big heckin refactor/cleanup

This commit is contained in:
Lilian Jónsdóttir 2020-08-23 18:47:30 -07:00
parent 9239aded68
commit c26400b55b
6 changed files with 877 additions and 828 deletions

View file

@ -2,6 +2,7 @@ local inspect = require("inspect")
local this = {}
-- {{{ Variables and such
this.modName = "NPCs Go Home (At Night)"
this.author = "OEA/Celediel"
this.version = "0.0.1"
@ -10,7 +11,25 @@ this.modInfo = "Move NPCs to their homes, or public houses (or just disable them
this.configPath = "NPCSGOHOME"
this.logLevels = {none = 0, small = 1, medium = 2, large = 3}
-- }}}
-- {{{ Filled at runtime
this.runtimeData = {
-- cells marked as public
publicHouses = {},
-- homes picked for NPCs
homes = {
byName = {},
byCell = {}
},
-- NPCs who have been moved
movedNPCs = {},
-- player companions
followers = {}
}
-- }}}
-- {{{ Functions
this.split = function(input, sep)
if not input then return end
if not sep then sep = "%s" end
@ -34,5 +53,6 @@ this.vowel = function(str)
return n
end
-- }}}
return this

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@ -0,0 +1,319 @@
local common = require("celediel.NPCsGoHome.common")
local config = require("celediel.NPCsGoHome.config").getConfig()
local housing = require("celediel.NPCsGoHome.functions.housing")
-- {{{ local variables and such
-- Waistworks string match
local waistworks = {
"[Cc]analworks", -- These will match Vivec and Molag Mar
"[Ww]aistworks" -- and Almas Thirr from Tamriel Rebuilt
}
-- these are separate because doors to underworks should be ignored
-- but NPCs in underworks should not be disabled
local underworks = "[Uu]nderworks"
-- city name if cell.name is nil
local wilderness = "Wilderness"
-- }}}
-- {{{ local functions
local function log(level, ...) if config.logLevel >= level then common.log(...) end end
-- patented by Merlord
local yeet = function(reference)
-- tes3.positionCell({reference = reference, position = {0, 0, 10000}})
reference:disable()
timer.delayOneFrame(function() mwscript.setDelete({reference = reference}) end)
end
-- very todd workaround
local function getFightFromSpawnedReference(id)
-- Spawn a reference of the given id in toddtest
local toddTest = tes3.getCell("toddtest")
log(common.logLevels.medium, "Spawning %s in %s", id, toddTest.id)
local ref = tes3.createReference({
object = id,
-- cell = toddTest,
cell = tes3.getPlayerCell(),
-- position = zeroVector,
position = {0, 0, 10000},
orientation = housing.zeroVector
})
local fight = ref.mobile.fight
log(common.logLevels.medium, "Got fight of %s, time to yeet %s", fight, id)
yeet(ref)
return fight
end
-- }}}
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)
return cell.isInterior and not cell.behavesAsExterior
end
this.isCityCell = function(internalCellId, externalCellId)
-- easy mode
if string.match(internalCellId, externalCellId) then
log(common.logLevels.large, "easy mode city: %s in %s", internalCellId, externalCellId)
return true
end
local cityMatch = "^(%w+), (.*)"
-- check for "advanced" cities
local _, _, internalCity = string.find(internalCellId, cityMatch)
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)
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)
return false
end
this.isIgnoredCell = function(cell)
log(common.logLevels.large, "%s is %s, %s is %s", cell.id, config.ignored[cell.id] and "ignored" or "not ignored",
cell.sourceMod, config.ignored[cell.sourceMod] and "ignored" or "not ignored")
-- don't do things in the wilderness
-- local wilderness = false
-- if not cell.name then wilderness = true end
return config.ignored[cell.id] or config.ignored[cell.sourceMod] -- or wilderness
end
this.isCantonCell = function(cellName)
for _, str in pairs(waistworks) do if cellName:match(str) then return true end end
return false
end
-- ! this one depends on tes3 ! --
this.fargothCheck = function()
local fargothJournal = tes3.getJournalIndex({id = "MS_Lookout"})
if not fargothJournal then return false end
-- only disable Fargoth before speaking to Hrisskar, and after observing Fargoth sneak
log(common.logLevels.large, "Fargoth journal check %s: %s", fargothJournal,
fargothJournal > 10 and fargothJournal <= 30)
return fargothJournal > 10 and fargothJournal <= 30
end
this.isIgnoredNPC = function(npc)
local obj = npc.baseObject and npc.baseObject or npc.object
-- ignore dead, attack on sight NPCs, and vampires
local isDead = false
local isHostile = false
local isVampire = false
if npc.mobile then
if npc.mobile.health.current <= 0 or npc.mobile.isDead then isDead = true end
if npc.mobile.fight > 70 then isHostile = true end
isVampire = tes3.isAffectedBy({reference = npc, effect = tes3.effect.vampirism})
else
-- local fight = getFightFromSpawnedReference(obj.id) -- ! calling this hundreds of times is bad for performance lol
-- if (fight or 0) > 70 then isHostile = true end
isVampire = obj.head and (obj.head.vampiric and true or false) or false
if obj.id:match("[Dd]ead") or obj.name:match("[Dd]ead") then isDead = true end
end
local isFargothActive = obj.id:match("fargoth") and this.fargothCheck() or false
-- todo: non mwscript version of this
local isWerewolf = mwscript.getSpellEffects({reference = npc, spell = "werewolf vision"})
-- local isVampire = mwscript.getSpellEffects({reference = npc, spell = "vampire sun damage"})
-- this just keeps getting uglier but it's debug logging so whatever I don't care
log(common.logLevels.large, ("Checking NPC:%s (%s or %s): id blocked:%s, %s blocked:%s " .. --
"guard:%s dead:%s vampire:%s werewolf:%s dreamer:%s follower:%s hostile:%s %s%s"), --
obj.name, npc.object.id, npc.object.baseObject and npc.object.baseObject.id or "nil", --
config.ignored[obj.id:lower()], obj.sourceMod, config.ignored[obj.sourceMod:lower()], --
obj.isGuard, isDead, isVampire, isWerewolf, (obj.class and obj.class.id == "Dreamers"), --
common.runtimeData.followers[npc.object.id], isHostile, obj.id:match("fargoth") and "fargoth:" or "", --
obj.id:match("fargoth") and isFargothActive or "")
return config.ignored[obj.id:lower()] or --
config.ignored[obj.sourceMod:lower()] or --
obj.isGuard or --
isFargothActive or --
isDead or -- don't move dead NPCS
isHostile or --
common.runtimeData.followers[npc.object.id] or -- ignore followers
isVampire or --
isWerewolf or --
(obj.class and obj.class.id == "Dreamers") --
end
this.isNPCPet = function(creature)
local obj = creature.baseObject and creature.baseObject or creature.object
-- todo: more pets?
