some changes to debug logging
This commit is contained in:
parent
4cac9dc12f
commit
ec049dd4bf
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@ -30,7 +30,7 @@ this.calculateCellWorth = function(cell, proprietor)
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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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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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@ -18,7 +18,7 @@ end
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local function getFightFromSpawnedReference(id)
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-- Spawn a reference of the given id in toddtest
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local toddTest = tes3.getCell({id = "toddtest"})
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log(common.logLevels.medium, "[CHECKS] Spawning %s in %s", id, toddTest.id)
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log(common.logLevels.medium, "[CHECKS:TODD] Spawning %s in %s", id, toddTest.id)
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local ref = tes3.createReference({
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object = id,
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@ -31,7 +31,7 @@ local function getFightFromSpawnedReference(id)
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local fight = ref.mobile.fight
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log(common.logLevels.medium, "[CHECKS] Got fight of %s, time to yeet %s", fight, id)
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log(common.logLevels.medium, "[CHECKS:TODD] Got fight of %s, time to yeet %s", fight, id)
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yeet(ref)
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@ -44,7 +44,7 @@ local this = {}
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this.isInteriorCell = function(cell)
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if not cell then return end
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log(common.logLevels.large, "[CHECKS] Cell %s: interior: %s, behaves as exterior: %s therefore returning %s",
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log(common.logLevels.large, "[CHECKS:INT] Cell %s: interior: %s, behaves as exterior: %s therefore returning %s",
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cell.id, cell.isInterior, cell.behavesAsExterior, cell.isInterior and not cell.behavesAsExterior)
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return cell.isInterior and not cell.behavesAsExterior
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@ -53,7 +53,7 @@ end
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this.isCityCell = function(internalCellId, externalCellId)
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-- easy mode
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if string.match(internalCellId, externalCellId) then
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log(common.logLevels.large, "[CHECKS] Easy mode city: %s in %s", internalCellId, externalCellId)
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log(common.logLevels.large, "[CHECKS:CITY] Easy mode city: %s in %s", internalCellId, externalCellId)
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return true
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end
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@ -63,32 +63,34 @@ this.isCityCell = function(internalCellId, externalCellId)
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local _, _, externalCity = string.find(externalCellId, cityMatch)
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if externalCity and externalCity == internalCity then
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log(common.logLevels.large, "[CHECKS] Hard mode city: %s in %s, %s == %s", internalCellId, externalCellId,
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log(common.logLevels.large, "[CHECKS:CITY] Hard mode city: %s in %s, %s == %s", internalCellId, externalCellId,
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externalCity, internalCity)
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return true
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end
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log(common.logLevels.large, "[CHECKS] Hard mode not city: %s not in %s, %s ~= %s or both are nil", internalCellId,
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log(common.logLevels.large, "[CHECKS:CITY] Hard mode not city: %s not in %s, %s ~= %s or both are nil", internalCellId,
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externalCellId, externalCity, internalCity)
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return false
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end
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this.isIgnoredCell = function(cell)
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log(common.logLevels.large, "[CHECKS] %s is %s", cell.id,
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log(common.logLevels.large, "[CHECKS:CELL] %s is %s", cell.id,
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config.ignored[cell.id:lower()] and "ignored" or "not ignored")
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return config.ignored[cell.id:lower()] -- or config.ignored[cell.sourceMod:lower()] -- or wilderness
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end
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-- todo: more quest aware checks like this
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this.fargothCheck = function()
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local fargothJournal = tes3.getJournalIndex({id = "MS_Lookout"})
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if not fargothJournal then return false end
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-- only disable Fargoth before speaking to Hrisskar, and after observing Fargoth sneak
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log(common.logLevels.large, "[CHECKS] Fargoth journal check %s: %s", fargothJournal,
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fargothJournal > 10 and fargothJournal <= 30)
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local isActive = fargothJournal > 10 and fargothJournal <= 30
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return fargothJournal > 10 and fargothJournal <= 30
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log(common.logLevels.large, "[CHECKS:FARG] Fargoth journal check, %s is active: %s", fargothJournal, isActive)
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return isActive
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end
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this.offersTravel = function(npc)
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@ -123,19 +125,20 @@ this.isIgnoredNPC = function(npc)
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if obj.id:match("[Dd]ead") or obj.name:match("[Dd]ead") then isDead = true end
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end
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local isFargothActive = obj.id:match("fargoth") and this.fargothCheck() or false
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local isFargoth = obj.id:match("fargoth")
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local isFargothActive = isFargoth and this.fargothCheck() or false
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-- local isVampire = mwscript.getSpellEffects({reference = npc, spell = "vampire sun damage"})
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-- LuaFormatter off
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-- this just keeps getting uglier but it's debug logging so whatever I don't care
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log(common.logLevels.large, ("[CHECKS] Checking NPC:%s (%s or %s): id blocked:%s, %s blocked:%s " ..
