option to treat waistworks as public + refactoring
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1e4c733b0a
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@ -10,7 +10,12 @@ this.modInfo = "Move NPCs to their homes, or public houses (or just disable them
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"and prevent interaction after hours, selectively disable NPCs in inclement weather"
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this.configPath = "NPCSGOHOME"
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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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-- for runtime data
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this.publicHouseTypes = {inns = "Inns", guildhalls = "Guildhalls", temples = "Temples", houses = "Houses", cantonworks = "Cantonworks"}
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-- }}}
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-- {{{ Filled at runtime
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@ -53,6 +58,21 @@ this.vowel = function(str)
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return n
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end
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-- todo: pick this better
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this.pickPublicHouseType = function(cell)
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if cell.id:match("Guild") then
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return this.publicHouseTypes.guildhalls
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elseif cell.id:match("Temple") then
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return this.publicHouseTypes.temples
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elseif cell.id:match("[Cc]analworks") or cell.id:match("[Ww]aistworks") then
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return this.publicHouseTypes.cantonworks
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-- elseif cell.id:match("House") then
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-- return publicHouseTypes.houses
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else
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return this.publicHouseTypes.inns
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end
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end
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-- }}}
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return this
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@ -22,7 +22,7 @@ local defaultConfig = {
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disableInteraction = true,
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-- door settings
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lockDoors = true,
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waistWorks = true,
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waistWorks = common.waist.interior,
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-- debug settings
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logLevel = common.logLevels.none,
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}
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@ -1,14 +1,14 @@
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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 housing = require("celediel.NPCsGoHome.functions.housing")
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local entry = require("celediel.NPCsGoHome.functions.entry")
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-- {{{ local variables and such
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-- Waistworks string match
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local waistworks = {
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"[Cc]analworks", -- These will match Vivec and Molag Mar
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"[Ww]aistworks" -- and Almas Thirr from Tamriel Rebuilt
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}
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-- these are separate because doors to underworks should be ignored
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-- Canton string matches
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-- move NPCs into waistworks
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local waistworks = "[Ww]aistworks"
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-- don't lock canalworks
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local canalworks = "[Cc]analworks"
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-- doors to underworks should be ignored
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-- but NPCs in underworks should not be disabled
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local underworks = "[Uu]nderworks"
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@ -30,7 +30,6 @@ end
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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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local toddTest = tes3.getCell("toddtest")
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log(common.logLevels.medium, "Spawning %s in %s", id, toddTest.id)
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local ref = tes3.createReference({
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@ -39,7 +38,7 @@ local function getFightFromSpawnedReference(id)
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cell = tes3.getPlayerCell(),
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-- position = zeroVector,
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position = {0, 0, 10000},
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orientation = housing.zeroVector
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orientation = tes3vector3.new(0, 0, 0)
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})
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local fight = ref.mobile.fight
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@ -97,8 +96,18 @@ this.isIgnoredCell = function(cell)
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return config.ignored[cell.id] or config.ignored[cell.sourceMod] -- or wilderness
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end
