complete refactor of NPC processing, should be better, and not reenable NPCs when they shouldn't be

This commit is contained in:
Lilian Jónsdóttir 2020-10-03 22:18:22 -07:00
parent 1c0c19f77f
commit 8645d173e5
2 changed files with 179 additions and 119 deletions

View file

@ -46,8 +46,12 @@ this.runtimeData = {
},
-- NPCs who have been moved
movedNPCs = {},
-- NPCs who stick around in bad weather and have been moved
movedBadWeatherNPCs = {},
-- NPCs who have been disabled
disabledNPCs = {},
-- NPCs who stick around in bad weather and have been disabled
disabledBadWeatherNPCs = {},
-- positions that haven't been used
positions = {},
-- player companions
@ -131,6 +135,11 @@ this.isCantonCell = function(cell)
end
return false
end
this.isEmptyTable = function(t)
for _ in pairs(t) do return false end
return true
end
-- }}}
return this

View file

@ -11,70 +11,19 @@ local function log(level, ...) if config.logLevel >= level then common.log(...)
local this = {}
-- create an in memory list of positions for a cell, to ensure multiple NPCs aren't placed in the same spot
this.updatePositions = function(cell)
local id = cell.id
-- update runtime positions in cell, but don't overwrite loaded positions
if not common.runtimeData.positions[id] and positions.cells[id] then
common.runtimeData.positions[id] = {}
for _, data in pairs(positions.cells[id]) do table.insert(common.runtimeData.positions[id], data) end
end
end
local function moveNPC(homeData)
local npc = homeData.npc
-- todo: make this recursive?
this.searchCellsForPositions = function()
for _, cell in pairs(tes3.getActiveCells()) do
-- check active cells
this.updatePositions(cell)
for door in cell:iterateReferences(tes3.objectType.door) do
if door.destination then
-- then check cells attached to active cells
this.updatePositions(door.destination.cell)
-- one more time
for internalDoor in door.destination.cell:iterateReferences(tes3.objectType.door) do
if internalDoor.destination then
this.updatePositions(internalDoor.destination.cell)
end
end
end
end
end
end
-- search in a specific cell for moved NPCs
this.checkForMovedNPCs = function(cell)
-- NPCs don't get moved to exterior cells, so no need to check them for moved NPCs
if not checks.isInteriorCell(cell) then return end
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
dataTables.createHomedNPCTableEntry(npc, cell, tes3.getCell(npc.data.NPCsGoHome.cell), true,
npc.data.NPCsGoHome.position, npc.data.NPCsGoHome.orientation)
end
end
end
this.searchCellsForNPCs = function()
for _, cell in pairs(tes3.getActiveCells()) do
-- check active cells
this.checkForMovedNPCs(cell)
for door in cell:iterateReferences(tes3.objectType.door) do
if door.destination then
-- then check cells attached to active cells
this.checkForMovedNPCs(door.destination.cell)
end
end
end
end
this.moveNPC = function(homeData)
-- add to in memory table
local badWeather = checks.isBadWeatherNPC(npc)
if badWeather then
table.insert(common.runtimeData.movedBadWeatherNPCs, homeData)
else
table.insert(common.runtimeData.movedNPCs, homeData)
end
interop.setRuntimeData(common.runtimeData)
-- 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},
@ -88,14 +37,34 @@ this.moveNPC = function(homeData)
orientation = homeData.homeOrientation
})
log(common.logLevels.medium, "Moving %s to home %s (%s, %s, %s)", homeData.npc.object.name, homeData.home.id,
log(common.logLevels.medium, "[PROC] 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
this.putNPCsBack = function()
for i = #common.runtimeData.movedNPCs, 1, -1 do
local data = table.remove(common.runtimeData.movedNPCs, i)