if obj.id:match("guar") and obj.mesh:match("pack") then
return true
else
return false
end
end
-- checks NPC class and faction in cells for block list and adds to publicHouse list
-- todo: rewrite this
this.isPublicHouse = function(cell)
-- only interior cells are public "houses"
if not this.isInteriorCell(cell) then return false end
local typeOfPub = housing.pickPublicHouseType(cell)
local city, publicHouseName
if cell.name and string.match(cell.name, ",") then
city = common.split(cell.name, ",")[1]
publicHouseName = common.split(cell.name, ",")[2]:gsub("^%s", "")
else
city = wilderness
publicHouseName = cell.id
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
local npcs = {factions = {}, total = 0}
for npc in cell:iterateReferences(tes3.objectType.npc) do
-- Check for NPCS of ignored classes first
if not this.isIgnoredNPC(npc) then
if npc.object.class and config.ignored[npc.object.class.id] then
log(common.logLevels.medium, "NPC:\'%s\' of class:\'%s\' made %s public", npc.object.name,
npc.object.class and npc.object.class.id or "none", cell.name)
housing.createPublicHouseTableEntry(cell, npc, city, publicHouseName)
return true
end
local faction = npc.object.faction
if faction then
if not npcs.factions[faction] then npcs.factions[faction] = {total = 0, percentage = 0} end
if not npcs.factions[faction].master or npcs.factions[faction].master.object.factionIndex <
npc.object.factionIndex then npcs.factions[faction].master = npc end
npcs.factions[faction].total = npcs.factions[faction].total + 1
end
npcs.total = npcs.total + 1
end
end
-- no NPCs of ignored classes, so let's check out factions
for faction, info in pairs(npcs.factions) do
info.percentage = (info.total / npcs.total) * 100
log(common.logLevels.large,
"No NPCs of ignored class in %s, checking faction %s (ignored: %s, player joined: %s) with %s (%s%%) vs total %s",
cell.name, faction, config.ignored[faction.id], faction.playerJoined, info.total, info.percentage,
npcs.total)
-- less than 3 NPCs can't possibly be a public house unless it's a Blades house
if (config.ignored[faction.id] or faction.playerJoined) and
(npcs.total >= config.minimumOccupancy or faction == "Blades") and info.percentage >=
config.factionIgnorePercentage then
log(common.logLevels.medium, "%s is %s%% faction %s, marking public.", cell.name, info.percentage, faction)
housing.createPublicHouseTableEntry(cell, npcs.factions[faction].master, city, publicHouseName)
return true
end
end
log(common.logLevels.large, "%s isn't public", cell.name)
return false
end
-- doors that lead to ignored, exterior, canton, unoccupied, or public cells, and doors that aren't in cities
this.isIgnoredDoor = function(door, homeCellId)
-- don't lock non-cell change doors
if not door.destination then
log(common.logLevels.large, "Non-Cell-change door %s, ignoring", door.id)
return true
end
-- we use this a lot, so set a reference to it
local dest = door.destination.cell
-- Only doors in cities and towns (interior cells with names that contain the exterior cell)
local inCity = this.isCityCell(dest.id, homeCellId)
-- peek inside doors to look for guild halls, inns and clubs
local leadsToPublicCell = this.isPublicHouse(dest)
-- don't lock unoccupied cells
local hasOccupants = false
for npc in dest:iterateReferences(tes3.objectType.npc) do
if not this.isIgnoredNPC(npc) then
hasOccupants = true
break
end
end
-- don't lock doors to underworks in addition to other canton cells
local isCanton = this.isCantonCell(dest.id) or dest.id:match(underworks)
log(common.logLevels.large, "%s is %s, (%sin a city, is %spublic, %soccupied)", --
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
isCanton or
not inCity or
leadsToPublicCell or
not hasOccupants
end
-- AT NIGHT
this.checkTime = function()
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
this.checkWeather = function(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
this.isBadWeatherNPC = function(npc)
local obj = npc.baseObject and npc.baseObject or npc.object
if not obj 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)
-- 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
obj.race.id == "Argonian"
end
return this

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@ -0,0 +1,265 @@
local common = require("celediel.NPCsGoHome.common")
local config = require("celediel.NPCsGoHome.config").getConfig()
local interop = require("celediel.NPCsGoHome.interop")
local positions = require("celediel.NPCsGoHome.data.positions")
local function log(level, ...) if config.logLevel >= level then common.log(...) end end
local publicHouseTypes = {inns = "Inns", guildhalls = "Guildhalls", temples = "Temples", houses = "Houses"}
-- animated morrowind NPCs are contextual
local contextualNPCs = {"^AM_"}
local this = {}
this.zeroVector = tes3vector3.new(0, 0, 0)
this.checkModdedCell = function(cellId)
local id
if cellId == "Balmora, South Wall Cornerclub" and tes3.isModActive("South Wall.ESP") then
id = "Balmora, South Wall Den Of Iniquity"
elseif cellId == "Balmora, Eight Plates" and tes3.isModActive("Eight Plates.esp") then
id = "Balmora, Seedy Eight Plates"
elseif cellId == "Hla Oad, Fatleg's Drop Off" and tes3.isModActive("Clean DR115_TheDropoff_HlaOadDocks.ESP") then
id = "Hla Oad, The Drop Off"
else
id = cellId
end
return id
end
-- {{{ npc evaluators
-- NPCs barter gold + value of all inventory items
this.calculateNPCWorth = function(npc, merchantCell)
local worth = npc.object.barterGold
local obj = npc.baseObject and npc.baseObject or npc.object
if npc.object.inventory then
for _, item in pairs(npc.object.inventory) do worth = worth + (item.object.value or 0) end
end
if merchantCell then -- if we pass a cell argument
for box in merchantCell:iterateReferences(tes3.objectType.container) do -- loop over each container
