better logging and such
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79f5f394b9
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8a640d07f3
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@ -1,5 +1,3 @@
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local inspect = require("inspect")
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local this = {}
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-- {{{ Variables and such
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@ -65,11 +63,6 @@ end
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this.log = function(...) mwse.log("[%s] %s", this.modName, string.format(...)) end
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this.inspect = function(thing)
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this.log("Inspecting a %s", thing)
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this.log(inspect(thing))
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end
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this.vowel = function(str)
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local s = string.sub(str, 1, 1)
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local n = ""
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@ -89,7 +82,6 @@ this.keyOfLargestValue = function(t)
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picked = key
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end
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end
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-- return largest == 0 and nil or largest
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return picked
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end
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@ -4,49 +4,59 @@ local npcEvaluators = require("celediel.NPCsGoHome.functions.npcEvaluators")
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local this = {}
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-- todo: logging
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local function log(level, ...) if config.logLevel >= level then common.log(...) end end
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-- cell worth is combined worth of all NPCs
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this.calculateCellWorth = function(cell, proprietor)
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-- cell worth is combined worth of all NPCs
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local worth = 0
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local msg = "breakdown:\n"
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for innard in cell:iterateReferences(tes3.objectType.npc) do
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worth = worth + npcEvaluators.calculateNPCWorth(innard, innard == proprietor and cell or nil).total
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local total = npcEvaluators.calculateNPCWorth(innard, innard == proprietor and cell or nil).total
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worth = worth + 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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log(common.logLevels.medium, "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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return worth
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end
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-- iterate NPCs in the cell, if configured amount of the population is any one
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-- faction, that's the cell's faction, otherwise, cell doesn't have a faction.
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this.pickCellFaction = function(cell)
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-- iterate NPCs in the cell, if 2/3 the population is any one faction,
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-- that's the cell's faction, otherwise, cell doesn't have a faction.
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local npcs = {majorityFactions = {}, allFactions = {}, total = 0}
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-- count all the npcs with factions
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for npc in cell:iterateReferences(tes3.objectType.npc) do
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local faction = npc.object.faction
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if faction then
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if not npcs.allFactions[faction] then npcs.allFactions[faction] = {total = 0, percentage = 0} end
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if not npcs.allFactions[faction.id] then npcs.allFactions[faction.id] = {total = 0, percentage = 0} end
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if not npcs.allFactions[faction].master or npcs.allFactions[faction].master.object.factionIndex <
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npc.object.factionIndex then npcs.allFactions[faction].master = npc end
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if not npcs.allFactions[faction.id].master or npcs.allFactions[faction.id].master.object.factionIndex <
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npc.object.factionIndex then npcs.allFactions[faction.id].master = npc end
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npcs.allFactions[faction].total = npcs.allFactions[faction].total + 1
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npcs.allFactions[faction.id].total = npcs.allFactions[faction.id].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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for faction, info in pairs(npcs.allFactions) do
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-- pick out all the factions that make up a percentage of the cell greater than the configured value
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-- as long as the cell passes the minimum requirement check
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for id, info in pairs(npcs.allFactions) do
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info.percentage = (info.total / npcs.total) * 100
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if info.percentage >= config.factionIgnorePercentage then
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-- return faction.id
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npcs.majorityFactions[faction] = info.percentage
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if info.percentage >= config.factionIgnorePercentage and npcs.total >= config.minimumOccupancy then
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npcs.majorityFactions[id] = info.percentage
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end
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end
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-- no faction
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return table.empty(npcs.majorityFactions) and "none" or common.keyOfLargestValue(npcs.majorityFactions)
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-- from the majority values, return the faction with the largest percentage, or "none"
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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.large, "breakdown:\n%s", json.encode(npcs, {indent = true}))
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return picked
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end
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return this
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@ -109,6 +109,8 @@ this.isIgnoredNPC = function(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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-- some TR "Hired Guards" aren't actually "guards", ignore them as well
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local isGuard = obj.isGuard or (obj.name:lower():match("guard") and true or false)
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if npc.mobile then
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if npc.mobile.health.current <= 0 or npc.mobile.isDead then isDead = true end
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@ -132,13 +134,13 @@ this.isIgnoredNPC = function(npc)
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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:lower()], obj.sourceMod, config.ignored[obj.sourceMod:lower()], --
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obj.isGuard, isDead, isVampire, isWerewolf, (obj.class and obj.class.id == "Dreamers"), --
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isGuard, isDead, isVampire, isWerewolf, (obj.class and obj.class.id == "Dreamers"), --
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common.runtimeData.followers[npc.object.id], isHostile, obj.id:match("fargoth") and "fargoth:" or "", --
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obj.id:match("fargoth") and isFargothActive or "")
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return config.ignored[obj.id:lower()] or --
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config.ignored[obj.sourceMod:lower()] or --
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obj.isGuard or --
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isGuard or --
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isFargothActive or --
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isDead or -- don't move dead NPCS
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isHostile or --
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@ -166,8 +168,6 @@ this.isPublicHouse = function(cell)
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if not this.isInteriorCell(cell) then return false end