log(common.logLevels.medium, "Moving %s back outside to %s (%s, %s, %s)", data.npc.object.name, data.ogPlace.id,
local function disableNPC(npc)
-- same thing as moveNPC, but disables instead
-- add to runtimeData
if checks.isBadWeatherNPC(npc) then
-- table.insert(common.runtimeData.disabledBadWeatherNPCs, npc)
common.runtimeData.disabledBadWeatherNPCs[npc.id] = npc
else
-- table.insert(common.runtimeData.disabledNPCs, npc)
common.runtimeData.disabledNPCs[npc.id] = npc
end
-- set NPC data
npc.data.NPCsGoHome = {disabled = true}
-- disable NPC
-- 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
-- do some logging
log(common.logLevels.medium, "[PROC] Disabling un-homed %s", npc.name and npc.name or npc.id)
end
local function putNPCsBack(npcData)
for i = #npcData, 1, -1 do
local data = table.remove(npcData, i)
log(common.logLevels.medium, "[PROC] 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
@ -117,75 +86,158 @@ this.putNPCsBack = function()
interop.setRuntimeData(common.runtimeData)
end
-- todo: this needs to be rewritten
local function reEnableNPCs(npcs)
-- for i = #npcs, 1, -1 do
-- local npc = table.remove(npcs, i)
-- log(common.logLevels.medium, "[PROC] Enabling homeless %s", npc.object.name)
-- -- npc:enable()
-- mwscript.enable({reference = npc})
-- npc.data.NPCsGoHome = nil
-- end
for id, ref in pairs(npcs) do
log(common.logLevels.medium, "[PROC] Enabling homeless %s", ref.object.name)
-- ref:enable()
mwscript.enable({reference = ref})
ref.data.NPCsGoHome = nil
npcs[id] = nil
end
interop.setRuntimeData(common.runtimeData)
end
local function disableOrMove(npc, cell)
-- check for home
local npcHome = config.moveNPCs and housing.pickHomeForNPC(cell, npc) or nil
if npcHome then
moveNPC(npcHome)
else
disableNPC(npc)
end
end
-- create an in memory list of positions for a cell, to ensure multiple NPCs aren't placed in the same spot
local function updatePositions(cell)
local id = cell.id
-- update runtime positions in cell, but don't overwrite loaded positions
if not common.runtimeData.positions[id] and positions.cells[id] then
common.runtimeData.positions[id] = {}
for _, data in pairs(positions.cells[id]) do table.insert(common.runtimeData.positions[id], data) end
end
end
-- search in a specific cell for moved or disabled NPCs
local function checkForMovedOrDisabledNPCs(cell)
-- NPCs don't get moved to exterior cells, so no need to check them for moved NPCs
if not checks.isInteriorCell(cell) then return end
log(common.logLevels.medium, "[PROC] 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
log(common.logLevels.large, "[PROC] %s has NPCsGoHome data, deciding if disabled or moved...%s", npc, json.encode(npc.data.NPCsGoHome))
if npc.data.NPCsGoHome.disabled then
-- disabled NPC
if checks.isBadWeatherNPC(npc) then
common.runtimeData.disabledBadWeatherNPCs[npc.id] = npc
-- table.insert(common.runtimeData.disabledBadWeatherNPCs, npc)
else
common.runtimeData.disabledNPCs[npc.id] = npc
-- table.insert(common.runtimeData.disabledNPCs, npc)
end
else
-- homed NPC
dataTables.createHomedNPCTableEntry(npc, cell, tes3.getCell(npc.data.NPCsGoHome.cell), true,
npc.data.NPCsGoHome.position, npc.data.NPCsGoHome.orientation)
end
end
end
end
this.searchCellsForNPCs = function()
for _, cell in pairs(tes3.getActiveCells()) do
-- check active cells
checkForMovedOrDisabledNPCs(cell)
for door in cell:iterateReferences(tes3.objectType.door) do
if door.destination then
-- then check cells attached to active cells
checkForMovedOrDisabledNPCs(door.destination.cell)
end
end
end
end
-- todo: make this recursive?