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this.isCantonCell = function(cellName)
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for _, str in pairs(waistworks) do if cellName:match(str) then return true end end
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this.isCantonWorksCell = function(cell)
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-- for _, str in pairs(waistworks) do if cell.id:match(str) then return true end end
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return cell.id:match(waistworks) or cell.id:match(canalworks) or cell.id:match(underworks)
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end
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this.isCantonCell = function(cell)
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if this.isInteriorCell(cell) then return false end
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for door in cell:iterateReferences(tes3.objectType.door) do
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if door.destination and this.isCantonWorksCell(door.destination.cell) then
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return true
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end
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end
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return false
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end
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@ -177,7 +186,7 @@ this.isPublicHouse = function(cell)
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-- only interior cells are public "houses"
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if not this.isInteriorCell(cell) then return false end
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local typeOfPub = housing.pickPublicHouseType(cell)
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local typeOfPub = common.pickPublicHouseType(cell)
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local city, publicHouseName
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if cell.name and string.match(cell.name, ",") then
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@ -191,6 +200,12 @@ this.isPublicHouse = function(cell)
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-- don't iterate NPCs in the cell if we've already marked it public
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if common.runtimeData.publicHouses[city] and (common.runtimeData.publicHouses[city][typeOfPub] and common.runtimeData.publicHouses[city][typeOfPub][cell.id]) then return true 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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entry.createPublicHouseTableEntry(cell, nil, city, publicHouseName)
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return true
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end
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local npcs = {factions = {}, total = 0}
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for npc in cell:iterateReferences(tes3.objectType.npc) do
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-- Check for NPCS of ignored classes first
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@ -199,7 +214,7 @@ 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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housing.createPublicHouseTableEntry(cell, npc, city, publicHouseName)
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entry.createPublicHouseTableEntry(cell, npc, city, publicHouseName)
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return true
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end
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@ -233,7 +248,7 @@ 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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housing.createPublicHouseTableEntry(cell, npcs.factions[faction].master, city, publicHouseName)
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entry.createPublicHouseTableEntry(cell, npcs.factions[faction].master, city, publicHouseName)
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return true
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end
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end
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@ -268,8 +283,8 @@ this.isIgnoredDoor = function(door, homeCellId)
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end
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end
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-- don't lock doors to underworks in addition to other canton cells
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local isCanton = this.isCantonCell(dest.id) or dest.id:match(underworks)
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-- don't lock doors to canton cells
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local isCantonWorks = this.isCantonWorksCell(dest)
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log(common.logLevels.large, "%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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@ -277,7 +292,7 @@ this.isIgnoredDoor = function(door, homeCellId)
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return this.isIgnoredCell(dest) or
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not this.isInteriorCell(dest) or
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isCanton or
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isCantonWorks or
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not inCity or
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leadsToPublicCell or
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not hasOccupants
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150
MWSE/mods/celediel/NPCsGoHome/functions/entry.lua
Normal file
150
MWSE/mods/celediel/NPCsGoHome/functions/entry.lua
Normal file
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@ -0,0 +1,150 @@
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local common = require("celediel.NPCsGoHome.common")
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local interop = require("celediel.NPCsGoHome.interop")
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local positions = require("celediel.NPCsGoHome.data.positions")
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local config = require("celediel.NPCsGoHome.config").getConfig()
