I should've done this a long time ago
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29
MWSE/mods/celediel/NPCsGoHome/common.lua
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29
MWSE/mods/celediel/NPCsGoHome/common.lua
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local inspect = require("inspect")
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local this = {}
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this.modName = "NPCs Go Home (At Night)"
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this.author = "OEA/Celediel"
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this.version = "0.0.1"
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this.modInfo = "Move NPCs to their homes, or public houses (or just disable them), lock doors, " ..
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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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this.logLevels = {none = 0, small = 1, medium = 2, large = 3}
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this.split = function(input, sep)
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if not input then return end
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if not sep then sep = "%s" end
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local output = {}
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for str in string.gmatch(input, "([^" .. sep .. "]+)") do table.insert(output, str) end
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return output
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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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return this
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36
MWSE/mods/celediel/NPCsGoHome/config.lua
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36
MWSE/mods/celediel/NPCsGoHome/config.lua
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local common = require("celediel.NPCsGoHome.common")
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-- todo: clean this up
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local defaultConfig = {
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disableNPCs = true,
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lockDoors = true,
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disableInteraction = true,
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timerInterval = 7,
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ignored = {
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["fargoth"] = true,
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["Balmora, Caius Cosades' House"] = true,
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["Publican"] = true,
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["Healer Service"] = true,
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},
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worstWeather = tes3.weather.thunder,
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keepBadWeatherNPCs = true,
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closeTime = 21,
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openTime = 7,
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minimumOccupancy = 3,
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waistWorks = true,
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moveNPCs = false,
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homelessWanderersToPublicHouses = false,
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logLevel = common.logLevels.none,
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factionIgnorePercentage = 0.67
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}
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local currentConfig
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local this = {}
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function this.getConfig()
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currentConfig = currentConfig or mwse.loadConfig(common.configPath, defaultConfig)
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return currentConfig
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end
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return this
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21
MWSE/mods/celediel/NPCsGoHome/interop.lua
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21
MWSE/mods/celediel/NPCsGoHome/interop.lua
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local this = {}
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local homedNPCs = {}
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this.setHomedNPCTable = function(t) homedNPCs = t end
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this.getHomedNPCTable = function() return homedNPCs end
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local inns = {}
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this.setInnTable = function(t) inns = t end
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this.getInnTable = function() return inns end
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local movedNPCs = {}
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this.setMovedNPCsTable = function(t) movedNPCs = t end
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this.getMovedNPCsTable = function() return movedNPCs end
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return this
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669
MWSE/mods/celediel/NPCsGoHome/main.lua
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669
MWSE/mods/celediel/NPCsGoHome/main.lua
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@ -0,0 +1,669 @@
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-- {{{ other files
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-- ? could probably split this file out to others as well
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local config = require("celediel.NPCsGoHome.config").getConfig()
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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.positions")
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-- }}}
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-- {{{ variables and such
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-- Waistworks string match
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-- I'm probably trying too hard to avoid false positives
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local waistworks = {"^[Vv]ivec,?.*[Ww]aist", "[Cc]analworks", "[Ww]aistworks"}
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-- timers
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local updateTimer
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-- NPC homes
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local homedNPCS = {}
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local publicHouses = {}
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-- city name if cell.name is nil
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local wilderness = "Wilderness"
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-- maybe this shouldn't be hardcoded
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local publicHouseTypes = {inns = "Inns", guildhalls = "Guildhalls", temples = "Temples", houses = "Houses"}
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-- local movedNPCs = {}
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-- build a list of followers on cellChange
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local followers = {}
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local zeroVector = tes3vector3.new(0, 0, 0)
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-- animated morrowind NPCs are contextual
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local contextualNPCs = {"^AM_"}
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-- }}}
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-- {{{ helper functions
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local function log(level, ...) if config.logLevel >= level then common.log(...) end end
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-- {{{ npc evaluators
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-- NPCs barter gold + value of all inventory items
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local function calculateNPCWorth(npc)
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local worth = npc.object.barterGold
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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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return worth
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end
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-- }}}
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-- {{{ housing
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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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local function checkIfManor(cellName, npcName)
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if not cellName or (cellName and not string.find(cellName, "Manor")) then return end
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local splitName = common.split(npcName)
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local given = splitName[1]
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local sur = splitName[2]
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-- surnameless peasants don't live in manors
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if not sur then return end
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log(common.logLevels.large, "Checking if %s %s lives in %s", given, sur, cellName)
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return string.match(cellName, sur)
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end
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local function pickPublicHouseType(cellName)
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if cellName:match("Guild") then
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return publicHouseTypes.guildhalls
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elseif cellName:match("Temple") then
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return publicHouseTypes.temples
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elseif cellName: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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local function pickInnForNPC(npc, city)
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-- todo: pick in Inn intelligently ?
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-- high class inns for nobles and rich merchants and such
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-- lower class inns for commoners and poor merchants
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-- ? pick based on barterGold and value of equipment for merchants ?