this.searchCellsForPositions = function()
for _, cell in pairs(tes3.getActiveCells()) do
-- check active cells
updatePositions(cell)
for door in cell:iterateReferences(tes3.objectType.door) do
if door.destination then
-- then check cells attached to active cells
updatePositions(door.destination.cell)
-- one more time
for internalDoor in door.destination.cell:iterateReferences(tes3.objectType.door) do
if internalDoor.destination then updatePositions(internalDoor.destination.cell) end
end
end
end
end
end
this.processNPCs = function(cell)
local night = checks.isNight()
local badWeather = cell.name and checks.isInclementWeather() or false -- ignore weather in "Region" cells
local badWeather = checks.isInclementWeather()
log(common.logLevels.small, "Looking for NPCs to process in cell:%s", cell.id)
log(common.logLevels.small, "[PROC] Looking for NPCs to process in cell:%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
if badWeather and not night then
log(common.logLevels.medium, "[PROC] !!Bad weather and not night!!")
-- bad weather during the day, so disable some NPCs
for npc in cell:iterateReferences(tes3.objectType.npc) do
if not checks.isIgnoredNPC(npc) then
-- find NPC homes
local npcHome = config.moveNPCs and housing.pickHomeForNPC(cell, npc) or nil
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.") or ".")
-- disable or move NPCs
if night or (badWeather and
(not checks.isBadWeatherNPC(npc) or (checks.isBadWeatherNPC(npc) and not config.keepBadWeatherNPCs))) then
if config.disableNPCs then -- this way, even if the option is off, disabled NPCs will get reenabled
if npcHome then
this.moveNPC(npcHome)
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
common.runtimeData.disabledNPCs[npc.id] = true
else
log(common.logLevels.medium, "Didn't do anything with %s", npc.object.name)
local keep = checks.isBadWeatherNPC(npc)
if not keep or not config.keepBadWeatherNPCs then disableOrMove(npc, cell) end
end
end
-- check for bad weather NPCs that have been disabled, and re-enable them
if not common.isEmptyTable(common.runtimeData.movedBadWeatherNPCs) then putNPCsBack(common.runtimeData.movedBadWeatherNPCs) end
if not common.isEmptyTable(common.runtimeData.disabledBadWeatherNPCs) then reEnableNPCs(common.runtimeData.disabledBadWeatherNPCs) end
elseif night then
log(common.logLevels.medium, "[PROC] !!Good or bad weather and night!!")
-- at night, weather doesn't matter, disable everyone
for npc in cell:iterateReferences(tes3.objectType.npc) do
if not checks.isIgnoredNPC(npc) then disableOrMove(npc, cell) end
end
else
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})
common.runtimeData.disabledNPCs[npc.id] = nil
end
end
end
end
-- now put NPCs back
if not night and not badWeather and #common.runtimeData.movedNPCs > 0 then
this.putNPCsBack()
log(common.logLevels.medium, "[PROC] !!Good weather and not night!!")