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"guard:%s dead:%s vampire:%s werewolf:%s dreamer:%s follower:%s hostile:%s %s%s"),
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log(common.logLevels.large, ("[CHECKS:NPC] Checking NPC: %s (%s or %s): id blocked: %s, %s blocked: %s, " ..
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"guard: %s, dead: %s, vampire: %s, werewolf: %s, dreamer: %s, follower: %s, hostile: %s%s%s"),
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obj.name, npc.object.id, npc.object.baseObject and npc.object.baseObject.id or "nil",
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config.ignored[obj.id:lower()], obj.sourceMod, config.ignored[obj.sourceMod:lower()],
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isGuard, isDead, isVampire, isWerewolf, (obj.class and obj.class.id == "Dreamers"),
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common.runtimeData.followers[npc.object.id], isHostile, obj.id:match("fargoth") and "fargoth:" or "",
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obj.id:match("fargoth") and isFargothActive or "")
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common.runtimeData.followers[npc.object.id], isHostile, isFargoth and ", fargoth active: " or "",
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isFargoth and tostring(isFargothActive) or "")
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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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@ -167,7 +170,7 @@ end
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this.isSiltStrider = function(activator)
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local id = activator.object.id:lower()
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log(common.logLevels.large, "[PROC] Is %s a silt strider??", id)
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log(common.logLevels.large, "[CHECKS:SILT] Is %s a silt strider??", id)
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return id:match("siltstrider") or
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id:match("kil_silt")
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end
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@ -208,7 +211,7 @@ this.isPublicHouse = function(cell)
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-- Check for NPCS of ignored classes first
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if not this.isIgnoredNPC(npc) then
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if npc.object.class and config.ignored[npc.object.class.id:lower()] then
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log(common.logLevels.medium, "[CHECKS] NPC:\'%s\' of class:\'%s\' made %s public", npc.object.name,
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log(common.logLevels.medium, "[CHECKS:PUB] \'%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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dataTables.createPublicHouseTableEntry(cell, npc, city, publicHouseName,
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@ -238,7 +241,7 @@ this.isPublicHouse = function(cell)
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-- Temples are always public
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if npcs.factions["temple"] and cell.name:lower():match("temple") then
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local master = npcs.factions["temple"].master
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log(common.logLevels.medium, "[CHECKS] %s is a temple, and %s, %s is the ranking member", cell.id,
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log(common.logLevels.medium, "[CHECKS:PUB] %s is a temple, and %s, %s is the ranking member", cell.id,
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master.object.name, master.object.class)
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dataTables.createPublicHouseTableEntry(cell, master, city, publicHouseName,
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cellEvaluators.calculateCellWorth(cell),
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@ -251,14 +254,14 @@ this.isPublicHouse = function(cell)
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for faction, info in pairs(npcs.factions) do
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info.percentage = (info.total / npcs.total) * 100
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log(common.logLevels.large,
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"[CHECKS] No NPCs of ignored class in %s, checking faction %s (ignored: %s, player joined: %s) with %s (%s%%) vs total %s",
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"[CHECKS:PUB] No NPCs of ignored class in %s, checking faction %s (ignored: %s, player joined: %s) with %s (%s%%) vs total %s",
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cell.name, faction, config.ignored[faction], info.playerJoined, info.total, info.percentage, npcs.total)
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-- less than configured amount of NPCs can't be a public house unless it's a Blades house
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if (config.ignored[faction] or info.playerJoined) and
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(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, "[CHECKS] %s is %s%% faction %s, marking public.", cell.name, info.percentage, faction)
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log(common.logLevels.medium, "[CHECKS:PUB] %s is %s%% faction %s, marking public.", cell.name, info.percentage, faction)
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-- try id based categorization, but fallback on guildhall
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local type = common.pickPublicHouseType(cell)
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@ -272,7 +275,7 @@ this.isPublicHouse = function(cell)
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end
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end
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log(common.logLevels.large, "[CHECKS] %s isn't public", cell.name)
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log(common.logLevels.large, "[CHECKS:PUB] %s isn't public", cell.name)
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return false
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end
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@ -283,7 +286,7 @@ this.isIgnoredDoor = function(door, homeCellId)
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-- don't lock non-cell change doors
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if not door.destination then
