fixed public house detection (whoopsie)

This commit is contained in:
Lilian Jónsdóttir 2020-08-06 23:24:42 -07:00
parent efc88eddb2
commit a96a93e45f

View file

@ -359,16 +359,18 @@ local function isPublicHouse(cell)
-- no NPCs of ignored classes, so let's check out factions
for faction, info in pairs(npcs.factions) do
info.percentage = info.total / npcs.total
info.percentage = ( info.total / npcs.total ) * 100
log(common.logLevels.large,
"No NPCs of ignored class in %s, checking faction %s (ignored: %s) with %s (%s%%) vs total %s", cell.name,
faction, config.ignored[faction], info.total, info.percentage * 100, npcs.total)
"No NPCs of ignored class in %s, checking faction %s (ignored: %s, player joined: %s) with %s (%s%%) vs total %s", cell.name,
faction, config.ignored[faction.id], faction.playerJoined, info.total, info.percentage, npcs.total)
-- less than 3 NPCs can't possibly be a public house unless it's a Blades house
if config.ignored[faction] and (npcs.total >= config.minimumOccupancy or faction == "Blades") and
if ( config.ignored[faction.id] or faction.playerJoined ) and (npcs.total >= config.minimumOccupancy or faction == "Blades") and
info.percentage >= config.factionIgnorePercentage then
log(common.logLevels.medium, "%s is %s%% faction %s, marking public.", cell.name, info.percentage * 100,
log(common.logLevels.medium, "%s is %s%% faction %s, marking public.", cell.name, info.percentage,
faction)
createPublicHouseTableEntry(cell, npcs.factions[faction].master)
return true
end
end
@ -385,11 +387,12 @@ local function isIgnoredDoor(door, homeCellId)
return true
end
-- Only doors in cities and towns (cells that share the same first characters) return true
-- Only doors in cities and towns (cells whose names share the same first characters)
-- todo: if destination cell name contains outside cell name
local inCity = string.sub(homeCellId, 1, 4) == string.sub(door.destination.cell.id, 1, 4)
-- peek inside doors to look for guild halls, inns and clubs
local isPublic = isPublicHouse(door.destination.cell)
local leadsToPublicCell = isPublicHouse(door.destination.cell)
local hasOccupants = false
for npc in door.destination.cell:iterateReferences(tes3.objectType.npc) do
@ -402,10 +405,10 @@ local function isIgnoredDoor(door, homeCellId)
log(common.logLevels.large, "%s is %s, %s is %s (%sin a city, is %spublic)", door.destination.cell.id,
config.ignored[door.destination.cell.id] and "ignored" or "not ignored", door.destination.cell.sourceMod,
config.ignored[door.destination.cell.sourceMod] and "ignored" or "not ignored", inCity and "" or "not ",
isPublic and "" or "not ")
leadsToPublicCell and "" or "not ")
return config.ignored[door.destination.cell.id] or config.ignored[door.destination.cell.sourceMod] or not inCity or
isPublicHouse or not hasOccupants
leadsToPublicCell or not hasOccupants
end
local function isIgnoredCell(cell)