if box.inventory then -- if it's not empty
for item in tes3.iterate(box.inventory) do -- loop over its items
if obj:tradesItemType(item.objectType) then -- if the NPC sells that type
worth = worth + item.object.value -- add its value to the NPCs total value
end
end
end
end
end
return worth
end
-- }}}
-- todo: pick this better
this.pickPublicHouseType = function(cell)
if cell.id:match("Guild") then
return publicHouseTypes.guildhalls
elseif cell.id:match("Temple") then
return publicHouseTypes.temples
-- elseif cell.id:match("House") then
-- return publicHouseTypes.houses
else
return publicHouseTypes.inns
end
end
-- ? I honestly don't know if there are any wandering NPCs that "live" in close-by manors, but I wrote this anyway
this.livesInManor = function(cellName, npcName)
if not cellName or (cellName and not string.find(cellName, "Manor")) then return end
local splitName = common.split(npcName)
local given = splitName[1]
local sur = splitName[2]
-- surnameless peasants don't live in manors
if not sur then return end
log(common.logLevels.large, "Checking if %s %s lives in %s", given, sur, cellName)
return string.match(cellName, sur)
end
this.pickInnForNPC = function(npc, city)
-- todo: pick in Inn intelligently ?
-- high class inns for nobles and rich merchants and such
-- lower class inns for middle class npcs and merchants
-- temple for commoners and the poorest people
-- ? pick based on barterGold and value of equipment for merchants ?
-- ? for others, pick based on value of equipment
-- but for now pick one at random
if common.runtimeData.publicHouses[city] and common.runtimeData.publicHouses[city][publicHouseTypes.inns] then
local choice = table.choice(common.runtimeData.publicHouses[city][publicHouseTypes.inns])
if not choice then return end
log(common.logLevels.medium, "Picking inn %s, %s for %s", choice.city, choice.name, npc.object.name)
return choice.cell
end
end
this.pickPublicHouseForNPC = function(npc, city)
-- look for wandering guild members
if common.runtimeData.publicHouses[city] and common.runtimeData.publicHouses[city][publicHouseTypes.guildhalls] then
for _, data in pairs(common.runtimeData.publicHouses[city][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)
return data.cell
end
end
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 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
end
end
end
-- found nothing so pick an inn
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
if not cell.name then return end
-- 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
local name = npc.object.name
local city = common.split(cell.name, ",")[1]
for door in cell:iterateReferences(tes3.objectType.door) do
if door.destination then
local dest = door.destination.cell
-- 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]
else
return this.createHomedNPCTableEntry(npc, dest, cell, true)
end
end
end
end
-- haven't found a home, so put them in an inn or guildhall
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
end
return nil
end
return this

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@ -0,0 +1,239 @@
local common = require("celediel.NPCsGoHome.common")
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 function log(level, ...) if config.logLevel >= level then common.log(...) end end
local this = {}
-- search in a specific cell for moved NPCs
this.checkForMovedNPCs = function(cell)
-- NPCs don't get moved to exterior cells, so no need to check them for moved NPCs
if not checks.isInteriorCell(cell) then return end
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)
end
end
end
this.searchCellsForNPCs = function()
for _, cell in pairs(tes3.getActiveCells()) do
-- check active cells
this.checkForMovedNPCs(cell)
for door in cell:iterateReferences(tes3.objectType.door) do
if door.destination then
-- then check cells attached to active cells
this.checkForMovedNPCs(door.destination.cell)
end
end
end
end
this.moveNPC = function(homeData)
-- add to in memory table
table.insert(common.runtimeData.movedNPCs, homeData)
interop.setMovedNPCTable(common.runtimeData.movedNPCs)
-- 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,
},
cell = homeData.ogPlaceName
}
tes3.positionCell({
cell = homeData.home,
reference = homeData.npc,
position = homeData.homePosition,
orientation = homeData.homeOrientation
})
log(common.logLevels.medium, "Moving %s to home %s (%s, %s, %s)", homeData.npc.object.name, homeData.home.id,
homeData.homePosition.x, homeData.homePosition.y, homeData.homePosition.z)
end
this.putNPCsBack = function()
for i = #common.runtimeData.movedNPCs, 1, -1 do
local data = table.remove(common.runtimeData.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)
-- unset NPC data so we don't try to move them on load
data.npc.data.NPCsGoHome = nil
-- and put them back
tes3.positionCell({
cell = data.ogPlace,
reference = data.npc,
position = data.ogPosition,
orientation = data.ogPlace
})
end
interop.setMovedNPCTable(common.runtimeData.movedNPCs)
end
this.processNPCs = function(cell)
-- todo: move this check somewhere else, so that disabled NPCs will be re-enabled even if the option is off
if not config.disableNPCs then return end
log(common.logLevels.small, "Looking for NPCs to process in cell:%s", cell.id)
-- 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 not checks.isIgnoredNPC(npc) then
log(common.logLevels.large, "People change")
-- if not npc.data.NPCsGoHome then npc.data.NPCsGoHome = {} end
-- find NPC homes
local npcHome = config.moveNPCs and housing.pickHomeForNPC(cell, npc) or nil
local tmpLogLevelNPCHome = npcHome and common.logLevels.medium or common.logLevels.large
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.") or ".")