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log(common.logLevels.large, "[CHECKS] Non-Cell-change door %s, ignoring", door.id)
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log(common.logLevels.large, "[CHECKS:DOOR] Non-Cell-change door %s, ignoring", door.id)
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return true
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end
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@ -309,7 +312,7 @@ this.isIgnoredDoor = function(door, homeCellId)
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local isCantonWorks = common.isCantonWorksCell(dest)
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-- LuaFormatter off
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log(common.logLevels.large, "[CHECKS] %s is %s, (%sin a city, is %spublic, %soccupied)",
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log(common.logLevels.large, "[CHECKS:DOOR] %s is %s, (%sin a city, is %spublic, %soccupied)",
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dest.id, this.isIgnoredCell(dest) and "ignored" or "not ignored",
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inCity and "" or "not ", leadsToPublicCell and "" or "not ", hasOccupants and "" or "un")
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@ -324,7 +327,7 @@ end
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this.isNight = function()
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local atNight = tes3.worldController.hour.value >= config.closeTime or -- AT NIGHT
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tes3.worldController.hour.value <= config.openTime
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log(common.logLevels.large, "[CHECKS] Current time is %.2f (%snight), things are closed between %s and %s",
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log(common.logLevels.large, "[CHECKS:NOC] Current time is %.2f (%snight), things are closed between %s and %s",
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tes3.worldController.hour.value, atNight and "" or "not ", config.closeTime, config.openTime)
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return atNight
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@ -337,9 +340,10 @@ this.isInclementWeather = function()
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local index = tes3.getCurrentWeather().index
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local isBad = index >= config.worstWeather
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local region = tes3.getRegion()
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log(common.logLevels.large, "[CHECKS] Weather in %s: current:%s >= configured worst:%s, weather is %s",
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tes3.getRegion().id, index, config.worstWeather, isBad and "bad" or "great")
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log(common.logLevels.large, "[CHECKS:WEA] Weather in %s: current: %s >= configured worst: %s, weather is %s",
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region and region.id or "somewhere", index, config.worstWeather, isBad and "bad" or "great")
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return isBad
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end
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@ -348,7 +352,7 @@ end
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this.isBadWeatherNPC = function(npc)
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local is = this.offersTravel(npc) or config.badWeatherClassRace[npc.object.race.id] or
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config.badWeatherClassRace[npc.object.class.id]
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log(common.logLevels.large, "[CHECKS] %s, %s%s is inclement weather NPC? %s", npc.object.name, npc.object.race.id,
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log(common.logLevels.large, "[CHECKS:BADWEA] %s, %s%s is inclement weather NPC? %s", npc.object.name, npc.object.race.id,
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this.offersTravel(npc) and ", travel agent" or "", is)
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return is
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@ -360,12 +364,12 @@ this.isServicer = function(npc)
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for service, value in pairs(tes3.merchantService) do
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if tes3.checkMerchantOffersService(npc.mobile, value) then
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log(common.logLevels.medium, "[CHECKS] %s offers service \"%s\"", npc.object.name, service)
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log(common.logLevels.medium, "[CHECKS:SERV] %s offers service \"%s\"", npc.object.name, service)
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return true
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end
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end
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log(common.logLevels.large, "[CHECKS] %s doesn't offer services", npc.object.name)
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log(common.logLevels.large, "[CHECKS:SERV] %s doesn't offer services", npc.object.name)
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return false
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end
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@ -39,7 +39,7 @@ this.createHomedNPCTableEntry = function(npc, home, startingPlace, isHome, posit
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pickedPosition = tes3vector3.new(pos[1], pos[2], pos[3])
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pickedOrientation = tes3vector3.new(ori[1], ori[2], ori[3])
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log(common.logLevels.large, "[DTAB] Settled on position:%s, orientation:%s for %s in %s",
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log(common.logLevels.large, "[DTAB] Settled on position: %s, orientation: %s for %s in %s",
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pickedPosition,pickedOrientation, npc.object.name, id)
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local ogPosition = position and (tes3vector3.new(position.x, position.y, position.z)) or
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@ -101,8 +101,8 @@ local function disableNPC(npc, cell)
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npc.data.NPCsGoHome = {disabled = true}
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-- disable NPC
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-- npc:disable() -- ! this one sometimes causes crashes
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mwscript.disable({reference = npc}) -- ! this one is deprecated
