formatting

This commit is contained in:
Lilian Jónsdóttir 2020-08-23 23:58:12 -07:00
parent ec2a570b30
commit c00fb8b4ea
6 changed files with 72 additions and 89 deletions

View file

@ -15,7 +15,13 @@ this.logLevels = {none = 0, small = 1, medium = 2, large = 3}
this.waist = {neither = 0, exterior = 1, public = 2}
-- for runtime data
this.publicHouseTypes = {inns = "Inns", guildhalls = "Guildhalls", temples = "Temples", houses = "Houses", cantonworks = "Cantonworks"}
this.publicHouseTypes = {
inns = "Inns",
guildhalls = "Guildhalls",
temples = "Temples",
houses = "Houses",
cantonworks = "Cantonworks"
}
-- }}}
-- {{{ Filled at runtime
@ -23,10 +29,7 @@ this.runtimeData = {
-- cells marked as public
publicHouses = {},
-- homes picked for NPCs
homes = {
byName = {},
byCell = {}
},
homes = {byName = {}, byCell = {}},
-- NPCs who have been moved
movedNPCs = {},
-- positions that haven't been used

View file

@ -57,8 +57,8 @@ local this = {}
this.isInteriorCell = function(cell)
if not cell then return end
log(common.logLevels.large, "Cell %s: interior: %s, behaves as exterior: %s therefore returning %s",
cell.id, cell.isInterior, cell.behavesAsExterior, cell.isInterior and not cell.behavesAsExterior)
log(common.logLevels.large, "Cell %s: interior: %s, behaves as exterior: %s therefore returning %s", cell.id,
cell.isInterior, cell.behavesAsExterior, cell.isInterior and not cell.behavesAsExterior)
return cell.isInterior and not cell.behavesAsExterior
end
@ -76,13 +76,13 @@ this.isCityCell = function(internalCellId, externalCellId)
local _, _, externalCity = string.find(externalCellId, cityMatch)
if externalCity and externalCity == internalCity then
log(common.logLevels.large, "hard mode city: %s in %s, %s == %s",
internalCellId, externalCellId, externalCity, internalCity)
log(common.logLevels.large, "hard mode city: %s in %s, %s == %s", internalCellId, externalCellId, externalCity,
internalCity)
return true
end
log(common.logLevels.large, "hard mode not city: %s not in %s, %s ~= %s or both are nil",
internalCellId, externalCellId, externalCity, internalCity)
log(common.logLevels.large, "hard mode not city: %s not in %s, %s ~= %s or both are nil", internalCellId,
externalCellId, externalCity, internalCity)
return false
end
@ -105,9 +105,7 @@ end
this.isCantonCell = function(cell)
if this.isInteriorCell(cell) then return false end
for door in cell:iterateReferences(tes3.objectType.door) do
if door.destination and this.isCantonWorksCell(door.destination.cell) then
return true
end
if door.destination and this.isCantonWorksCell(door.destination.cell) then return true end
end
return false
end
@ -200,7 +198,10 @@ this.isPublicHouse = function(cell)
end
-- don't iterate NPCs in the cell if we've already marked it public
if common.runtimeData.publicHouses[city] and (common.runtimeData.publicHouses[city][typeOfPub] and common.runtimeData.publicHouses[city][typeOfPub][cell.id]) then return true end
if common.runtimeData.publicHouses[city] and
(common.runtimeData.publicHouses[city][typeOfPub] and common.runtimeData.publicHouses[city][typeOfPub][cell.id]) then
return true
end
-- if it's a waistworks cell, it's public, with no proprietor
if config.waistWorks == common.waist.public and cell.id:match(waistworks) then
@ -292,11 +293,8 @@ this.isIgnoredDoor = function(door, homeCellId)
dest.id, this.isIgnoredCell(dest) and "ignored" or "not ignored", -- destination is ignored
inCity and "" or "not ", leadsToPublicCell and "" or "not ", hasOccupants and "" or "un") -- in a city, is public, is ocupado
return this.isIgnoredCell(dest) or
not this.isInteriorCell(dest) or
isCantonWorks or
not inCity or
leadsToPublicCell or
return
this.isIgnoredCell(dest) or not this.isInteriorCell(dest) or isCantonWorks or not inCity or leadsToPublicCell or
not hasOccupants
end
@ -327,9 +325,7 @@ this.isBadWeatherNPC = function(npc)
-- todo: better detection of NPCs who offer travel services
-- found a rogue "shipmaster" in molag mar
return obj.class.name == "Caravaner" or
obj.class.name == "Gondolier" or
obj.class.name == "Shipmaster" or
return obj.class.name == "Caravaner" or obj.class.name == "Gondolier" or obj.class.name == "Shipmaster" or
obj.race.id == "Argonian"
end

View file

@ -51,17 +51,14 @@ this.createHomedNPCTableEntry = function(npc, home, startingPlace, isHome, posit
if isHome and positions.npcs[npc.object.name] then
pos = positions.npcs[npc.object.name].position
ori = positions.npcs[npc.object.name].orientation
-- elseif positions.cells[id] then
elseif common.runtimeData.positions[id] then
-- pos = table.choice(positions.cells[id]).position
-- ori = table.choice(positions.cells[id]).orientation
local choice, index = table.choice(common.runtimeData.positions[id])
pos = choice.position
ori = choice.orientation
table.remove(common.runtimeData.positions[id], index)
else
pos = {0,0,0}
ori = {0,0,0}
pos = {0, 0, 0}
ori = {0, 0, 0}
end
log(common.logLevels.large, "Settled on position:%s, orientation:%s for %s in %s", pos, ori, npc.object.name, id)
@ -69,12 +66,10 @@ this.createHomedNPCTableEntry = function(npc, home, startingPlace, isHome, posit
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
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
local ogOrientation = orientation and (tes3vector3.new(orientation.x, orientation.y, orientation.z)) or
(npc.orientation and npc.orientation:copy() or zeroVector:copy())
local entry = {
@ -117,9 +112,12 @@ this.createPublicHouseTableEntry = function(publicCell, proprietor, city, name)
local proprietorName = proprietor and proprietor.object.name or "no one"
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
if not common.runtimeData.publicHouses[city][typeOfPub] then
common.runtimeData.publicHouses[city][typeOfPub] = {}
end
common.runtimeData.publicHouses[city][typeOfPub][publicCell.id] = {
common.runtimeData.publicHouses[city][typeOfPub][publicCell.id] =
{
name = name,
city = city,
cell = publicCell,

