canton plazas are treated the same as waistworks
too much using open Vivec mods, I forgot they existed as separate cells lmao
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@ -12,7 +12,7 @@ this.logString = this.modName:gsub("%s?%b()%s?", "")
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-- for config
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this.logLevels = {none = 0, small = 1, medium = 2, large = 3}
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this.waist = {neither = 0, exterior = 1, public = 2}
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this.canton = {neither = 0, exterior = 1, public = 2}
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-- for runtime data
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this.publicHouseTypes = {
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@ -20,7 +20,7 @@ this.publicHouseTypes = {
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guildhalls = "Guildhalls",
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temples = "Temples",
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homes = "Homes",
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cantonworks = "Cantonworks"
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cantons = "Cantons"
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}
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-- }}}
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@ -97,7 +97,7 @@ this.pickPublicHouseType = function(cell)
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elseif id:match("temple") then
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return this.publicHouseTypes.temples
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elseif id:match("canalworks") or cell.id:match("waistworks") then
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return this.publicHouseTypes.cantonworks
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return this.publicHouseTypes.cantons
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elseif (id:match("house") and not id:match("trade")) or id:match("manor") or id:match("tower") then
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return this.publicHouseTypes.homes
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else
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@ -121,9 +121,24 @@ this.checkModdedCell = function(cellId)
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return id
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end
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-- waistworks and plaza
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this.isPublicCantonCell = function(cell)
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-- (cell.id:lower():match("waistworks") or cell.id:lower():match(""))
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local id = cell.id:lower()
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-- hardcoded for now to avoid too many false positives
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return id:match("waistworks") or
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id:match("vivec, .* plaza") or -- vvardenfell
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id:match("almas thirr, plaza") or -- mainland
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id:match("molag mar, plaza") -- no-frills closed molag mar
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end
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-- any interior canton cell
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this.isCantonWorksCell = function(cell)
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local id = cell.id:lower()
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return id:match("waistworks") or id:match("canalworks") or id:match("underworks")
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return this.isPublicCantonCell(cell) or
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id:match("canalworks") or
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id:match("underworks")
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end
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this.isCantonCell = function(cell)
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@ -34,7 +34,7 @@ local defaultConfig = {
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minimumTrespassDisposition = 50, -- if player's disposition with NPC is less than this value, interaction is disabled
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-- door settings
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lockDoors = true,
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waistWorks = common.waist.interior,
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cantonCells = common.canton.interior,
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-- debug settings
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logLevel = common.logLevels.none
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}
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@ -80,7 +80,6 @@ this.isIgnoredCell = function(cell)
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return config.ignored[cell.id:lower()] -- or config.ignored[cell.sourceMod:lower()] -- or wilderness
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end
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-- ! this one depends on tes3 ! --
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this.fargothCheck = function()
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local fargothJournal = tes3.getJournalIndex({id = "MS_Lookout"})
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if not fargothJournal then return false end
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@ -195,12 +194,12 @@ this.isPublicHouse = function(cell)
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return true
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end
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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("waistworks") then
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-- if it's a waistworks or plaza cell, it's public, with no proprietor
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if config.cantonCells == common.canton.public and common.isPublicCantonCell(cell) then
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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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common.publicHouseTypes.cantonworks)
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common.publicHouseTypes.cantons)
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return true
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end
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@ -344,11 +343,12 @@ end
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-- travel agents, their steeds, and argonians stick around
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this.isBadWeatherNPC = function(npc)
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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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return this.offersTravel(npc) or config.badWeatherClassRace[npc.object.race.id] or
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local is = this.offersTravel(npc) or config.badWeatherClassRace[npc.object.race.id] or
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config.badWeatherClassRace[npc.object.class.id]
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log(common.logLevels.large, "[CHECKS] %s, %s%s is inclement weather NPC? %s", npc.object.name, npc.object.race.id,
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this.offersTravel(npc) and ", travel agent" or "", is)
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return is
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end
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return this
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@ -102,8 +102,8 @@ this.pickHomeForNPC = function(cell, npc)
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-- if nothing was found, then we'll settle on Canton works cell, if the cell is a Canton
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if common.isCantonCell(cell) then
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if common.runtimeData.publicHouses.byType[city] and
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common.runtimeData.publicHouses.byType[city][common.publicHouseTypes.cantonworks] then
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local canton = table.choice(common.runtimeData.publicHouses.byType[city][common.publicHouseTypes.cantonworks])
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common.runtimeData.publicHouses.byType[city][common.publicHouseTypes.cantons] then
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local canton = table.choice(common.runtimeData.publicHouses.byType[city][common.publicHouseTypes.cantons])
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log(common.logLevels.medium, "[HOUSING] Picking works %s, %s for %s", canton.city, canton.name, npc.object.name)
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if canton then return dataTables.createHomedNPCTableEntry(npc, canton.cell, cell, false) end
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@ -74,7 +74,7 @@ local function applyChanges(cell)
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-- Interior cell, except Canton cells, don't do anything
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if checks.isInteriorCell(cell) and
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not (config.waistWorks == common.waist.exterior and common.isCantonWorksCell(cell)) then return end
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not (config.cantonCells == common.canton.exterior and common.isCantonWorksCell(cell)) then return end
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-- don't do anything to public houses
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if checks.isPublicHouse(cell) then return end
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@ -76,17 +76,17 @@ category:createSlider({
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})
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category:createDropdown({
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label = "Treat Canton waistworks as exteriors, public spaces, or neither",
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label = "Treat canton plaza and waistworks cells as exteriors, public spaces, or neither",
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description = "If canton cells are treated as exterior, inside NPCs will be disabled, and doors will be locked.\n" ..
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"If they're treated as public spaces, inside NPCs won't be disabled, and homeless NPCs will be moved inside " ..
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"(if configured to do so).\n\nIf neither, canton cells will be treated as any other.",
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options = {
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{label = "Neither", value = common.waist.neither},
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{label = "Exterior", value = common.waist.exterior},
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{label = "Public", value = common.waist.public}
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{label = "Neither", value = common.canton.neither},
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{label = "Exterior", value = common.canton.exterior},
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{label = "Public", value = common.canton.public}
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},
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defaultSetting = common.waist.neither,
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variable = createTableVar("waistWorks")
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defaultSetting = common.canton.neither,
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variable = createTableVar("cantonCells")
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})
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category:createYesNoButton({
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