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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 publicHouses[city] and publicHouses[city][publicHouseTypes.inns] then
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local choice = table.choice(publicHouses[city][publicHouseTypes.inns])
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if not choice then return 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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end
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local function pickPublicHouseForNPC(npc, city)
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-- look for wandering guild members
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if publicHouses[city] and publicHouses[city][publicHouseTypes.guildhalls] then
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for _, data in pairs(publicHouses[city][publicHouseTypes.guildhalls]) do
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-- if npc's faction and proprietor's faction match, pick that one
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if npc.object.faction == data.proprietor.object.faction then
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log(common.logLevels.medium, "Picking %s for %s based on faction", data.cell.id, npc.object.name)
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return data.cell
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end
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end
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end
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if publicHouses[city] and publicHouses[city][publicHouseTypes.temples] then
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for _, data in pairs(publicHouses[city][publicHouseTypes.temples]) do
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if npc.object.faction == data.proprietor.object.faction then
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log(common.logLevels.medium, "Picking temple %s for %s based on faction", data.cell.id, npc.object.name)
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return data.cell
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end
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end
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end
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-- found nothing so pick an inn
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return pickInnForNPC(npc, city)
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end
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local function createHomedNPCTableEntry(npc, home, startingPlace, isHome)
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if npc.object and (npc.object.name == nil or npc.object.name == "") then return end
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log(common.logLevels.medium, "Found home for %s: %s... adding it to in memory table...", npc.object.name, home.id)
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local pickedPosition, pickedOrientation, p, o
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if isHome and positions.npcs[npc.object.name] then
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p = positions.npcs[npc.object.name].position
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o = 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[home.id] then
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p = table.choice(positions.cells[home.id]).position
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o = table.choice(positions.cells[home.id]).orientation
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pickedPosition = positions.cells[home.id] and tes3vector3.new(p[1], p[2], p[3]) or zeroVector:copy()
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pickedOrientation = positions.cells[home.id] and tes3vector3.new(o[1], o[2], o[3]) or zeroVector:copy()
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else
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pickedPosition = zeroVector:copy()
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pickedOrientation = zeroVector:copy()
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end
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local this = {
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name = npc.object.name,
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npc = npc,
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isHome = isHome,
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home = home,
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homeName = home.id,
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ogPlace = startingPlace,
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ogPlaceName = startingPlace.id,
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ogPosition = npc.position and npc.position:copy() or zeroVector:copy(),
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ogOrientation = npc.orientation and npc.orientation:copy() or zeroVector:copy(),
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homePosition = pickedPosition,
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homeOrientation = pickedOrientation,
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worth = calculateNPCWorth(npc)
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}
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homedNPCS[home.id] = this
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interop.setHomedNPCTable(homedNPCS)
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return this
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end
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-- looks through doors to find a cell that matches a wandering NPCs name
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local function pickHomeForNPC(cell, npc)
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-- wilderness cells don't have name
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if not cell.name then return end
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-- don't move contextual, such as Animated Morrowind, NPCs at all
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for _, str in pairs(contextualNPCs) do if npc.object.id:match(str) then return end end
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local name = npc.object.name
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local city = common.split(cell.name, ",")[1]
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for door in cell:iterateReferences(tes3.objectType.door) do
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if door.destination then
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local dest = door.destination.cell
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if dest.id:match(name) or checkIfManor(dest.name, name) then
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return createHomedNPCTableEntry(npc, dest, cell, true)
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end
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end
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end
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-- haven't found a home, so put them in an inn or guildhall
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if config.homelessWanderersToPublicHouses then
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log(common.logLevels.medium, "Didn't find a home for %s, trying inns", npc.object.name)
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local dest = pickPublicHouseForNPC(npc, city)
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-- return createHomedNPCTableEntry(npc, dest, door)
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if dest then return createHomedNPCTableEntry(npc, dest, cell, false) end
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end
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return nil
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end
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-- }}}
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-- {{{ checks
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local function isIgnoredNPC(npc)
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local obj
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if npc.object.baseObject then
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obj = npc.object.baseObject
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else
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obj = npc.object
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end
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-- ignore dead or attack on sight NPCs
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local isDead = false
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local isHostile = false
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if npc.mobile then
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if npc.mobile.health.current <= 0 then isDead = true end
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if npc.mobile.fight > 70 then isHostile = true end
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end
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-- todo: non mwscript version of these
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local isVampire = mwscript.getSpellEffects({reference = npc, spell = "vampire sun damage"})
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local isWerewolf = mwscript.getSpellEffects({reference = npc, spell = "werewolf vision"})
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log(common.logLevels.large, ("Checking NPC:%s (%s or %s): id blocked:%s, mod blocked:%s " ..
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"guard:%s dead:%s vampire:%s werewolf:%s dreamer:%s follower:%s hostile:%s"), obj.name, npc.object.id,
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npc.object.baseObject and npc.object.baseObject.id or "nil", config.ignored[obj.id],
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config.ignored[obj.sourceMod], npc.object.isGuard, isDead, isVampire, isWerewolf,
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obj.class.id == "Dreamers", followers[obj.id], isHostile)
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return config.ignored[obj.id] or --
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config.ignored[obj.sourceMod] or --
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npc.object.isGuard or --
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isDead or -- don't move dead NPCS
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isHostile or --
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followers[obj.id] or -- ignore followers
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isVampire or --
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isWerewolf or --
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obj.class.id == "Dreamers" or obj.class.id == "Witchhunter" --
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end
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-- checks NPC class and faction in cells for block list and adds to publicHouse list
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local function isPublicHouse(cell)
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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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if not isIgnoredNPC(npc) and (npc.object.class and config.ignored[npc.object.class.id]) then
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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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local city, publicHouseName
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if cell.name then
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city = common.split(cell.name, ",")[1]