View file

@ -16,9 +16,7 @@ this.updatePositions = function(cell)
-- update runtime positions in cell, but don't overwrite loaded positions
if not common.runtimeData.positions[id] and positions.cells[id] then
common.runtimeData.positions[id] = {}
for _, data in pairs(positions.cells[id]) do
table.insert(common.runtimeData.positions[id], data)
end
for _, data in pairs(positions.cells[id]) do table.insert(common.runtimeData.positions[id], data) end
end
end
@ -32,7 +30,9 @@ this.searchCellsForPositions = function()
this.updatePositions(door.destination.cell)
-- one more time
for internalDoor in door.destination.cell:iterateReferences(tes3.objectType.door) do
if internalDoor.destination then this.updatePositions(internalDoor.destination.cell) end
if internalDoor.destination then
this.updatePositions(internalDoor.destination.cell)
end
end
end
end
@ -47,7 +47,8 @@ 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
dataTables.createHomedNPCTableEntry(npc, cell, tes3.getCell(npc.data.NPCsGoHome.cell), true, npc.data.NPCsGoHome.position, npc.data.NPCsGoHome.orientation)
dataTables.createHomedNPCTableEntry(npc, cell, tes3.getCell(npc.data.NPCsGoHome.cell), true,
npc.data.NPCsGoHome.position, npc.data.NPCsGoHome.orientation)
end
end
end
@ -73,16 +74,8 @@ this.moveNPC = function(homeData)
-- set npc data, so we can move NPCs back after a load
local npc = homeData.npc
npc.data.NPCsGoHome = {
position = {
x = npc.position.x,
y = npc.position.y,
z = npc.position.z,
},
orientation = {
x = npc.orientation.x,
y = npc.orientation.y,
z = npc.orientation.z,
},
position = {x = npc.position.x, y = npc.position.y, z = npc.position.z},
orientation = {x = npc.orientation.x, y = npc.orientation.y, z = npc.orientation.z},
cell = homeData.ogPlaceName
}
@ -139,8 +132,7 @@ this.processNPCs = function(cell)
npcHome and npcHome.home or "nowhere", npcHome and (npcHome.isHome and "." or " at night.") or ".")
-- disable or move NPCs
if (checks.checkTime() or
(checks.checkWeather(cell) and
if (checks.checkTime() or (checks.checkWeather(cell) and
(not checks.isBadWeatherNPC(npc) or (checks.isBadWeatherNPC(npc) and not config.keepBadWeatherNPCs)))) then
if npcHome then
this.moveNPC(npcHome)
@ -211,13 +203,13 @@ this.processPets = function(cell)
-- disable
if not creature.disabled then
log(common.logLevels.medium, "Disabling NPC Pet %s!", creature.object.id)
mwscript.disable({reference = creature })
mwscript.disable({reference = creature})
end
else
-- enable
if creature.disabled then
log(common.logLevels.medium, "Enabling NPC Pet %s!", creature.object.id)
mwscript.enable({reference = creature })
mwscript.enable({reference = creature})
end
end
end

View file

@ -48,14 +48,17 @@ end
local function checkEnteredPublicHouse(cell, city)
local typeOfPub = common.pickPublicHouseType(cell)
local publicHouse = publicHouses[city] and (publicHouses[city][typeOfPub] and publicHouses[city][typeOfPub][cell.name])
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.",
publicHouse.name, common.vowel(typeOfPub), typeOfPub:gsub("s$", ""), publicHouse.city)
local msg = string.format("Entering public space %s, a%s %s in the town of %s.", publicHouse.name,
common.vowel(typeOfPub), typeOfPub:gsub("s$", ""), publicHouse.city)
if publicHouse.proprietor then
msg = msg .. string.format(" Talk to %s, %s for services.", publicHouse.proprietor.object.name, publicHouse.proprietor.object.class)
msg = msg ..
string.format(" Talk to %s, %s for services.", publicHouse.proprietor.object.name,
publicHouse.proprietor.object.class)
end
log(common.logLevels.small, msg)
@ -71,9 +74,8 @@ 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 == common.waist.exterior and checks.isCantonWorksCell(cell)) 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

View file

@ -1,9 +1,7 @@
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 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)
@ -28,15 +26,9 @@ category:createDropdown({
variable = createTableVar("logLevel")
})
category:createYesNoButton({
label = "Lock doors and containers at night?",
variable = createTableVar("lockDoors")
})
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 = "Disable non-Guard NPCs at night?", variable = createTableVar("disableNPCs")})
category:createYesNoButton({
label = "Move NPCs into their homes at night and in bad weather instead of disabling them?",
@ -56,12 +48,12 @@ category:createYesNoButton({
category:createDropdown({
label = "Treat Canton waistworks 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 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},
{label = "Public", value = common.waist.public}
},
defaultSetting = common.waist.neither,
variable = createTableVar("waistWorks")