log(common.logLevels.none, "Successfully initialized")
|
log(common.logLevels.none, "[MAIN] Successfully initialized")
|
||||||
end
|
end
|
||||||
|
|
||||||
event.register("initialized", onInitialized)
|
event.register("initialized", onInitialized)
|
||||||
|
|
Loading…
Reference in a new issue