-- disable or move NPCs
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)
-- elseif not npc.data.NPCsGoHome.modified then
elseif not npc.disabled then
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}) -- ! but this one causes crashes too
-- npc.data.NPCsGoHome.modified = true
else
log(common.logLevels.medium, "Didn't do anything with %s", npc.object.name)
end
else
-- if not npcHome and npc.data.modified then
if not npcHome and npc.disabled then
log(common.logLevels.medium, "Enabling homeless %s", npc.object.name)
-- npc:enable()
mwscript.enable({reference = npc})
-- tes3.setEnabled({reference = npc, enabled = true})
-- npc.data.NPCsGoHome.modified = false
end
end
end
end
-- now put NPCs back
-- if not (checks.checkTime() or checks.checkWeather(cell)) and #movedNPCs > 0 then putNPCsBack() end
if not (checks.checkTime() or checks.checkWeather(cell)) then this.putNPCsBack() end
end
this.processSiltStriders = function(cell)
if not config.disableNPCs then return end
log(common.logLevels.small, "Looking for silt striders to process in cell:%s", cell.name)
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 checks.checkTime() or (checks.checkWeather(cell) and not config.keepBadWeatherNPCs) then
if not activator.disabled then
log(common.logLevels.medium, "Disabling silt strider %s!", activator.object.name)
mwscript.disable({reference = activator})
-- activator:disable()
-- tes3.setEnabled({reference = activator, enabled = false})
end
else
if activator.disabled then
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
end
log(common.logLevels.large, "Done with silt striders")
end
-- deal with trader's guars, and other npc linked creatures/whatever
this.processPets = function(cell)
if not config.disableNPCs then return end
log(common.logLevels.small, "Looking for NPC pets to process in cell:%s", cell.name)
for creature in cell:iterateReferences(tes3.objectType.creature) do
if checks.isNPCPet(creature) then
if checks.checkTime() then
-- disable
if not creature.disabled then
log(common.logLevels.medium, "Disabling NPC Pet %s!", creature.object.id)
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 })
end
end
end
end
end
this.processDoors = function(cell)
if not config.lockDoors then return end
log(common.logLevels.small, "Looking for doors to process in cell:%s", cell.id)
for door in cell:iterateReferences(tes3.objectType.door) do
if not door.data.NPCsGoHome then door.data.NPCsGoHome = {} end
if not checks.isIgnoredDoor(door, cell.id) then
-- don't mess around with doors that are already locked
if door.data.NPCsGoHome.alreadyLocked == nil then
door.data.NPCsGoHome.alreadyLocked = tes3.getLocked({reference = door})
end
log(common.logLevels.large, "Found %slocked %s with destination %s",
door.data.NPCsGoHome.alreadyLocked and "" or "un", door.id, door.destination.cell.id)
if checks.checkTime() then
if not door.data.NPCsGoHome.alreadyLocked then
log(common.logLevels.medium, "locking: %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
-- only unlock doors that we locked before
if door.data.NPCsGoHome.modified then
door.data.NPCsGoHome.modified = false
tes3.setLockLevel({reference = door, level = 0})
tes3.unlock({reference = door})
log(common.logLevels.medium, "unlocking: %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
return this

View file

@ -2,43 +2,18 @@
-- ? could probably split this file out to others as well
local config = require("celediel.NPCsGoHome.config").getConfig()
local common = require("celediel.NPCsGoHome.common")
local interop = require("celediel.NPCsGoHome.interop")
local positions = require("celediel.NPCsGoHome.positions")
local checks = require("celediel.NPCsGoHome.functions.checks")
local housing = require("celediel.NPCsGoHome.functions.housing")
local processors = require("celediel.NPCsGoHome.functions.processors")
-- }}}
-- {{{ variables and such
-- Waistworks string match
local waistworks = {
"[Cc]analworks", -- These will match Vivec and Molag Mar
"[Ww]aistworks" -- and Almas Thirr from Tamriel Rebuilt
}
-- these are separate because doors to underworks should be ignored
-- but NPCs in underworks should not be disabled
local underworks = "[Uu]nderworks"
-- timers
local updateTimer
-- NPC homes
local publicHouses = {}
local homes = {
byName = {}, -- used to ensure duplicate homes are not created
byCell = {} -- used for cellChange events
}
-- city name if cell.name is nil
local wilderness = "Wilderness"
-- maybe this shouldn't be hardcoded
local publicHouseTypes = {inns = "Inns", guildhalls = "Guildhalls", temples = "Temples", houses = "Houses"}
local movedNPCs = {}
-- build a list of followers on cellChange
local followers = {}
local zeroVector = tes3vector3.new(0, 0, 0)
-- animated morrowind NPCs are contextual
local contextualNPCs = {"^AM_"}
-- references to common.runtimeData
local publicHouses, homes, movedNPCs, followers
-- }}}
@ -46,63 +21,7 @@ local contextualNPCs = {"^AM_"}
local function log(level, ...) if config.logLevel >= level then common.log(...) end end
local function message(...) if config.showMessages then tes3.messageBox(...) end end
local function checkModdedCell(cellId)