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publicHouseName = common.split(cell.name, ",")[2]:gsub("^%s", "")
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else
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city = wilderness
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publicHouseName = cell.id
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end
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local type = pickPublicHouseType(cell.name)
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if not publicHouses[city] then publicHouses[city] = {} end
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if not publicHouses[city][type] then publicHouses[city][type] = {} end
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publicHouses[city][type][cell.name] = {
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name = publicHouseName,
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city = city,
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cell = cell,
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proprietor = npc,
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worth = calculateNPCWorth(npc)
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-- positions = positions.cells[cell.id] or {position = zeroVector, orientation = zeroVector}
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}
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interop.setInnTable(publicHouses)
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return true
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end
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local faction = npc.object.faction and npc.object.faction.id
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if faction then
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if not npcs.factions[faction] then npcs.factions[faction] = {total = 0, percentage = 0} end
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npcs.factions[faction].total = npcs.factions[faction].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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-- no NPCs of ignored classes, so let's check out factions
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for faction, info in pairs(npcs.factions) do
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info.percentage = info.total / npcs.total
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log(common.logLevels.large,
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"No NPCs of ignored class in %s, checking faction %s (ignored: %s) with %s (%s%%) vs total %s", cell.name,
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faction, config.ignored[faction], info.total, info.percentage * 100, npcs.total)
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-- less than 3 NPCs can't possibly be a public house unless it's a Blades house
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if config.ignored[faction] and (npcs.total >= config.minimumOccupancy or faction == "Blades") and
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info.percentage >= config.factionIgnorePercentage then
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log(common.logLevels.medium, "%s is %s%% faction %s, marking public.", cell.name, info.percentage * 100,
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faction)
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return true
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end
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end
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log(common.logLevels.large, "%s isn't public", cell.name)
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return false
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end
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-- todo: check cell contents to decide if it should be locked
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local function isIgnoredDoor(door, homeCellId)
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-- don't lock non-cell change doors, and don't lock doors to outside
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if not door.destination then
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log(common.logLevels.large, "Non-Cell-change door %s, ignoring", door.id)
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return true
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end
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-- Only doors in cities and towns (cells that share the same first characters) return true
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local inCity = string.sub(homeCellId, 1, 4) == string.sub(door.destination.cell.id, 1, 4)
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-- peek inside doors to look for guild halls, inns and clubs
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local isPublic = isPublicHouse(door.destination.cell)
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local hasOccupants = false
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for npc in door.destination.cell:iterateReferences(tes3.objectType.npc) do
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if not isIgnoredNPC(npc) then
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hasOccupants = true
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-- break
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end
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end
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log(common.logLevels.large, "%s is %s, %s is %s (%sin a city, is %spublic)", door.destination.cell.id,
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config.ignored[door.destination.cell.id] and "ignored" or "not ignored", door.destination.cell.sourceMod,
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config.ignored[door.destination.cell.sourceMod] and "ignored" or "not ignored", inCity and "" or "not ",
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isPublic and "" or "not ")
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return config.ignored[door.destination.cell.id] or config.ignored[door.destination.cell.sourceMod] or not inCity or
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isPublicHouse or not hasOccupants
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end
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local function isIgnoredCell(cell)
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log(common.logLevels.large, "%s is %s, %s is %s", cell.id, config.ignored[cell.id] and "ignored" or "not ignored",
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cell.sourceMod, config.ignored[cell.sourceMod] and "ignored" or "not ignored")
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-- don't do things in the wilderness
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-- local wilderness = false
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-- if not cell.name then wilderness = true end
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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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local function checkInteriorCell(cell)
|
||||
if not cell then return end
|
||||
|
||||
log(common.logLevels.large, "Cell: interior: %s, behaves as exterior: %s therefore returning %s", cell.isInterior,
|
||||
cell.behavesAsExterior, cell.isInterior and not cell.behavesAsExterior)
|
||||
|
||||
return cell.isInterior and not cell.behavesAsExterior
|
||||
end
|
||||
|
||||
local function checkCantonCell(cellName)
|
||||
for _, str in pairs(waistworks) do if cellName:match(str) then return true end end
|
||||
return false
|
||||
end
|
||||
|
||||
-- AT NIGHT
|
||||
local function checkTime()
|
||||
log(common.logLevels.large, "Current time is %s, things are closed between %s and %s",
|
||||
tes3.worldController.hour.value, config.closeTime, config.openTime)
|
||||
return tes3.worldController.hour.value >= config.closeTime or tes3.worldController.hour.value <= config.openTime
|
||||
end
|
||||
|
||||
-- inclement weather
|
||||
local function checkWeather(cell)
|
||||
if not cell.region then return end
|
||||
|
||||
log(common.logLevels.large, "Weather: %s >= %s == %s", cell.region.weather.index, config.worstWeather,
|
||||
cell.region.weather.index >= config.worstWeather)
|
||||
|
||||
return cell.region.weather.index >= config.worstWeather
|
||||
end
|
||||
|
||||
-- travel agents, their steeds, and argonians stick around
|
||||
local function badWeatherNPC(npc)
|
||||
if not npc.object then return end
|
||||
|
||||
log(common.logLevels.large, "NPC Inclement Weather: %s is %s, %s", npc.object.name, npc.object.class.name,
|
||||
npc.object.race.id)
|
||||
|
||||
return npc.object.class.name == "Caravaner" or npc.object.class.name == "Gondolier" or npc.object.race.id ==
|
||||
"Argonian"
|
||||
end
|
||||
|
||||
-- }}}
|
||||
|
||||
-- {{{ cell change checks
|
||||
|
||||
local function checkEnteredSpawnedNPCHome(cell)
|
||||
local home = homedNPCS[cell.id]
|
||||
if home then log(common.logLevels.medium, "Entering home of %s, %s", home.name, home.homeName) end
|
||||
end
|
||||
|
||||
local function checkEnteredPublicHouse(cell, city)
|
||||
local type = pickPublicHouseType(cell.name)
|
||||
|
||||
local publicHouse = publicHouses[city] and (publicHouses[city][type] and publicHouses[city][type][cell.name])
|
||||
if publicHouse then
|
||||
log(common.logLevels.medium, "Entering public space %s, %s, in the city of %s. Talk to %s, %s for services.",
|
||||
publicHouse.name, publicHouse.type, publicHouse.city, publicHouse.proprietor.object.name,
|
||||
publicHouse.proprietor.object.class)
|
||||
end
|
||||
end
|
||||
|
||||
-- }}}
|
||||
|
||||
-- }}}
|
||||
|
||||
-- {{{ real meat and potatoes functions
|
||||
local function moveNPC(data)
|
||||
-- movedNPCs[#movedNPCs + 1] = data
|
||||
-- table.insert(movedNPCs, data)
|
||||
-- interop.setMovedNPCsTable(movedNPCs)
|
||||
table.insert(tes3.player.data.NPCsGoHome.movedNPCs, data)
|
||||
interop.setMovedNPCsTable(tes3.player.data.NPCsGoHome.movedNPCs)
|
||||
|
||||
tes3.positionCell({
|
||||
cell = data.home,
|
||||
reference = data.npc,
|
||||
position = data.homePosition,
|
||||
orientation = data.homeOrientation
|
||||
})
|
||||
|
||||
log(common.logLevels.medium, "Moving %s to home %s (%s, %s, %s)", data.npc.object.name, data.home.id,
|
||||
data.homePosition.x, data.homePosition.y, data.homePosition.z)
|
||||
end
|
||||
|
||||
local function putNPCsBack()
|
||||
-- for i = #movedNPCs, 1, -1 do
|
||||
for i = #tes3.player.data.NPCsGoHome.movedNPCs, 1, -1 do
|
||||
-- local data = table.remove(movedNPCs, i)
|
||||
local data = table.remove(tes3.player.data.NPCsGoHome.movedNPCs, i)
|
||||
log(common.logLevels.medium, "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)
|
||||
tes3.positionCell({
|
||||
cell = data.ogPlace,
|
||||
reference = data.npc,
|
||||
position = data.ogPosition,
|
||||
orientation = data.ogPlace
|
||||
})
|
||||
-- interop.setMovedNPCsTable(movedNPCs)
|
||||
interop.setMovedNPCsTable(tes3.player.data.NPCsGoHome.movedNPCs)
|
||||
end
|
||||
end
|
||||
|
||||
-- todo: rename to toggleNPCs(cell, state = true|false)
|
||||
-- todo: using tes3.setEnabled({ enabled = state })
|
||||
local function disableNPCs(cell)
|
||||
-- iterate NPCs in the cell, move them to their homes, and keep track of moved NPCs so we can move them back later
|
||||
for npc in cell:iterateReferences(tes3.objectType.npc) do
|
||||
-- for npc, _ in pairs(cellsInMemory[cell].npcs) do
|
||||
if config.disableNPCs and not isIgnoredNPC(npc) then
|
||||
log(common.logLevels.large, "People change")
|
||||
|
||||
-- find NPC homes
|
||||
local npcHome = config.moveNPCs and pickHomeForNPC(cell, npc) or nil
|
||||
|
||||
local tmpLogLevelNPCHome = npcHome and common.logLevels.small or common.logLevels.medium
|
||||
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."))