-- put everyone back
if not common.isEmptyTable(common.runtimeData.movedNPCs) then putNPCsBack(common.runtimeData.movedNPCs) end
if not common.isEmptyTable(common.runtimeData.movedBadWeatherNPCs) then putNPCsBack(common.runtimeData.movedBadWeatherNPCs) end
if not common.isEmptyTable(common.runtimeData.disabledNPCs) then reEnableNPCs(common.runtimeData.disabledNPCs) end
if not common.isEmptyTable(common.runtimeData.disabledBadWeatherNPCs) then reEnableNPCs(common.runtimeData.disabledBadWeatherNPCs) end
end
end
this.processSiltStriders = function(cell)
if not config.disableNPCs then return end
log(common.logLevels.small, "Looking for silt striders to process in cell:%s", cell.name)
log(common.logLevels.small, "[PROC] Looking for silt striders to process in cell:%s", cell.name)
for activator in cell:iterateReferences(tes3.objectType.activator) do
log(common.logLevels.large, "Is %s a silt strider??", activator.object.id)
log(common.logLevels.large, "[PROC] Is %s a silt strider??", activator.object.id)
if activator.object.id:match("siltstrider") then
if checks.isNight() or (checks.isInclementWeather() and not config.keepBadWeatherNPCs) then
if not activator.disabled then
log(common.logLevels.medium, "Disabling silt strider %s!", activator.object.name)
log(common.logLevels.medium, "[PROC] 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)
log(common.logLevels.medium, "[PROC] Enabling silt strider %s!", activator.object.name)
mwscript.enable({reference = activator})
-- activator:enable()
-- tes3.setEnabled({reference = activator, enabled = true})
@ -193,7 +245,7 @@ this.processSiltStriders = function(cell)
end
end
end
log(common.logLevels.large, "Done with silt striders")
log(common.logLevels.large, "[PROC] Done with silt striders")
end
-- deal with trader's guars, and other npc linked creatures/whatever
@ -202,22 +254,21 @@ this.processPets = function(cell)
local night = checks.isNight()
local badWeather = checks.isInclementWeather()
log(common.logLevels.small, "Looking for NPC pets to process in cell:%s", cell.name)
log(common.logLevels.small, "[PROC] Looking for NPC pets to process in cell:%s", cell.name)
for creature in cell:iterateReferences(tes3.objectType.creature) do
local isPet, linkedToTravel = checks.isNPCPet(creature)
if isPet then
if night or (badWeather and
(not linkedToTravel or (linkedToTravel and not config.keepBadWeatherNPCs))) then
if night or (badWeather and (not linkedToTravel or (linkedToTravel and not config.keepBadWeatherNPCs))) then
-- disable
if not creature.disabled then
log(common.logLevels.medium, "Disabling NPC Pet %s!", creature.object.id)
log(common.logLevels.medium, "[PROC] Disabling NPC Pet %s!", creature.object.id)
mwscript.disable({reference = creature})
end
else
-- enable
if creature.disabled then
log(common.logLevels.medium, "Enabling NPC Pet %s!", creature.object.id)
log(common.logLevels.medium, "[PROC] Enabling NPC Pet %s!", creature.object.id)
mwscript.enable({reference = creature})
end
end
@ -229,7 +280,7 @@ this.processDoors = function(cell)
if not config.lockDoors then return end
local night = checks.isNight()
log(common.logLevels.small, "Looking for doors to process in cell:%s", cell.id)
log(common.logLevels.small, "[PROC] Looking for doors to process in cell:%s", cell.id)
for door in cell:iterateReferences(tes3.objectType.door) do
if not door.data.NPCsGoHome then door.data.NPCsGoHome = {} end
@ -240,12 +291,12 @@ this.processDoors = function(cell)
door.data.NPCsGoHome.alreadyLocked = tes3.getLocked({reference = door})
end
log(common.logLevels.large, "Found %slocked %s with destination %s",
log(common.logLevels.large, "[PROC] Found %slocked %s with destination %s",
door.data.NPCsGoHome.alreadyLocked and "" or "un", door.id, door.destination.cell.id)
if night then
if not door.data.NPCsGoHome.alreadyLocked then
log(common.logLevels.medium, "locking: %s to %s", door.object.name, door.destination.cell.id)
log(common.logLevels.medium, "[PROC] locking: %s to %s", door.object.name, door.destination.cell.id)
local lockLevel = math.random(25, 100)
tes3.lock({reference = door, level = lockLevel})
@ -259,14 +310,14 @@ this.processDoors = function(cell)
tes3.setLockLevel({reference = door, level = 0})
tes3.unlock({reference = door})
log(common.logLevels.medium, "unlocking: %s to %s", door.object.name, door.destination.cell.id)
log(common.logLevels.medium, "[PROC] 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, "[PROC] Now locked Status: %s", tes3.getLocked({reference = door}))
end
end
log(common.logLevels.large, "Done with doors")
log(common.logLevels.large, "[PROC] Done with doors")
end
return this