local id
if cellId == "Balmora, South Wall Cornerclub" and tes3.isModActive("South Wall.ESP") then
id = "Balmora, South Wall Den Of Iniquity"
elseif cellId == "Balmora, Eight Plates" and tes3.isModActive("Eight Plates.esp") then
id = "Balmora, Seedy Eight Plates"
elseif cellId == "Hla Oad, Fatleg's Drop Off" and tes3.isModActive("Clean DR115_TheDropoff_HlaOadDocks.ESP") then
id = "Hla Oad, The Drop Off"
else
id = cellId
end
return id
end
local function isInteriorCell(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)
return cell.isInterior and not cell.behavesAsExterior
end
-- patented by Merlord
local yeet = function(reference)
-- tes3.positionCell({reference = reference, position = {0, 0, 10000}})
reference:disable()
timer.delayOneFrame(function() mwscript.setDelete({reference = reference}) end)
end
-- very todd workaround
local function getFightFromSpawnedReference(id)
-- Spawn a reference of the given id in toddtest
local toddTest = tes3.getCell("toddtest")
log(common.logLevels.medium, "Spawning %s in %s", id, toddTest.id)
local ref = tes3.createReference({
object = id,
-- cell = toddTest,
cell = tes3.getPlayerCell(),
-- position = zeroVector,
position = {0, 0, 10000},
orientation = zeroVector
})
local fight = ref.mobile.fight
log(common.logLevels.medium, "Got fight of %s, time to yeet %s", fight, id)
yeet(ref)
return fight
end
-- build a list of followers on cellChange
local function buildFollowerList()
local f = {}
-- build our followers list
@ -115,499 +34,6 @@ local function buildFollowerList()
return f
end
-- {{{ npc evaluators
-- NPCs barter gold + value of all inventory items
local function calculateNPCWorth(npc, merchantCell)
local worth = npc.object.barterGold
local obj = npc.baseObject and npc.baseObject or npc.object
if npc.object.inventory then
for _, item in pairs(npc.object.inventory) do worth = worth + (item.object.value or 0) end
end
if merchantCell then -- if we pass a cell argument
for box in merchantCell:iterateReferences(tes3.objectType.container) do -- loop over each container
if box.inventory then -- if it's not empty
for item in tes3.iterate(box.inventory) do -- loop over its items
if obj:tradesItemType(item.objectType) then -- if the NPC sells that type
worth = worth + item.object.value -- add its value to the NPCs total value
end
end
end
end
end
return worth
end
-- }}}
-- {{{ housing
-- ? I honestly don't know if there are any wandering NPCs that "live" in close-by manors, but I wrote this anyway
local function checkManor(cellName, npcName)
if not cellName or (cellName and not string.find(cellName, "Manor")) then return end
local splitName = common.split(npcName)
local given = splitName[1]
local sur = splitName[2]
-- surnameless peasants don't live in manors
if not sur then return end
log(common.logLevels.large, "Checking if %s %s lives in %s", given, sur, cellName)
return string.match(cellName, sur)
end
-- todo: pick this better
local function pickPublicHouseType(cell)
if cell.id:match("Guild") then
return publicHouseTypes.guildhalls
elseif cell.id:match("Temple") then
return publicHouseTypes.temples
-- elseif cell.id:match("House") then
-- return publicHouseTypes.houses
else
return publicHouseTypes.inns
end
end
local function pickInnForNPC(npc, city)
-- todo: pick in Inn intelligently ?
-- high class inns for nobles and rich merchants and such
-- lower class inns for middle class npcs and merchants
-- temple for commoners and the poorest people
-- ? pick based on barterGold and value of equipment for merchants ?
-- ? for others, pick based on value of equipment
-- but for now pick one at random
if publicHouses[city] and publicHouses[city][publicHouseTypes.inns] then
local choice = table.choice(publicHouses[city][publicHouseTypes.inns])
if not choice then return end
log(common.logLevels.medium, "Picking inn %s, %s for %s", choice.city, choice.name, npc.object.name)
return choice.cell
end
end
local function pickPublicHouseForNPC(npc, city)
-- look for wandering guild members
if publicHouses[city] and publicHouses[city][publicHouseTypes.guildhalls] then
for _, data in pairs(publicHouses[city][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)
return data.cell
end
end
end
-- temple members go to the temple
if publicHouses[city] and publicHouses[city][publicHouseTypes.temples] then
for _, data in pairs(publicHouses[city][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
end
end
end
-- found nothing so pick an inn
return pickInnForNPC(npc, city)
end
local function createHomedNPCTableEntry(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 = 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 = calculateNPCWorth(npc) -- int
}
homes.byName[npc.object.name] = this
if isHome then homes.byCell[home.id] = this end
interop.setHomedNPCTable(homes.byName)
return this
end
local function createPublicHouseTableEntry(publicCell, proprietor, city, name)
local typeOfPub = 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 + calculateNPCWorth(innard, publicCell)
else
worth = worth + calculateNPCWorth(innard)
end
end
-- end
if not publicHouses[city] then publicHouses[city] = {} end