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local zeroVector = tes3vector3.new(0, 0, 0)
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local function log(level, ...) if config.logLevel >= level then common.log(...) end end
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local this = {}
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-- {{{ npc evaluators
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-- NPCs barter gold + value of all inventory items
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this.calculateNPCWorth = function(npc, merchantCell)
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local worth = npc.object.barterGold
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local obj = npc.baseObject and npc.baseObject or npc.object
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if npc.object.inventory then
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for _, item in pairs(npc.object.inventory) do worth = worth + (item.object.value or 0) end
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end
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if merchantCell then -- if we pass a cell argument
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for box in merchantCell:iterateReferences(tes3.objectType.container) do -- loop over each container
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if box.inventory then -- if it's not empty
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for item in tes3.iterate(box.inventory) do -- loop over its items
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if obj:tradesItemType(item.objectType) then -- if the NPC sells that type
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worth = worth + item.object.value -- add its value to the NPCs total value
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end
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end
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end
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end
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end
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return worth
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end
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-- }}}
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this.checkModdedCell = function(cellId)
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local id
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if cellId == "Balmora, South Wall Cornerclub" and tes3.isModActive("South Wall.ESP") then
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id = "Balmora, South Wall Den Of Iniquity"
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elseif cellId == "Balmora, Eight Plates" and tes3.isModActive("Eight Plates.esp") then
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id = "Balmora, Seedy Eight Plates"
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elseif cellId == "Hla Oad, Fatleg's Drop Off" and tes3.isModActive("Clean DR115_TheDropoff_HlaOadDocks.ESP") then
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id = "Hla Oad, The Drop Off"
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else
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id = cellId
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end
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return id
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end
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this.createHomedNPCTableEntry = function(npc, home, startingPlace, isHome, position, orientation)
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if npc.object and (npc.object.name == nil or npc.object.name == "") then return end
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local pickedPosition, pickedOrientation, pos, ori
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-- mod support for different positions in cells
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local id = this.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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isHome and "home" or "public house", npc.object.name, id)
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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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-- pickedPosition = positions.npcs[npc.object.name] and tes3vector3.new(p[1], p[2], p[3]) or zeroVector:copy()
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-- pickedOrientation = positions.npcs[npc.object.name] and tes3vector3.new(o[1], o[2], o[3]) or zeroVector:copy()
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elseif positions.cells[id] then
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pos = table.choice(positions.cells[id]).position
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ori = table.choice(positions.cells[id]).orientation
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-- pickedPosition = positions.cells[id] and tes3vector3.new(p[1], p[2], p[3]) or zeroVector:copy()
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-- pickedOrientation = positions.cells[id] and tes3vector3.new(o[1], o[2], o[3]) or zeroVector:copy()
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-- pickedPosition = tes3vector3.new(p[1], p[2], p[3])
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-- pickedOrientation = tes3vector3.new(o[1], o[2], o[3])
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else
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pos = {0,0,0}
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ori = {0,0,0}
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-- pickedPosition = zeroVector:copy()
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-- pickedOrientation = zeroVector:copy()
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end
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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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local ogPosition = position and
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(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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local ogOrientation = orientation and
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(tes3vector3.new(orientation.x, orientation.y, orientation.z)) or
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(npc.orientation and npc.orientation:copy() or zeroVector:copy())