|
||||
|
||||
-- disable or move NPCs
|
||||
if (checkTime() or
|
||||
(checkWeather(cell) and
|
||||
(not badWeatherNPC(npc) or (badWeatherNPC(npc) and not config.keepBadWeatherNPCs)))) then
|
||||
if npcHome then
|
||||
moveNPC(npcHome)
|
||||
else
|
||||
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})
|
||||
end
|
||||
else
|
||||
if not npcHome then
|
||||
log(common.logLevels.medium, "Enabling homeless %s", npc.object.name)
|
||||
-- npc:enable()
|
||||
mwscript.enable({reference = npc})
|
||||
-- tes3.setEnabled({reference = npc, enabled = true})
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- now put NPCs back
|
||||
-- if not (checkTime() or checkWeather(cell)) and #movedNPCs > 0 then putNPCsBack() end
|
||||
if not (checkTime() or checkWeather(cell)) and #tes3.player.data.NPCsGoHome.movedNPCs > 0 then putNPCsBack() end
|
||||
end
|
||||
|
||||
local function disableSiltStriders(cell)
|
||||
log(common.logLevels.large, "Looking for silt striders")
|
||||
for activator in cell:iterateReferences(tes3.objectType.activator) do
|
||||
log(common.logLevels.large, "Is %s a silt strider??", activator.object.id)
|
||||
if activator.object.id:match("siltstrider") then
|
||||
if checkTime() or (checkWeather(cell) and not config.keepBadWeatherNPCs) then
|
||||
log(common.logLevels.medium, "Disabling silt strider %s!", activator.object.name)
|
||||
mwscript.disable({reference = activator})
|
||||
-- activator:disable()
|
||||
-- tes3.setEnabled({reference = activator, enabled = false})
|
||||
else
|
||||
log(common.logLevels.medium, "Enabling silt strider %s!", activator.object.name)
|
||||
mwscript.enable({reference = activator})
|
||||
-- activator:enable()
|
||||
-- tes3.setEnabled({reference = activator, enabled = true})
|
||||
end
|
||||
end
|
||||
end
|
||||
log(common.logLevels.large, "Done with silt striders")
|
||||
end
|
||||
|
||||
local function processDoors(cell)
|
||||
log(common.logLevels.large, "Checking out doors")
|
||||
|
||||
for door in cell:iterateReferences(tes3.objectType.door) do
|
||||
if not door.data.NPCsGoHome then door.data.NPCsGoHome = {} end
|
||||
log(common.logLevels.large, "Door has destination? %s", door.destination ~= nil)
|
||||
|
||||
if config.lockDoors and not isIgnoredDoor(door, cell.id) then
|
||||
log(common.logLevels.large, "It knows there's a door")
|
||||
|
||||
local alreadyLocked = tes3.getLocked({reference = door})
|
||||
door.data.NPCsGoHome.alreadyLocked = alreadyLocked
|
||||
log(common.logLevels.large, "Locked Status: %s", alreadyLocked)
|
||||
|
||||
if checkTime() then
|
||||
if not door.data.NPCsGoHome.alreadyLocked then
|
||||
log(common.logLevels.large, "It should lock now")
|
||||
log(common.logLevels.large, "What door is this anyway: %s to %s", door.object.name,
|
||||
door.destination.cell.id)
|
||||
|
||||
local lockLevel = math.random(25, 100)
|
||||
tes3.lock({reference = door, level = lockLevel})
|
||||
door.data.NPCsGoHome.modified = true
|
||||
end
|
||||
else
|
||||
if door.data.NPCsGoHome and door.data.NPCsGoHome.modified then
|
||||
door.data.NPCsGoHome.modified = false
|
||||
tes3.setLockLevel({reference = door, level = 0})
|
||||
tes3.unlock({reference = door})
|
||||
|
||||
log(common.logLevels.large, "It should unlock now")
|
||||
log(common.logLevels.large, "What unlocked door is this anyway: %s to %s", door.object.name,
|
||||
door.destination.cell.id)
|
||||
end
|
||||
end
|
||||
|
||||
log(common.logLevels.large, "Now Locked Status: %s", tes3.getLocked({reference = door}))
|
||||
end
|
||||
end
|
||||
log(common.logLevels.large, "Done with doors")
|
||||
end
|
||||
|
||||
local function applyChanges(cell)
|
||||
if not cell then cell = tes3.getPlayerCell() end
|
||||
|
||||
-- build our followers list
|
||||
for friend in tes3.iterate(tes3.mobilePlayer.friendlyActors) do
|
||||
local obj
|
||||
if friend.object.baseObject then
|
||||
obj = friend.object.baseObject
|
||||
else
|
||||
obj = friend.object
|
||||
end
|
||||
followers[obj.id] = true
|
||||
log(common.logLevels.large, "%s is follower", obj.id)
|
||||
end
|
||||
|
||||
if isIgnoredCell(cell) then return end
|
||||
|
||||
-- Interior cell, except Waistworks, don't do anything
|
||||
if checkInteriorCell(cell) and not (config.waistWorks and checkCantonCell(cell.name)) then return end
|
||||
|
||||
log(common.logLevels.medium, "The hour is: %s", tes3.worldController.hour.value)
|
||||
|
||||
-- Disable NPCs in cell
|
||||
disableNPCs(cell)
|
||||
disableSiltStriders(cell)
|
||||
|
||||
-- check doors in cell, locking those that aren't inns/clubs
|
||||
processDoors(cell)
|
||||
end
|
||||
|
||||
local function updateCells()
|
||||
log(common.logLevels.medium, "Updating active cells!")
