I've created spaghetti so this is what I've resorted to
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@ -6,15 +6,31 @@ local this = {}
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local function log(level, ...) if config.logLevel >= level then common.log(...) end end
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-- cellEvaluators can't require checks because checks already requires cellEvaluators
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-- this means I have too much spaghetti
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local function isIgnoredNPCLite(npc)
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local obj = npc.baseObject and npc.baseObject or npc.object
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local isGuard = obj.isGuard or (obj.name and (obj.name:lower():match("guard") and true or false) or false) -- maybe this should just be an if else
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local isVampire = obj.head and (obj.head.vampiric and true or false) or false
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return config.ignored[obj.id:lower()] or
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config.ignored[obj.sourceMod:lower()] or
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isGuard or
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isVampire
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end
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-- cell worth is combined worth of all NPCs
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this.calculateCellWorth = function(cell, proprietor)
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local worth = 0
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local msg = "breakdown:\n"
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for innard in cell:iterateReferences(tes3.objectType.npc) do
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local total = npcEvaluators.calculateNPCWorth(innard, innard == proprietor and cell or nil).total
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worth = worth + total
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msg = msg .. string.format("%s worth:%s, ", innard.object.name, total)
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if not isIgnoredNPCLite(innard) then
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local total = npcEvaluators.calculateNPCWorth(innard, innard == proprietor and cell or nil).total
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worth = worth + total
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msg = msg .. string.format("%s worth:%s, ", innard.object.name, total)
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end
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end
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log(common.logLevels.medium, "[CELLEVAL] Calculated worth of %s for cell %s", worth, cell.id)
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@ -29,18 +45,20 @@ this.pickCellFaction = function(cell)
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-- count all the npcs with factions
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for npc in cell:iterateReferences(tes3.objectType.npc) do
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local faction = npc.object.faction
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if not isIgnoredNPCLite(npc) then
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local faction = npc.object.faction
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if faction then
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if not npcs.allFactions[faction.id] then npcs.allFactions[faction.id] = {total = 0, percentage = 0} end
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if faction then
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if not npcs.allFactions[faction.id] then npcs.allFactions[faction.id] = {total = 0, percentage = 0} end
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if not npcs.allFactions[faction.id].master or npcs.allFactions[faction.id].master.object.factionIndex <
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npc.object.factionIndex then npcs.allFactions[faction.id].master = npc end
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if not npcs.allFactions[faction.id].master or npcs.allFactions[faction.id].master.object.factionIndex <
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npc.object.factionIndex then npcs.allFactions[faction.id].master = npc end
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npcs.allFactions[faction.id].total = npcs.allFactions[faction.id].total + 1
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npcs.allFactions[faction.id].total = npcs.allFactions[faction.id].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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npcs.total = npcs.total + 1
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end
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-- pick out all the factions that make up a percentage of the cell greater than the configured value
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