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local entry = {
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name = npc.object.name, -- string
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npc = npc, -- tes3npc
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isHome = isHome, -- bool
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home = home, -- tes3cell
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homeName = home.id, -- string
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ogPlace = startingPlace, -- tes3cell
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ogPlaceName = startingPlace.id,
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ogPosition = ogPosition, -- tes3vector3
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ogOrientation = ogOrientation, -- tes3vector3
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homePosition = pickedPosition, -- tes3vector3
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homeOrientation = pickedOrientation, -- tes3vector3
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worth = this.calculateNPCWorth(npc) -- int
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}
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common.runtimeData.homes.byName[npc.object.name] = entry
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if isHome then common.runtimeData.homes.byCell[home.id] = entry end
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interop.setRuntimeData(common.runtimeData)
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return entry
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end
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this.createPublicHouseTableEntry = function(publicCell, proprietor, city, name)
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local typeOfPub = common.pickPublicHouseType(publicCell)
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local worth = 0
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-- cell worth is combined worth of all NPCs
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for innard in publicCell:iterateReferences(tes3.objectType.npc) do
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if innard == proprietor then
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worth = worth + this.calculateNPCWorth(innard, publicCell)
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else
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worth = worth + this.calculateNPCWorth(innard)
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end
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end
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local proprietorName = proprietor and proprietor.object.name or "no one"
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if not common.runtimeData.publicHouses[city] then common.runtimeData.publicHouses[city] = {} end
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if not common.runtimeData.publicHouses[city][typeOfPub] then common.runtimeData.publicHouses[city][typeOfPub] = {} end
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common.runtimeData.publicHouses[city][typeOfPub][publicCell.id] = {
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name = name,
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city = city,
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cell = publicCell,
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proprietor = proprietor,
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proprietorName = proprietorName,
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worth = worth
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}
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interop.setRuntimeData(common.runtimeData)
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end
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return this
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@ -1,75 +1,15 @@
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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 interop = require("celediel.NPCsGoHome.interop")
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local positions = require("celediel.NPCsGoHome.data.positions")
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local checks = require("celediel.NPCsGoHome.functions.checks")
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local entry = require("celediel.NPCsGoHome.functions.entry")
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local function log(level, ...) if config.logLevel >= level then common.log(...) end end
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local publicHouseTypes = {inns = "Inns", guildhalls = "Guildhalls", temples = "Temples", houses = "Houses"}
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-- animated morrowind NPCs are contextual
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local contextualNPCs = {"^AM_"}
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local this = {}
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this.zeroVector = tes3vector3.new(0, 0, 0)
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this.checkModdedCell = function(cellId)
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local id
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if cellId == "Balmora, South Wall Cornerclub" and tes3.isModActive("South Wall.ESP") then
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id = "Balmora, South Wall Den Of Iniquity"
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elseif cellId == "Balmora, Eight Plates" and tes3.isModActive("Eight Plates.esp") then
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id = "Balmora, Seedy Eight Plates"
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elseif cellId == "Hla Oad, Fatleg's Drop Off" and tes3.isModActive("Clean DR115_TheDropoff_HlaOadDocks.ESP") then
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id = "Hla Oad, The Drop Off"
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else
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id = cellId
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end
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return id
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end