|
||||
|
||||
for _, cell in pairs(tes3.getActiveCells()) do
|
||||
log(common.logLevels.large, "Applying changes to cell %s", cell.id)
|
||||
applyChanges(cell)
|
||||
end
|
||||
end
|
||||
|
||||
local function updatePlayerTrespass(cell)
|
||||
cell = cell or tes3.getPlayerCell()
|
||||
|
||||
if checkInteriorCell(cell) and not isIgnoredCell(cell) and not isPublicHouse(cell) then
|
||||
if config.disableInteraction and checkTime() then
|
||||
tes3.player.data.NPCsGoHome.intruding = true
|
||||
else
|
||||
tes3.player.data.NPCsGoHome.intruding = false
|
||||
end
|
||||
else
|
||||
tes3.player.data.NPCsGoHome.intruding = false
|
||||
end
|
||||
log(common.logLevels.small, "Updating player trespass status to %s", tes3.player.data.NPCsGoHome.intruding)
|
||||
end
|
||||
|
||||
-- }}}
|
||||
|
||||
-- {{{ event functions
|
||||
local function onActivated(e)
|
||||
if e.activator ~= tes3.player and e.target.object.objectType ~= tes3.objectType.npc then return end
|
||||
|
||||
if tes3.player.data.NPCsGoHome.intruding and not isIgnoredNPC(e.target) then
|
||||
tes3.messageBox(string.format("%s: Get out before I call the guards!", e.target.object.name))
|
||||
return false
|
||||
end
|
||||
end
|
||||
|
||||
local function onLoaded()
|
||||
if not tes3.player.data.NPCsGoHome then tes3.player.data.NPCsGoHome = {} end
|
||||
if not tes3.player.data.NPCsGoHome.movedNPCs then tes3.player.data.NPCsGoHome.movedNPCs = {} end
|
||||
-- movedNPCs = {}
|
||||
|
||||
if not updateTimer or (updateTimer and updateTimer.state ~= timer.active) then
|
||||
updateTimer = timer.start({
|
||||
type = timer.simulate,
|
||||
duration = config.timerInterval,
|
||||
iterations = -1,
|
||||
callback = updateCells
|
||||
})
|
||||
end
|
||||
end
|
||||
|
||||
local function onCellChanged(e)
|
||||
updateCells()
|
||||
updatePlayerTrespass(e.cell)
|
||||
checkEnteredSpawnedNPCHome(e.cell)
|
||||
if e.cell.name then -- exterior wilderness cells don't have name
|
||||
checkEnteredPublicHouse(e.cell, common.split(e.cell.name, ",")[1])
|
||||
end
|
||||
|
||||
--[[
|
||||
-- ! delete this
|
||||
if config.logLevel == common.logLevels.none then
|
||||
if (e.previousCell and e.previousCell.name and e.previousCell.name ~= e.cell.name) then
|
||||
mwse.log("}\n[\"%s\"] = {", e.cell.id)
|
||||
elseif not e.previousCell then
|
||||
mwse.log("[\"%s\"] = {", e.cell.id)
|
||||
end
|
||||
end
|
||||
-- ! ]]
|
||||
end
|
||||
-- }}}
|
||||
|
||||
-- {{{ event registering
|
||||
event.register("loaded", onLoaded)
|
||||
event.register("cellChanged", onCellChanged)
|
||||
|
||||
event.register("activate", onActivated)
|
||||
|
||||
event.register("modConfigReady", function() mwse.mcm.register(require("celediel.NPCsGoHome.mcm")) end)
|
||||
-- }}}
|
||||
|
||||
-- vim:fdm=marker
|
188
MWSE/mods/celediel/NPCsGoHome/mcm.lua
Normal file
188
MWSE/mods/celediel/NPCsGoHome/mcm.lua
Normal file
|
@ -0,0 +1,188 @@
|
|||
local config = require("celediel.NPCsGoHome.config").getConfig()
|
||||
local common = require("celediel.NPCsGoHome.common")
|
||||
|
||||
local function createTableVar(id)
|
||||
return mwse.mcm.createTableVariable({id = id, table = config})
|
||||
end
|
||||
|
||||
local template = mwse.mcm.createTemplate({name = common.modName})
|
||||
template:saveOnClose(common.configPath, config)
|
||||
|
||||
local page = template:createSideBarPage({
|
||||
label = "Main Options",
|
||||
description = string.format("%s v%s by %s\n\n%s\n\n", common.modName, common.version, common.author, common.modInfo)
|
||||
})
|
||||
|
||||
-- todo: categorize the options
|
||||
local category = page:createCategory(common.modName)
|
||||
|
||||
category:createYesNoButton({
|
||||
label = "Lock doors and containers at night?",
|
||||
variable = createTableVar("lockDoors")
|
||||
})
|
||||
|
||||
category:createYesNoButton({
|
||||
label = "Disable non-Guard NPCs at night?",
|
||||
variable = createTableVar("disableNPCs")
|
||||
})
|
||||
|
||||
category:createYesNoButton({
|
||||
label = "Move NPCs with homes 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?",
|
||||
variable = createTableVar("homelessWanderersToPublicHouses")
|
||||
})
|
||||
|
||||
category:createYesNoButton({
|
||||
label = "Prevent dialogue in interiors at night?",
|
||||
variable = createTableVar("disableInteraction")
|
||||
})
|
||||
|
||||
category:createYesNoButton({
|
||||