if not publicHouses[city][typeOfPub] then publicHouses[city][typeOfPub] = {} end
publicHouses[city][typeOfPub][publicCell.id] = {
name = name,
city = city,
cell = publicCell,
proprietor = proprietor,
proprietorName = proprietor.object.name,
worth = worth
}
interop.setPublicHouseTable(publicHouses)
end
-- looks through doors to find a cell that matches a wandering NPCs name
local function pickHomeForNPC(cell, npc)
-- wilderness cells don't have name
if not cell.name then return end
-- 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
local name = npc.object.name
local city = common.split(cell.name, ",")[1]
for door in cell:iterateReferences(tes3.objectType.door) do
if door.destination then
local dest = door.destination.cell
-- essentially, if npc full name, or surname matches the cell name
if dest.id:match(name) or checkManor(dest.name, name) then
if homes.byName[name] then -- already have a home, don't create the table entry again
return homes.byName[name]
else
return createHomedNPCTableEntry(npc, dest, cell, true)
end
end
end
end
-- haven't found a home, so put them in an inn or guildhall
if config.homelessWanderersToPublicHouses then
log(common.logLevels.medium, "Didn't find a home for %s, trying inns", npc.object.name)
local dest = pickPublicHouseForNPC(npc, city)
-- return createHomedNPCTableEntry(npc, dest, door)
if dest then return createHomedNPCTableEntry(npc, dest, cell, false) end
end
return nil
end
-- }}}
-- {{{ checks
local function isCityCell(internalCellId, externalCellId)
-- easy mode
if string.match(internalCellId, externalCellId) then
log(common.logLevels.large, "easy mode city: %s in %s", internalCellId, externalCellId)
return true
end
local cityMatch = "^(%w+), (.*)"
-- check for "advanced" cities
local _, _, internalCity = string.find(internalCellId, cityMatch)
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)
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)
return false
end
local function isIgnoredCell(cell)
log(common.logLevels.large, "%s is %s, %s is %s", cell.id, config.ignored[cell.id] and "ignored" or "not ignored",
cell.sourceMod, config.ignored[cell.sourceMod] and "ignored" or "not ignored")
-- don't do things in the wilderness
-- local wilderness = false
-- if not cell.name then wilderness = true end
return config.ignored[cell.id] or config.ignored[cell.sourceMod] -- or wilderness
end
local function isCantonCell(cellName)
for _, str in pairs(waistworks) do if cellName:match(str) then return true end end
return false
end
local function fargothCheck()
local fargothJournal = tes3.getJournalIndex({id = "MS_Lookout"})
if not fargothJournal then return false end
-- only disable Fargoth before speaking to Hrisskar, and after observing Fargoth sneak
log(common.logLevels.large, "Fargoth journal check %s: %s", fargothJournal,
fargothJournal > 10 and fargothJournal <= 30)
return fargothJournal > 10 and fargothJournal <= 30
end
local function isIgnoredNPC(npc)
local obj = npc.baseObject and npc.baseObject or npc.object
-- ignore dead, attack on sight NPCs, and vampires
local isDead = false
local isHostile = false
local isVampire = false
if npc.mobile then
if npc.mobile.health.current <= 0 or npc.mobile.isDead then isDead = true end
if npc.mobile.fight > 70 then isHostile = true end
isVampire = tes3.isAffectedBy({reference = npc, effect = tes3.effect.vampirism})
else
-- local fight = getFightFromSpawnedReference(obj.id) -- ! calling this hundreds of times is bad for performance lol
-- if (fight or 0) > 70 then isHostile = true end
isVampire = obj.head and (obj.head.vampiric and true or false) or false
if obj.id:match("[Dd]ead") or obj.name:match("[Dd]ead") then isDead = true end
end
local isFargothActive = obj.id:match("fargoth") and fargothCheck() or false
-- todo: non mwscript version of this
local isWerewolf = mwscript.getSpellEffects({reference = npc, spell = "werewolf vision"})
-- local isVampire = mwscript.getSpellEffects({reference = npc, spell = "vampire sun damage"})
-- this just keeps getting uglier but it's debug logging so whatever I don't care
log(common.logLevels.large, ("Checking NPC:%s (%s or %s): id blocked:%s, %s blocked:%s " .. --
"guard:%s dead:%s vampire:%s werewolf:%s dreamer:%s follower:%s hostile:%s %s%s"), --
obj.name, npc.object.id, npc.object.baseObject and npc.object.baseObject.id or "nil", --
config.ignored[obj.id:lower()], obj.sourceMod, config.ignored[obj.sourceMod:lower()], --
obj.isGuard, isDead, isVampire, isWerewolf, (obj.class and obj.class.id == "Dreamers"), --
followers[npc.object.id], isHostile, obj.id:match("fargoth") and "fargoth:" or "", --
obj.id:match("fargoth") and isFargothActive or "")
return config.ignored[obj.id:lower()] or --
config.ignored[obj.sourceMod:lower()] or --
obj.isGuard or --
isFargothActive or --
isDead or -- don't move dead NPCS
isHostile or --
followers[npc.object.id] or -- ignore followers
isVampire or --
isWerewolf or --
(obj.class and obj.class.id == "Dreamers") --
end
local function isNPCPet(creature)
local obj = creature.baseObject and creature.baseObject or creature.object
-- todo: more pets?