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-- {{{ npc evaluators
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-- NPCs barter gold + value of all inventory items
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this.calculateNPCWorth = function(npc, merchantCell)
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local worth = npc.object.barterGold
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local obj = npc.baseObject and npc.baseObject or npc.object
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if npc.object.inventory then
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for _, item in pairs(npc.object.inventory) do worth = worth + (item.object.value or 0) end
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end
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if merchantCell then -- if we pass a cell argument
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for box in merchantCell:iterateReferences(tes3.objectType.container) do -- loop over each container
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if box.inventory then -- if it's not empty
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for item in tes3.iterate(box.inventory) do -- loop over its items
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if obj:tradesItemType(item.objectType) then -- if the NPC sells that type
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worth = worth + item.object.value -- add its value to the NPCs total value
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end
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end
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end
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end
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end
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return worth
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end
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-- }}}
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-- todo: pick this better
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this.pickPublicHouseType = function(cell)
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if cell.id:match("Guild") then
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return publicHouseTypes.guildhalls
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elseif cell.id:match("Temple") then
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return publicHouseTypes.temples
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-- elseif cell.id:match("House") then
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-- return publicHouseTypes.houses
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else
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return publicHouseTypes.inns
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end
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end
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-- ? I honestly don't know if there are any wandering NPCs that "live" in close-by manors, but I wrote this anyway
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this.livesInManor = function(cellName, npcName)
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if not cellName or (cellName and not string.find(cellName, "Manor")) then return end
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@ -94,9 +34,9 @@ this.pickInnForNPC = function(npc, city)
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-- ? for others, pick based on value of equipment
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-- but for now pick one at random
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if common.runtimeData.publicHouses[city] and common.runtimeData.publicHouses[city][publicHouseTypes.inns] then
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local choice = table.choice(common.runtimeData.publicHouses[city][publicHouseTypes.inns])
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if not choice then return end
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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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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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return choice.cell
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end
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@ -104,8 +44,8 @@ end
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this.pickPublicHouseForNPC = function(npc, city)
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-- look for wandering guild members
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if common.runtimeData.publicHouses[city] and common.runtimeData.publicHouses[city][publicHouseTypes.guildhalls] then
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for _, data in pairs(common.runtimeData.publicHouses[city][publicHouseTypes.guildhalls]) do
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if common.runtimeData.publicHouses[city] and common.runtimeData.publicHouses[city][common.publicHouseTypes.guildhalls] then
|
||||
for _, data in pairs(common.runtimeData.publicHouses[city][common.publicHouseTypes.guildhalls]) do
|
||||
-- if npc's faction and proprietor's faction match, pick that one
|
||||
if npc.object.faction == data.proprietor.object.faction then
|
||||
log(common.logLevels.medium, "Picking %s for %s based on faction", data.cell.id, npc.object.name)
|
||||
|
@ -115,8 +55,8 @@ this.pickPublicHouseForNPC = function(npc, city)
|
|||
end
|
||||
|
||||
-- temple members go to the temple
|
||||
if common.runtimeData.publicHouses[city] and common.runtimeData.publicHouses[city][publicHouseTypes.temples] then
|
||||
for _, data in pairs(common.runtimeData.publicHouses[city][publicHouseTypes.temples]) do
|
||||
if common.runtimeData.publicHouses[city] and common.runtimeData.publicHouses[city][common.publicHouseTypes.temples] then
|
||||
for _, data in pairs(common.runtimeData.publicHouses[city][common.publicHouseTypes.temples]) do
|
||||
if npc.object.faction == data.proprietor.object.faction then
|
||||
log(common.logLevels.medium, "Picking temple %s for %s based on faction", data.cell.id, npc.object.name)
|
||||
return data.cell
|
||||
|
@ -128,104 +68,6 @@ this.pickPublicHouseForNPC = function(npc, city)
|
|||
return this.pickInnForNPC(npc, city)
|
||||
end
|
||||
|
||||