label = "Treat Canton waistworks and canalworks as exteriors (lock doors and disable NPCs)",
|
||||
variable = createTableVar("waistWorks")
|
||||
})
|
||||
|
||||
category:createYesNoButton({
|
||||
label = "Keep Caravaners, their Silt Striders, and Argonians enabled in inclement weather?",
|
||||
variable = createTableVar("keepBadWeatherNPCs")
|
||||
})
|
||||
|
||||
category:createDropdown({
|
||||
label = "NPC Inclement Weather Cutoff Point",
|
||||
description = "NPCs \"go home\" in this weather or worse",
|
||||
options = {
|
||||
{label = "None", value = 10},
|
||||
{label = "Clear", value = tes3.weather.clear},
|
||||
{label = "Cloudy", value = tes3.weather.cloudy},
|
||||
{label = "Foggy", value = tes3.weather.foggy},
|
||||
{label = "Overcast", value = tes3.weather.overcast},
|
||||
{label = "Rain", value = tes3.weather.rain},
|
||||
{label = "Thunderstorm", value = tes3.weather.thunder},
|
||||
{label = "Ashstorm", value = tes3.weather.ash},
|
||||
{label = "Blight", value = tes3.weather.blight},
|
||||
{label = "Snow", value = tes3.weather.snow},
|
||||
{label = "Blizzard", value = tes3.weather.blizzard}
|
||||
},
|
||||
defaultSetting = tes3.weather.thunder,
|
||||
variable = createTableVar("worstWeather")
|
||||
})
|
||||
|
||||
category:createSlider({
|
||||
label = "Close Time",
|
||||
description = "Time when people \"go home\" and doors lock",
|
||||
min = 0,
|
||||
max = 24,
|
||||
step = 1,
|
||||
jump = 2,
|
||||
variable = createTableVar("closeTime")
|
||||
})
|
||||
|
||||
category:createSlider({
|
||||
label = "Open Time",
|
||||
description = "Time when people \"wake up\" and doors unlock",
|
||||
min = 0,
|
||||
max = 24,
|
||||
step = 1,
|
||||
jump = 2,
|
||||
variable = createTableVar("openTime")
|
||||
})
|
||||
|
||||
category:createSlider({
|
||||
label = "Minimum number of occupants for public house",
|
||||
description = "Cells with less than this number of occupants won't even be considered for \"public house\" status.\n\n" ..
|
||||
"Blades (if on the ignore list) are an exception to this rule, because Blades trainers don't mind if you come in.",
|
||||
min = 1,
|
||||
max = 20,
|
||||
step = 1,
|
||||
jump = 4,
|
||||
variable = createTableVar("minimumOccupancy")
|
||||
})
|
||||
|
||||
category:createSlider({
|
||||
label = "Faction Ignore Percentage",
|
||||
description = "Cells whose occupants are this % or more of one faction will be marked public if that faction is on the ignored list.",
|
||||
min = 0,
|
||||
max = 100,
|
||||
step = 5,
|
||||
jump = 10,
|
||||
variable = createTableVar("factionIgnorePercentage")
|
||||
})
|
||||
|
||||
category:createSlider({
|
||||
label = "Update Timer",
|
||||
description = [[How often the update timer fires, in seconds. Updates are also triggered on cell change.]],
|
||||
min = 1,
|
||||
max = 60,
|
||||
step = 1,
|
||||
jump = 2,
|
||||
-- todo: button or something to reset the timer to the new interval
|
||||
restartRequired = true,
|
||||
variable = createTableVar("timerInterval")
|
||||
})
|
||||
|
||||
category:createDropdown({
|
||||
label = "Debug log level",
|
||||
description = [[Enable this if you want to flood mwse.log with nonsense. Even small is huge.]],
|
||||
options = {
|
||||
{label = "None", value = common.logLevels.none},
|
||||
{label = "Small", value = common.logLevels.small},
|
||||
{label = "Medium", value = common.logLevels.medium},
|
||||
{label = "Large", value = common.logLevels.large}
|
||||
},
|
||||
variable = createTableVar("logLevel")
|
||||
})
|
||||
|
||||
template:createExclusionsPage({
|
||||
label = "Ignored things",
|
||||
description = ("NPCs on the Ignored list will not disappear at night, and will be available to talk to if indoors. " ..
|
||||
"Interior Cells on the Ignored list will not have the doors to them locked. Exterior cells will have neither doors nor NPCs in them affected. " ..
|
||||
"Many exterior cells have the same name, and so you will need to use trial and error to disable the correct ones. " ..
|
||||
"For Plugins, all the above applies to all applicable data from the mod. " ..
|
||||
"For classes any cell that contains at least one NPC of said class will be considered \"public\", " ..
|
||||
"and will not be locked or have its NPCS disabled at night. Exterior NPCs of this class or faction will not be disabled. " ..
|
||||
"For factions, at least 75% of the cell's occupants need to be a part of said faction." ..