if obj.id:match("guar") and obj.mesh:match("pack") then
return true
else
return false
end
end
-- checks NPC class and faction in cells for block list and adds to publicHouse list
-- todo: rewrite this
local function isPublicHouse(cell)
-- only interior cells are public "houses"
if not isInteriorCell(cell) then return false end
local typeOfPub = pickPublicHouseType(cell)
local city, publicHouseName
if cell.name and string.match(cell.name, ",") then
city = common.split(cell.name, ",")[1]
publicHouseName = common.split(cell.name, ",")[2]:gsub("^%s", "")
else
city = wilderness
publicHouseName = cell.id
end
-- don't iterate NPCs in the cell if we've already marked it public
if publicHouses[city] and (publicHouses[city][typeOfPub] and publicHouses[city][typeOfPub][cell.id]) then return true end
local npcs = {factions = {}, total = 0}
for npc in cell:iterateReferences(tes3.objectType.npc) do
-- Check for NPCS of ignored classes first
if not isIgnoredNPC(npc) then
if npc.object.class and config.ignored[npc.object.class.id] then
log(common.logLevels.medium, "NPC:\'%s\' of class:\'%s\' made %s public", npc.object.name,
npc.object.class and npc.object.class.id or "none", cell.name)
createPublicHouseTableEntry(cell, npc, city, publicHouseName)
return true
end
local faction = npc.object.faction
if faction then
if not npcs.factions[faction] then npcs.factions[faction] = {total = 0, percentage = 0} end
if not npcs.factions[faction].master or npcs.factions[faction].master.object.factionIndex <
npc.object.factionIndex then npcs.factions[faction].master = npc end
npcs.factions[faction].total = npcs.factions[faction].total + 1
end
npcs.total = npcs.total + 1
end
end
-- no NPCs of ignored classes, so let's check out factions
for faction, info in pairs(npcs.factions) do
info.percentage = (info.total / npcs.total) * 100
log(common.logLevels.large,
"No NPCs of ignored class in %s, checking faction %s (ignored: %s, player joined: %s) with %s (%s%%) vs total %s",
cell.name, faction, config.ignored[faction.id], faction.playerJoined, info.total, info.percentage,
npcs.total)
-- less than 3 NPCs can't possibly be a public house unless it's a Blades house
if (config.ignored[faction.id] or faction.playerJoined) and
(npcs.total >= config.minimumOccupancy or faction == "Blades") and info.percentage >=
config.factionIgnorePercentage then
log(common.logLevels.medium, "%s is %s%% faction %s, marking public.", cell.name, info.percentage, faction)
createPublicHouseTableEntry(cell, npcs.factions[faction].master, city, publicHouseName)
return true
end
end
log(common.logLevels.large, "%s isn't public", cell.name)
return false
end
-- doors that lead to ignored, exterior, canton, unoccupied, or public cells, and doors that aren't in cities
local function isIgnoredDoor(door, homeCellId)
-- don't lock non-cell change doors
if not door.destination then
log(common.logLevels.large, "Non-Cell-change door %s, ignoring", door.id)
return true
end
-- we use this a lot, so set a reference to it
local dest = door.destination.cell
-- Only doors in cities and towns (interior cells with names that contain the exterior cell)
local inCity = isCityCell(dest.id, homeCellId)
-- peek inside doors to look for guild halls, inns and clubs
local leadsToPublicCell = isPublicHouse(dest)
-- don't lock unoccupied cells
local hasOccupants = false
for npc in dest:iterateReferences(tes3.objectType.npc) do
if not isIgnoredNPC(npc) then
hasOccupants = true
break
end
end
-- don't lock doors to underworks in addition to other canton cells
local isCanton = isCantonCell(dest.id) or dest.id:match(underworks)
log(common.logLevels.large, "%s is %s, (%sin a city, is %spublic, %soccupied)", --
dest.id, 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 isIgnoredCell(dest) or
not isInteriorCell(dest) or
isCanton or
not inCity or
leadsToPublicCell or
not hasOccupants
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 isBadWeatherNPC(npc)
local obj = npc.baseObject and npc.baseObject or npc.object
if not obj 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)
-- 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
obj.race.id == "Argonian"
end
-- }}}
-- {{{ cell change checks
local function checkEnteredNPCHome(cell)
@ -620,7 +46,7 @@ local function checkEnteredNPCHome(cell)
end
local function checkEnteredPublicHouse(cell, city)
local typeOfPub = pickPublicHouseType(cell)
local typeOfPub = housing.pickPublicHouseType(cell)
local publicHouse = publicHouses[city] and (publicHouses[city][typeOfPub] and publicHouses[city][typeOfPub][cell.name])
@ -635,255 +61,24 @@ end
-- }}}
-- }}}
-- {{{ real meat and potatoes functions
local function moveNPC(homeData)
-- add to in memory table
table.insert(movedNPCs, homeData)
interop.setMovedNPCTable(movedNPCs)
-- 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,
},
cell = homeData.ogPlaceName
}
tes3.positionCell({
cell = homeData.home,
reference = homeData.npc,
position = homeData.homePosition,
orientation = homeData.homeOrientation
})
log(common.logLevels.medium, "Moving %s to home %s (%s, %s, %s)", homeData.npc.object.name, homeData.home.id,
homeData.homePosition.x, homeData.homePosition.y, homeData.homePosition.z)
end
local function putNPCsBack()
for i = #movedNPCs, 1, -1 do
local data = table.remove(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)
-- unset NPC data so we don't try to move them on load
data.npc.data.NPCsGoHome = nil
-- and put them back
tes3.positionCell({
cell = data.ogPlace,
reference = data.npc,
position = data.ogPosition,
orientation = data.ogPlace
})
end
interop.setMovedNPCTable(movedNPCs)
end
-- search in a specific cell for moved NPCs
local function checkForMovedNPCs(cell)
-- NPCs don't get moved to exterior cells, so no need to check them for moved NPCs
if not isInteriorCell(cell) then return end
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
createHomedNPCTableEntry(npc, cell, tes3.getCell(npc.data.NPCsGoHome.cell), true, npc.data.NPCsGoHome.position, npc.data.NPCsGoHome.orientation)
end
end
end
local function searchCellsForNPCs()
for _, cell in pairs(tes3.getActiveCells()) do
-- check active cells
checkForMovedNPCs(cell)
for door in cell:iterateReferences(tes3.objectType.door) do
if door.destination then
-- then check cells attached to active cells
checkForMovedNPCs(door.destination.cell)
end
end
end
end
local function processNPCs(cell)
-- todo: move this check somewhere else, so that disabled NPCs will be re-enabled even if the option is off
if not config.disableNPCs then return end
log(common.logLevels.small, "Looking for NPCs to process in cell:%s", cell.id)
-- 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 not isIgnoredNPC(npc) then
log(common.logLevels.large, "People change")
-- if not npc.data.NPCsGoHome then npc.data.NPCsGoHome = {} end
-- find NPC homes
local npcHome = config.moveNPCs and pickHomeForNPC(cell, npc) or nil
local tmpLogLevelNPCHome = npcHome and common.logLevels.medium or common.logLevels.large
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.") or ".")