this.createHomedNPCTableEntry = function(npc, home, startingPlace, isHome, position, orientation)
|
||||
if npc.object and (npc.object.name == nil or npc.object.name == "") then return end
|
||||
|
||||
local pickedPosition, pickedOrientation, pos, ori
|
||||
|
||||
-- mod support for different positions in cells
|
||||
local id = this.checkModdedCell(home.id)
|
||||
|
||||
log(common.logLevels.medium, "Found %s for %s: %s... adding it to in memory table...",
|
||||
isHome and "home" or "public house", npc.object.name, id)
|
||||
|
||||
if isHome and positions.npcs[npc.object.name] then
|
||||
pos = positions.npcs[npc.object.name].position
|
||||
ori = positions.npcs[npc.object.name].orientation
|
||||
-- pickedPosition = positions.npcs[npc.object.name] and tes3vector3.new(p[1], p[2], p[3]) or zeroVector:copy()
|
||||
-- pickedOrientation = positions.npcs[npc.object.name] and tes3vector3.new(o[1], o[2], o[3]) or zeroVector:copy()
|
||||
elseif positions.cells[id] then
|
||||
pos = table.choice(positions.cells[id]).position
|
||||
ori = table.choice(positions.cells[id]).orientation
|
||||
-- pickedPosition = positions.cells[id] and tes3vector3.new(p[1], p[2], p[3]) or zeroVector:copy()
|
||||
-- pickedOrientation = positions.cells[id] and tes3vector3.new(o[1], o[2], o[3]) or zeroVector:copy()
|
||||
-- pickedPosition = tes3vector3.new(p[1], p[2], p[3])
|
||||
-- pickedOrientation = tes3vector3.new(o[1], o[2], o[3])
|
||||
else
|
||||
pos = {0,0,0}
|
||||
ori = {0,0,0}
|
||||
-- pickedPosition = zeroVector:copy()
|
||||
-- pickedOrientation = zeroVector:copy()
|
||||
end
|
||||
|
||||
pickedPosition = tes3vector3.new(pos[1], pos[2], pos[3])
|
||||
pickedOrientation = tes3vector3.new(ori[1], ori[2], ori[3])
|
||||
|
||||
local ogPosition = position and
|
||||
(tes3vector3.new(position.x, position.y, position.z)) or
|
||||
(npc.position and npc.position:copy() or zeroVector:copy())
|
||||
|
||||
local ogOrientation = orientation and
|
||||
(tes3vector3.new(orientation.x, orientation.y, orientation.z)) or
|
||||
(npc.orientation and npc.orientation:copy() or zeroVector:copy())
|
||||
|
||||
local this = {
|
||||
name = npc.object.name, -- string
|
||||
npc = npc, -- tes3npc
|
||||
isHome = isHome, -- bool
|
||||
home = home, -- tes3cell
|
||||
homeName = home.id, -- string
|
||||
ogPlace = startingPlace, -- tes3cell
|
||||
ogPlaceName = startingPlace.id,
|
||||
ogPosition = ogPosition, -- tes3vector3
|
||||
ogOrientation = ogOrientation, -- tes3vector3
|
||||
homePosition = pickedPosition, -- tes3vector3
|
||||
homeOrientation = pickedOrientation, -- tes3vector3
|
||||
worth = this.calculateNPCWorth(npc) -- int
|
||||
}
|
||||
|
||||
common.runtimeData.homes.byName[npc.object.name] = this
|
||||
if isHome then common.runtimeData.homes.byCell[home.id] = this end
|
||||
|
||||
interop.setHomedNPCTable(common.runtimeData.homes.byName)
|
||||
|
||||
return this
|
||||
end
|
||||
|
||||
this.createPublicHouseTableEntry = function(publicCell, proprietor, city, name)
|
||||
local typeOfPub = this.pickPublicHouseType(publicCell)
|
||||
|
||||
local worth = 0
|
||||
|
||||
-- for houses, worth is equal to NPC who lives there
|
||||
-- if typeOfPub == publicHouseTypes.houses then
|
||||
-- worth = calculateNPCWorth(proprietor)
|
||||
-- else
|
||||
-- for other types, worth is combined worth of all NPCs
|
||||
for innard in publicCell:iterateReferences(tes3.objectType.npc) do
|
||||
if innard == proprietor then
|
||||
worth = worth + this.calculateNPCWorth(innard, publicCell)
|
||||
else
|
||||
worth = worth + this.calculateNPCWorth(innard)
|
||||
end
|
||||
end
|
||||
-- end
|
||||
|
||||
if not common.runtimeData.publicHouses[city] then common.runtimeData.publicHouses[city] = {} end
|
||||
if not common.runtimeData.publicHouses[city][typeOfPub] then common.runtimeData.publicHouses[city][typeOfPub] = {} end
|
||||
|
||||
common.runtimeData.publicHouses[city][typeOfPub][publicCell.id] = {
|
||||
name = name,
|
||||
city = city,
|
||||
cell = publicCell,
|
||||
proprietor = proprietor,
|
||||
proprietorName = proprietor.object.name,
|
||||
worth = worth
|
||||
}
|
||||
|
||||
interop.setPublicHouseTable(common.runtimeData.publicHouses)
|
||||
end
|
||||
|
||||
-- looks through doors to find a cell that matches a wandering NPCs name
|
||||
this.pickHomeForNPC = function(cell, npc)
|
||||
-- wilderness cells don't have name
|
||||
|
@ -234,6 +76,9 @@ this.pickHomeForNPC = function(cell, npc)
|
|||
-- don't move contextual, such as Animated Morrowind, NPCs at all
|
||||
for _, str in pairs(contextualNPCs) do if npc.object.id:match(str) then return end end
|
||||
|
||||
-- time to pick the "home"
|
||||
local picked = nil
|
||||
|
||||
local name = npc.object.name
|
||||
local city = common.split(cell.name, ",")[1]
|
||||
for door in cell:iterateReferences(tes3.objectType.door) do
|
||||
|
@ -243,23 +88,34 @@ this.pickHomeForNPC = function(cell, npc)
|
|||
-- essentially, if npc full name, or surname matches the cell name
|
||||
if dest.id:match(name) or this.livesInManor(dest.name, name) then
|
||||
if common.runtimeData.homes.byName[name] then -- already have a home, don't create the table entry again
|
||||
return common.runtimeData.homes.byName[name]
|
||||
picked = common.runtimeData.homes.byName[name]
|
||||
else
|
||||
return this.createHomedNPCTableEntry(npc, dest, cell, true)
|
||||
picked = entry.createHomedNPCTableEntry(npc, dest, cell, true)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- haven't found a home, so put them in an inn or guildhall
|
||||
-- haven't found a home, so put them in an inn or guildhall, or inside a canton
|
||||
if config.homelessWanderersToPublicHouses then
|
||||
log(common.logLevels.medium, "Didn't find a home for %s, trying inns", npc.object.name)
|
||||
local dest = this.pickPublicHouseForNPC(npc, city)
|
||||
-- return createHomedNPCTableEntry(npc, dest, door)
|
||||
if dest then return this.createHomedNPCTableEntry(npc, dest, cell, false) end
|
||||
|
||||
if dest then picked = entry.createHomedNPCTableEntry(npc, dest, cell, false) end
|
||||
|
||||
-- if nothing was found, then we'll settle on Canton works cell, if the cell is a Canton
|
||||
if checks.isCantonCell(cell) then
|
||||
if common.runtimeData.publicHouses[city] and common.runtimeData.publicHouses[city][common.publicHouseTypes.cantonworks] then
|
||||
-- todo: maybe poorer NPCs in canalworks, others in waistworks ?