|
||||
"Best used with Guilds and Publican classes."),
|
||||
showAllBlocked = false,
|
||||
variable = createTableVar("ignored"),
|
||||
|
||||
filters = {
|
||||
{label = "Plugins", type = "Plugin"},
|
||||
{label = "NPCs", type = "Object", objectType = tes3.objectType.npc},
|
||||
{
|
||||
label = "Cells",
|
||||
callback = (function()
|
||||
local CellNames = {}
|
||||
for cell, _ in pairs(tes3.dataHandler.nonDynamicData.cells) do
|
||||
table.insert(CellNames, cell)
|
||||
end
|
||||
return CellNames
|
||||
end)
|
||||
},
|
||||
{
|
||||
label = "Factions",
|
||||
callback = function()
|
||||
local factions = {}
|
||||
for _, faction in pairs(tes3.dataHandler.nonDynamicData.factions) do
|
||||
table.insert(factions, faction.id)
|
||||
end
|
||||
return factions
|
||||
end
|
||||
},
|
||||
{
|
||||
label = "Classes",
|
||||
callback = function()
|
||||
local classes = {}
|
||||
for _, class in pairs(tes3.dataHandler.nonDynamicData.classes) do
|
||||
table.insert(classes, class.id)
|
||||
end
|
||||
return classes
|
||||
end
|
||||
}
|
||||
}
|
||||
})
|
||||
|
||||
return template
|
125
MWSE/mods/celediel/NPCsGoHome/positions.lua
Normal file
125
MWSE/mods/celediel/NPCsGoHome/positions.lua
Normal file
|
@ -0,0 +1,125 @@
|
|||
-- for spawning NPCs into cells or their homes
|
||||
return {
|
||||
-- home positions for NPCS
|
||||
npcs = {
|
||||
-- Balmora, vanilla
|
||||
["Rarayn Radarys"] = {position = {136.23, 132.69, 7.00}, orientation = {0.00, 0.00, -3.14}},
|
||||
["Dralosa Athren"] = {position = {190.74, 91.01, 7.00}, orientation = {0.00, 0.00, -1.55}},
|
||||
["Balyn Omarel"] = {position = {0, 0, 0}, orientation = {0, 0, 0}},
|
||||
["Dralcea Arethi"] = {position = {0, 0, 0}, orientation = {0, 0, 0}}
|
||||
},
|
||||
-- positions picked from a list for public houses
|
||||
cells = {
|
||||
["Balmora, Lucky Lockup"] = {
|
||||
{position = {222.87, 1290.63, -505.00}, orientation = {0.00, 0.00, -2.54}},
|
||||
{position = {-10.30, 757.07, -505.00}, orientation = {0.00, 0.00, -0.04}},
|
||||
{position = {5.55, 996.71, -504.11}, orientation = {0.00, 0.00, -0.01}},
|
||||
{position = {221.29, 1358.15, -505.00}, orientation = {0.00, 0.00, -3.10}},
|
||||
{position = {334.71, 913.76, -505.00}, orientation = {0.00, 0.00, -3.10}}
|
||||
},
|
||||
["Balmora, Council Club"] = {
|
||||
{position = {-62.33, -31.99, 7.00}, orientation = {0.00, 0.00, 0.82}},
|
||||
{position = {579.51, -1.70, -249.00}, orientation = {0.00, 0.00, -0.64}},
|
||||
{position = {406.88, 590.81, -249.00}, orientation = {0.00, 0.00, 3.09}},
|
||||
{position = {-36.75, 269.06, -249.00}, orientation = {0.00, 0.00, 1.05}},
|
||||
{position = {-716.66, 719.97, -505.00}, orientation = {0.00, 0.00, 1.42}},
|
||||
{position = {-1.61, -200.41, -249.00}, orientation = {0.00, 0.00, -0.02}},
|
||||
{position = {-272.50, 71.34, -249.00}, orientation = {0.00, 0.00, 1.28}}
|
||||
},
|
||||
["Balmora, Eight Plates"] = {
|
||||
{position = {463.41, -333.82, -249.00}, orientation = {0.00, 0.00, -0.50}},
|
||||
{position = {426.63, -320.01, -249.00}, orientation = {0.00, 0.00, -0.92}},
|
||||
{position = {-215.54, 486.13, -249.00}, orientation = {0.00, 0.00, 0.96}},
|
||||
{position = {-236.28, 820.92, -249.00}, orientation = {0.00, 0.00, -0.03}},
|
||||
{position = {-109.68, 823.78, -249.00}, orientation = {0.00, 0.00, -0.07}},
|
||||
{position = {-28.39, 822.93, -249.00}, orientation = {0.00, 0.00, 0.02}},
|
||||
{position = {59.99, 823.30, -249.00}, orientation = {0.00, 0.00, -0.02}},
|
||||
{position = {187.22, 919.89, -249.00}, orientation = {0.00, 0.00, -1.50}},
|
||||
{position = {185.86, 984.72, -249.00}, orientation = {0.00, 0.00, -1.55}},
|
||||
{position = {187.40, 1075.68, -249.00}, orientation = {0.00, 0.00, -1.65}},
|
||||
{position = {190.35, 1164.61, -249.00}, orientation = {0.00, 0.00, -1.53}},
|
||||
{position = {404.83, 1090.28, -249.00}, orientation = {0.00, 0.00, -0.61}},
|
||||
{position = {587.57, 1348.27, -249.00}, orientation = {0.00, 0.00, -2.48}},
|
||||
{position = {118.16, -274.01, 7.00}, orientation = {0.00, 0.00, -1.56}},
|
||||
{position = {61.89, -207.22, 7.00}, orientation = {0.00, 0.00, 1.49}}
|
||||
},
|
||||
["Balmora, South Wall Cornerclub"] = {
|
||||
{position = {32.41, 586.87, 7.00}, orientation = {0.00, 0.00, 2.96}},
|
||||
{position = {-278.73, -77.59, -249.00}, orientation = {0.00, 0.00, 0.44}},
|
||||
{position = {301.04, -21.29, -249.00}, orientation = {0.00, 0.00, -0.69}},
|
||||
{position = {382.68, 300.45, -249.00}, orientation = {0.00, 0.00, -0.12}},
|
||||
{position = {468.77, 465.61, -249.00}, orientation = {0.00, 0.00, -1.59}},
|
||||
{position = {467.71, 588.84, -249.00}, orientation = {0.00, 0.00, -1.59}},
|
||||
{position = {446.45, 716.87, -249.00}, orientation = {0.00, 0.00, -2.51}},
|
||||
{position = {820.65, 692.28, -249.00}, orientation = {0.00, 0.00, -1.65}},
|
||||
{position = {806.36, 296.22, -217.31}, orientation = {0.00, 0.00, -1.11}},
|
||||
{position = {337.37, 737.83, -249.00}, orientation = {0.00, 0.00, 3.09}}