-- disable or move NPCs
if (checkTime() or
(checkWeather(cell) and
(not isBadWeatherNPC(npc) or (isBadWeatherNPC(npc) and not config.keepBadWeatherNPCs)))) then
if npcHome then
moveNPC(npcHome)
-- elseif not npc.data.NPCsGoHome.modified then
elseif not npc.disabled then
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}) -- ! but this one causes crashes too
-- npc.data.NPCsGoHome.modified = true
else
log(common.logLevels.medium, "Didn't do anything with %s", npc.object.name)
end
else
-- if not npcHome and npc.data.modified then
if not npcHome and npc.disabled then
log(common.logLevels.medium, "Enabling homeless %s", npc.object.name)
-- npc:enable()
mwscript.enable({reference = npc})
-- tes3.setEnabled({reference = npc, enabled = true})
-- npc.data.NPCsGoHome.modified = false
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)) then putNPCsBack() end
end
local function processSiltStriders(cell)
if not config.disableNPCs then return end
log(common.logLevels.small, "Looking for silt striders to process in cell:%s", cell.name)
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
if not activator.disabled then
log(common.logLevels.medium, "Disabling silt strider %s!", activator.object.name)
mwscript.disable({reference = activator})
-- activator:disable()
-- tes3.setEnabled({reference = activator, enabled = false})
end
else
if activator.disabled then
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
end
log(common.logLevels.large, "Done with silt striders")
end
-- deal with trader's guars, and other npc linked creatures/whatever
local function processPets(cell)
if not config.disableNPCs then return end
log(common.logLevels.small, "Looking for NPC pets to process in cell:%s", cell.name)
for creature in cell:iterateReferences(tes3.objectType.creature) do
if isNPCPet(creature) then
if checkTime() then
-- disable
if not creature.disabled then
log(common.logLevels.medium, "Disabling NPC Pet %s!", creature.object.id)
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 })
end
end
end
end
end
local function processDoors(cell)
if not config.lockDoors then return end
log(common.logLevels.small, "Looking for doors to process in cell:%s", cell.id)
for door in cell:iterateReferences(tes3.objectType.door) do
if not door.data.NPCsGoHome then door.data.NPCsGoHome = {} end
if not isIgnoredDoor(door, cell.id) then
-- don't mess around with doors that are already locked
if door.data.NPCsGoHome.alreadyLocked == nil then
door.data.NPCsGoHome.alreadyLocked = tes3.getLocked({reference = door})
end
log(common.logLevels.large, "Found %slocked %s with destination %s",
door.data.NPCsGoHome.alreadyLocked and "" or "un", door.id, door.destination.cell.id)
if checkTime() then
if not door.data.NPCsGoHome.alreadyLocked then
log(common.logLevels.medium, "locking: %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
-- only unlock doors that we locked before
if door.data.NPCsGoHome.modified then
door.data.NPCsGoHome.modified = false
tes3.setLockLevel({reference = door, level = 0})
tes3.unlock({reference = door})
log(common.logLevels.medium, "unlocking: %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
if isIgnoredCell(cell) then return end
if checks.isIgnoredCell(cell) then return end
-- Interior cell, except Canton cells, don't do anything
if isInteriorCell(cell) and not (config.waistWorks and isCantonCell(cell.id)) then return end
if checks.isInteriorCell(cell) and not (config.waistWorks and checks.isCantonCell(cell.id)) then return end
-- don't do anything to public houses
if isPublicHouse(cell) then return end
if checks.isPublicHouse(cell) then return end
-- Deal with NPCs and mounts in cell
processNPCs(cell)
processPets(cell)
processSiltStriders(cell)
processors.processNPCs(cell)
processors.processPets(cell)
processors.processSiltStriders(cell)
-- check doors in cell, locking those that aren't inns/clubs
processDoors(cell)
processors.processDoors(cell)
end
local function updateCells()
@ -902,8 +97,8 @@ local function updatePlayerTrespass(cell, previousCell)
local inCity = previousCell and (previousCell.id:match(cell.id) or cell.id:match(previousCell.id))
if isInteriorCell(cell) and not isIgnoredCell(cell) and not isPublicHouse(cell) and inCity then
if checkTime() then
if checks.isInteriorCell(cell) and not checks.isIgnoredCell(cell) and not checks.isPublicHouse(cell) and inCity then
if checks.checkTime() then
tes3.player.data.NPCsGoHome.intruding = true
else
tes3.player.data.NPCsGoHome.intruding = false
@ -922,7 +117,7 @@ local function onActivated(e)
return
end
if tes3.player.data.NPCsGoHome.intruding and not isIgnoredNPC(e.target) then
if tes3.player.data.NPCsGoHome.intruding and not checks.isIgnoredNPC(e.target) then
tes3.messageBox(string.format("%s: Get out before I call the guards!", e.target.object.name))
return false
end
@ -932,7 +127,7 @@ local function onLoaded()
tes3.player.data.NPCsGoHome = tes3.player.data.NPCsGoHome or {}
-- tes3.player.data.NPCsGoHome.movedNPCs = tes3.player.data.NPCsGoHome.movedNPCs or {}
-- movedNPCs = tes3.player.data.NPCsGoHome.movedNPCs or {}
if tes3.player.cell then searchCellsForNPCs() end
if tes3.player.cell then processors.searchCellsForNPCs() end
followers = buildFollowerList()
@ -957,13 +152,24 @@ local function onCellChanged(e)
end
-- }}}
-- {{{ event registering
event.register("loaded", onLoaded)
event.register("cellChanged", onCellChanged)
-- {{{ init
local function onInitialized()
-- set up runtime data references
publicHouses = common.runtimeData.publicHouses
homes = common.runtimeData.homes
movedNPCs = common.runtimeData.movedNPCs
followers = common.runtimeData.followers
event.register("activate", onActivated)
-- Register events
event.register("loaded", onLoaded)
event.register("cellChanged", onCellChanged)
event.register("activate", onActivated)
event.register("modConfigReady", function() mwse.mcm.register(require("celediel.NPCsGoHome.mcm")) end)
-- MCM
event.register("modConfigReady", function() mwse.mcm.register(require("celediel.NPCsGoHome.mcm")) end)
end
event.register("initialized", onInitialized)
-- }}}
-- vim:fdm=marker