|
||||
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)
|
||||
|
||||
if canton then picked = entry.createHomedNPCTableEntry(npc, canton.cell, cell, false) end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return nil
|
||||
return picked
|
||||
end
|
||||
|
||||
return this
|
||||
|
|
|
@ -3,6 +3,7 @@ local config = require("celediel.NPCsGoHome.config").getConfig()
|
|||
local checks = require("celediel.NPCsGoHome.functions.checks")
|
||||
local interop = require("celediel.NPCsGoHome.interop")
|
||||
local housing = require("celediel.NPCsGoHome.functions.housing")
|
||||
local entry = require("celediel.NPCsGoHome.functions.entry")
|
||||
|
||||
local function log(level, ...) if config.logLevel >= level then common.log(...) end end
|
||||
|
||||
|
@ -16,7 +17,7 @@ this.checkForMovedNPCs = function(cell)
|
|||
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
|
||||
housing.createHomedNPCTableEntry(npc, cell, tes3.getCell(npc.data.NPCsGoHome.cell), true, npc.data.NPCsGoHome.position, npc.data.NPCsGoHome.orientation)
|
||||
entry.createHomedNPCTableEntry(npc, cell, tes3.getCell(npc.data.NPCsGoHome.cell), true, npc.data.NPCsGoHome.position, npc.data.NPCsGoHome.orientation)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
@ -37,7 +38,7 @@ end
|
|||
this.moveNPC = function(homeData)
|
||||
-- add to in memory table
|
||||
table.insert(common.runtimeData.movedNPCs, homeData)
|
||||
interop.setMovedNPCTable(common.runtimeData.movedNPCs)
|
||||
interop.setRuntimeData(common.runtimeData)
|
||||
|
||||
-- set npc data, so we can move NPCs back after a load
|
||||
local npc = homeData.npc
|
||||
|
@ -83,7 +84,7 @@ this.putNPCsBack = function()
|
|||
orientation = data.ogPlace
|
||||
})
|
||||
end
|
||||
interop.setMovedNPCTable(common.runtimeData.movedNPCs)
|
||||
interop.setRuntimeData(common.runtimeData)
|
||||
end
|
||||
|
||||
this.processNPCs = function(cell)
|
||||
|
|
|
@ -1,18 +1,8 @@
|
|||
local this = {}
|
||||
|
||||
-- access to the NPCs that have homes or have been assigned a public house
|
||||
local homedNPCs = {}
|
||||
this.setHomedNPCTable = function(t) homedNPCs = t end
|
||||
this.getHomedNPCTable = function() return homedNPCs end
|
||||
|
||||
-- access to any cells that have been marked public
|
||||
local pubs = {}
|
||||
this.setPublicHouseTable = function(t) pubs = t end
|
||||
this.getPublicHouseTable = function() return pubs end
|
||||
|
||||
-- access to NPCs that have been moved
|
||||
local moved = {}
|
||||
this.setMovedNPCTable = function(t) moved = t end
|
||||
this.getMovedNPCTable = function() return moved end
|
||||
-- access to runtime data
|
||||
local runtimeData = {}
|
||||
this.setRuntimeData = function(t) runtimeData = t end
|
||||
this.getRuntimeData = function() return runtimeData end
|
||||
|
||||
return this
|
||||
|
|
|
@ -46,14 +46,18 @@ local function checkEnteredNPCHome(cell)
|
|||
end
|
||||
|
||||
local function checkEnteredPublicHouse(cell, city)
|
||||
local typeOfPub = housing.pickPublicHouseType(cell)
|
||||
local typeOfPub = common.pickPublicHouseType(cell)
|
||||
|
||||
local publicHouse = publicHouses[city] and (publicHouses[city][typeOfPub] and publicHouses[city][typeOfPub][cell.name])
|
||||
|
||||
if publicHouse then
|
||||
local msg = string.format("Entering public space %s, a%s %s in the town of %s. Talk to %s, %s for services.",
|
||||
publicHouse.name, common.vowel(typeOfPub), typeOfPub:gsub("s$", ""), publicHouse.city,
|
||||
publicHouse.proprietor.object.name, publicHouse.proprietor.object.class)
|
||||
local msg = string.format("Entering public space %s, a%s %s in the town of %s.",