|
||||
},
|
||||
["Balmora, South Wall Cornerclub (mod)"] = {
|
||||
{position = {239.72, 589.39, -249.00}, orientation = {0.00, 0.00, -2.86}},
|
||||
{position = {241.20, 588.73, -249.00}, orientation = {0.00, 0.00, -1.62}},
|
||||
{position = {245.71, 471.54, -249.00}, orientation = {0.00, 0.00, -1.52}},
|
||||
{position = {158.42, 334.12, -249.00}, orientation = {0.00, 0.00, -0.14}},
|
||||
{position = {544.37, 441.53, -249.00}, orientation = {0.00, 0.00, 0.65}},
|
||||
{position = {640.98, 786.91, -248.08}, orientation = {0.00, 0.00, 1.56}},
|
||||
{position = {581.22, 644.53, -248.08}, orientation = {0.00, 0.00, 2.71}}
|
||||
},
|
||||
["Gnisis, Madach Tradehouse"] = {
|
||||
{position = {-625.02, 305.07, -894.00}, orientation = {0.00, 0.00, 2.46}},
|
||||
{position = {100.10, -49.81, -894.00}, orientation = {0.00, 0.00, -2.84}},
|
||||
{position = {-420.28, -723.51, -894.00}, orientation = {0.00, 0.00, 0.29}},
|
||||
{position = {575.21, -719.01, -894.00}, orientation = {0.00, 0.00, -0.74}},
|
||||
{position = {873.63, 173.11, -894.00}, orientation = {0.00, 0.00, 2.76}},
|
||||
{position = {659.33, 225.69, -894.00}, orientation = {0.00, 0.00, -2.37}},
|
||||
{position = {-237.97, 153.85, -126.00}, orientation = {0.00, 0.00, -1.77}},
|
||||
{position = {-238.99, 253.70, -126.00}, orientation = {0.00, 0.00, -1.66}},
|
||||
{position = {-242.53, 359.42, -126.00}, orientation = {0.00, 0.00, -2.30}},
|
||||
{position = {25.28, 568.43, -126.00}, orientation = {0.00, 0.00, -3.09}},
|
||||
{position = {231.21, 241.74, -126.00}, orientation = {0.00, 0.00, -1.47}},
|
||||
{position = {-23.55, 250.11, -382.00}, orientation = {0.00, 0.00, -1.47}}
|
||||
},
|
||||
["Gnisis, Fort Darius"] = {
|
||||
{position = {-53.93, 519.00, -126.00}, orientation = {0.00, 0.00, 3.09}},
|
||||
{position = {14.06, 231.89, -382.00}, orientation = {0.00, 0.00, 1.37}},
|
||||
{position = {276.92, 314.82, -371.95}, orientation = {0.00, 0.00, 2.76}},
|
||||
{position = {185.69, 240.55, -371.95}, orientation = {0.00, 0.00, 2.08}},
|
||||
{position = {269.97, 531.29, -382.00}, orientation = {0.00, 0.00, -2.14}},
|
||||
{position = {-265.57, 886.74, -382.00}, orientation = {0.00, 0.00, 1.37}},
|
||||
{position = {-6.38, 773.91, -382.00}, orientation = {0.00, 0.00, -1.36}},
|
||||
{position = {693.12, 279.94, 130.00}, orientation = {0.00, 0.00, -1.12}},
|
||||
{position = {-1166.08, 319.61, -254.00}, orientation = {0.00, 0.00, 3.12}},
|
||||
{position = {-1368.90, 232.95, -254.00}, orientation = {0.00, 0.00, -0.39}},
|
||||
{position = {-1728.43, 172.37, -254.00}, orientation = {0.00, 0.00, 0.91}}
|
||||
},
|
||||
["Ald-ruhn, The Rat In The Pot"] = {
|
||||
{position = {154.18, 425.84, 2.00}, orientation = {0.00, 0.00, 0.64}},
|
||||
{position = {19.49, 429.50, 2.00}, orientation = {0.00, 0.00, -1.60}},
|
||||
{position = {16.32, 517.69, 2.00}, orientation = {0.00, 0.00, -1.49}},
|
||||
{position = {18.28, 643.34, 2.00}, orientation = {0.00, 0.00, -1.52}},
|
||||
{position = {19.79, 429.49, 2.00}, orientation = {0.00, 0.00, -1.60}},
|
||||
{position = {-3.88, 281.16, 2.00}, orientation = {0.00, 0.00, -0.44}},
|
||||
{position = {-117.24, 278.73, 2.00}, orientation = {0.00, 0.00, 0.02}},
|
||||
{position = {-304.90, 274.83, 2.00}, orientation = {0.00, 0.00, -0.02}},
|
||||
{position = {-394.37, 279.30, 2.00}, orientation = {0.00, 0.00, -0.05}},
|
||||
{position = {-110.95, 308.02, -254.00}, orientation = {0.00, 0.00, -0.09}},
|
||||
{position = {-347.46, 652.76, -254.00}, orientation = {0.00, 0.00, 1.93}},
|
||||
{position = {-112.87, 694.26, -254.00}, orientation = {0.00, 0.00, -1.68}},
|
||||
{position = {-99.06, 802.53, -254.00}, orientation = {0.00, 0.00, 1.56}},
|
||||
{position = {139.54, 812.52, -254.00}, orientation = {0.00, 0.00, -1.63}},
|
||||
{position = {111.24, 694.92, -254.00}, orientation = {0.00, 0.00, -1.63}},
|
||||
{position = {701.44, -91.77, -510.00}, orientation = {0.00, 0.00, -1.82}},
|
||||
{position = {402.54, -694.76, -510.00}, orientation = {0.00, 0.00, -0.21}},
|
||||
{position = {-594.88, -618.74, -510.00}, orientation = {0.00, 0.00, 0.34}},
|
||||
{position = {-703.68, 16.55, -510.00}, orientation = {0.00, 0.00, 1.66}},
|
||||
{position = {-347.25, 403.67, -510.00}, orientation = {0.00, 0.00, 2.75}},
|
||||
{position = {485.94, 416.56, -510.00}, orientation = {0.00, 0.00, -2.32}},
|
||||
{position = {625.61, 414.57, -510.00}, orientation = {0.00, 0.00, 2.88}},
|
||||
{position = {-35.49, 731.88, -510.00}, orientation = {0.00, 0.00, -1.53}},
|
||||
{position = {-211.77, 641.18, -510.00}, orientation = {0.00, 0.00, 1.48}},
|
||||
{position = {-680.81, 211.37, -482.86}, orientation = {0.00, 0.00, 1.72}},
|
||||
{position = {-682.71, 335.97, -482.86}, orientation = {0.00, 0.00, 2.12}},
|
||||
{position = {-595.91, 435.92, -482.86}, orientation = {0.00, 0.00, 2.63}},
|
||||
{position = {-482.90, 419.23, -482.86}, orientation = {0.00, 0.00, -3.03}}
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in a new issue