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-- gather some data about the cell
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local worth = cellEvaluators.calculateCellWorth(cell)
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local faction = cellEvaluators.pickCellFaction(cell)
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local typeOfPub = common.pickPublicHouseType(cell)
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local city, publicHouseName
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@ -187,7 +187,9 @@ this.isPublicHouse = function(cell)
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-- if it's a waistworks cell, it's public, with no proprietor
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if config.waistWorks == common.waist.public and cell.id:match(common.waistworks) then
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dataTables.createPublicHouseTableEntry(cell, nil, city, publicHouseName, worth, faction)
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dataTables.createPublicHouseTableEntry(cell, nil, 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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@ -199,7 +201,9 @@ this.isPublicHouse = function(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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dataTables.createPublicHouseTableEntry(cell, npc, city, publicHouseName, worth, faction)
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dataTables.createPublicHouseTableEntry(cell, npc, 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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@ -232,7 +236,9 @@ this.isPublicHouse = function(cell)
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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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dataTables.createPublicHouseTableEntry(cell, npcs.factions[faction].master, city, publicHouseName, worth, faction)
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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.pickCellFaction(cell))
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return true
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end
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end
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@ -281,17 +287,18 @@ end
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-- AT NIGHT
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this.checkTime = function()
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log(common.logLevels.large, "Current time is %s, things are closed between %s and %s",
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tes3.worldController.hour.value, config.closeTime, config.openTime)
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return tes3.worldController.hour.value >= config.closeTime or tes3.worldController.hour.value <= config.openTime
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local night = tes3.worldController.hour.value >= config.closeTime or 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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tes3.worldController.hour.value, night and "" or "not ", config.closeTime, config.openTime)
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return night
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end
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-- inclement weather
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this.checkWeather = function(cell)
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if not cell.region then return end
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log(common.logLevels.large, "Weather: %s >= %s == %s", cell.region.weather.index, config.worstWeather,
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cell.region.weather.index >= config.worstWeather)
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log(common.logLevels.large, "Weather: current:%s >= configured worst:%s == %s", cell.region.weather.index,
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config.worstWeather, cell.region.weather.index >= config.worstWeather)
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return cell.region.weather.index >= config.worstWeather
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end
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@ -25,7 +25,7 @@ this.createHomedNPCTableEntry = function(npc, home, startingPlace, isHome, posit
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if isHome and positions.npcs[npc.object.name] then
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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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elseif not table.empty(common.runtimeData.positions[id]) then
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elseif common.runtimeData.positions[id] and not table.empty(common.runtimeData.positions[id]) then
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-- pick a random position out of the positions in memory
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local choice, index = table.choice(common.runtimeData.positions[id])
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pos = choice.position
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@ -36,11 +36,11 @@ this.createHomedNPCTableEntry = function(npc, home, startingPlace, isHome, posit
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ori = {0, 0, 0}
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end
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log(common.logLevels.large, "Settled on position:%s, orientation:%s for %s in %s", pos, ori, npc.object.name, id)
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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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log(common.logLevels.large, "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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(npc.position and npc.position:copy() or zeroVector:copy())
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@ -1,5 +1,6 @@
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-- handles evaluating NPCs
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local common = require("celediel.NPCsGoHome.common")
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local config = require("celediel.NPCsGoHome.config").getConfig()
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local this = {}
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@ -41,6 +42,7 @@ this.calculateNPCWorth = function(npc, merchantCell)
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-- calculate the total
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local total = 0
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for _, v in pairs(worth) do total = total + v end
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log(common.logLevels.medium, "Calculated worth of %s for %s", total, npc.object.name)
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-- then add it to the table
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worth.total = total
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@ -125,9 +125,6 @@ this.processNPCs = function(cell)
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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 not checks.isIgnoredNPC(npc) then
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log(common.logLevels.large, "People change")
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-- if not npc.data.NPCsGoHome then npc.data.NPCsGoHome = {} end
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-- find NPC homes
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local npcHome = config.moveNPCs and housing.pickHomeForNPC(cell, npc) or nil
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@ -163,8 +160,7 @@ this.processNPCs = function(cell)
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end
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-- now put NPCs back
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-- if not (checks.checkTime() or checks.checkWeather(cell)) and #movedNPCs > 0 then putNPCsBack() end
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if not (checks.checkTime() or checks.checkWeather(cell)) then this.putNPCsBack() end
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if not (checks.checkTime() or checks.checkWeather(cell)) and #common.runtimeData.movedNPCs > 0 then this.putNPCsBack() end
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end
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this.processSiltStriders = function(cell)
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@ -16,7 +16,8 @@ local category = page:createCategory(common.modName)
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category:createDropdown({
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label = "Debug log level",
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description = [[Enable this if you want to flood mwse.log with nonsense. Even small is huge.]],
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description = "Enable this if you want to flood mwse.log with nonsense. Even small is huge." ..
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"Large in Old Ebonheart spits out 16k lines each update. Don't pick that option.",
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options = {
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{label = "None", value = common.logLevels.none},
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{label = "Small", value = common.logLevels.small},
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