|
||||
publicHouse.name, common.vowel(typeOfPub), typeOfPub:gsub("s$", ""), publicHouse.city)
|
||||
|
||||
if publicHouse.proprietor then
|
||||
msg = msg .. string.format(" Talk to %s, %s for services.", publicHouse.proprietor.object.name, publicHouse.proprietor.object.class)
|
||||
end
|
||||
|
||||
log(common.logLevels.small, msg)
|
||||
message(msg) -- this one is more informative, and not entirely for debugging, and reminiscent of Daggerfall's messages
|
||||
end
|
||||
|
@ -67,7 +71,9 @@ local function applyChanges(cell)
|
|||
if checks.isIgnoredCell(cell) then return end
|
||||
|
||||
-- Interior cell, except Canton cells, don't do anything
|
||||
if checks.isInteriorCell(cell) and not (config.waistWorks and checks.isCantonCell(cell.id)) then return end
|
||||
if checks.isInteriorCell(cell) and not (config.waistWorks == common.waist.exterior and checks.isCantonWorksCell(cell)) then
|
||||
return
|
||||
end
|
||||
|
||||
-- don't do anything to public houses
|
||||
if checks.isPublicHouse(cell) then return end
|
||||
|
@ -161,15 +167,18 @@ local function onInitialized()
|
|||
followers = common.runtimeData.followers
|
||||
|
||||
-- Register events
|
||||
log(common.logLevels.small, "Registering events...")
|
||||
event.register("loaded", onLoaded)
|
||||
event.register("cellChanged", onCellChanged)
|
||||
event.register("activate", onActivated)
|
||||
|
||||
-- MCM
|
||||
event.register("modConfigReady", function() mwse.mcm.register(require("celediel.NPCsGoHome.mcm")) end)
|
||||
log(common.logLevels.none, "Successfully initialized")
|
||||
end
|
||||
|
||||
event.register("initialized", onInitialized)
|
||||
|
||||
-- MCM
|
||||
event.register("modConfigReady", function() mwse.mcm.register(require("celediel.NPCsGoHome.mcm")) end)
|
||||
-- }}}
|
||||
|
||||
-- vim:fdm=marker
|
||||
|
|
|
@ -39,12 +39,12 @@ category:createYesNoButton({
|
|||
})
|
||||
|
||||
category:createYesNoButton({
|
||||
label = "Move NPCs with homes instead of disabling them?",
|
||||
label = "Move NPCs into their homes at night and in bad weather instead of disabling them?",
|
||||
variable = createTableVar("moveNPCs")
|
||||
})
|
||||
|
||||
category:createYesNoButton({
|
||||
label = "Move \"homeless\" NPCs to Inns at night and in bad weather instead of disabling them?",
|
||||
label = "Move \"homeless\" NPCs to public spaces at night and in bad weather instead of disabling them?",
|
||||
variable = createTableVar("homelessWanderersToPublicHouses")
|
||||
})
|
||||
|
||||
|
@ -53,8 +53,17 @@ category:createYesNoButton({
|
|||
variable = createTableVar("disableInteraction")
|
||||
})
|
||||
|
||||
category:createYesNoButton({
|
||||
label = "Treat Canton waistworks and canalworks as exteriors (lock doors and disable NPCs)",
|
||||
category:createDropdown({
|
||||
label = "Treat Canton waistworks and canalworks as exteriors, public spaces, or neither",
|
||||
description = "If canton cells are treated as exterior, inside NPCs will be disabled, and doors will be locked.\n" ..
|
||||
"If they're treated as public spaces, inside NPCs won't be disabled, and homeless NPCs will be moved inside "..
|
||||
"(if configured to do so).\n\nIf neither, canton cells will be treated as any other.",
|
||||
options = {
|
||||
{label = "Neither", value = common.waist.neither},
|
||||
{label = "Exterior", value = common.waist.exterior},
|
||||
{label = "Public", value = common.waist.public},
|
||||
},
|
||||
defaultSetting = common.waist.neither,
|
||||
variable = createTableVar("waistWorks")
|
||||
})
|
||||
|
||||
|
|
Loading…
Reference in a new issue