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-- tes3.setEnabled({reference = npc, enabled = false}) -- ! but this one causes crashes too
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-- mwscript.disable({reference = npc}) -- ! this one is deprecated
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tes3.setEnabled({reference = npc, enabled = false}) -- ! but this one causes crashes too
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end
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local function putNPCsBack(npcData)
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@ -137,10 +137,11 @@ local function reEnableNPCs(npcs)
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log(common.logLevels.medium, "[PROC:NPCS] Re-enabling NPCs:\n%s", common.inspect(npcs))
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for id, ref in pairs(npcs) do
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log(common.logLevels.medium, "[PROC:NPCS] Making attempt at re-enabling %s", id)
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if ref.object and ref.disabled then
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if ref.object then
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-- ref:enable()
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mwscript.enable({reference = ref})
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-- mwscript.enable({reference = ref})
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if ref.disabled then tes3.setEnabled({reference = ref, enabled = true}) end
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ref.data.NPCsGoHome = nil
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npcs[id] = nil
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end
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@ -241,7 +242,7 @@ this.searchCellsForPositions = function()
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end
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this.processNPCs = function(cell)
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log(common.logLevels.small, "[PROC:NPCS] Looking for NPCs to process in cell:%s", cell.id)
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log(common.logLevels.small, "[PROC:NPCS] Looking for NPCs to process in cell: %s", cell.id)
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local night = checks.isNight()
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local badWeather = checks.isInclementWeather()
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@ -287,7 +288,7 @@ end
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-- todo: would have to check for them on load/cell change as well
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-- todo: doors is already half done
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this.processSiltStriders = function(cell)
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log(common.logLevels.small, "[PROC:SILT] Looking for silt striders to process in cell:%s", cell.id)
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log(common.logLevels.small, "[PROC:SILT] Looking for silt striders to process in cell: %s", cell.id)
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local night = checks.isNight()
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local badWeather = checks.isInclementWeather()
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@ -298,13 +299,15 @@ this.processSiltStriders = function(cell)
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-- disable
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for silt in iterateSilts(cell) do
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log(common.logLevels.medium, "[PROC:SILT] Disabling silt strider %s!", silt.object.name)
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mwscript.disable({reference = silt})
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-- mwscript.disable({reference = silt})
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tes3.setEnabled({reference = silt, enabled = false})
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end
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else
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-- re-enable
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for silt in iterateSilts(cell) do
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log(common.logLevels.medium, "[PROC:SILT] Enabling silt strider %s!", silt.object.name)
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mwscript.enable({reference = silt})
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-- mwscript.enable({reference = silt})
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tes3.setEnabled({reference = silt, enabled = true})
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end
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end
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log(common.logLevels.large, "[PROC:SILT] Done with silt striders")
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@ -316,7 +319,7 @@ this.processPets = function(cell)
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local night = checks.isNight()
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local badWeather = checks.isInclementWeather()
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log(common.logLevels.small, "[PROC:PETS] Looking for NPC pets to process in cell:%s", cell.id)
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log(common.logLevels.small, "[PROC:PETS] Looking for NPC pets to process in cell: %s", cell.id)
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if not cell.restingIsIllegal and not config.disableNPCsInWilderness then
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log(common.logLevels.medium, "[PROC:PETS] Shitty hack ACTIVATE! It's now not night, and the weather is great.")
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@ -332,20 +335,22 @@ this.processPets = function(cell)
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-- disable
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if not pet.disabled then
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log(common.logLevels.medium, "[PROC:PETS] Disabling NPC Pet %s!", pet.object.id)
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mwscript.disable({reference = pet})
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-- mwscript.disable({reference = pet})
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tes3.setEnabled({reference = pet, enabled = false})
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end
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else
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-- enable
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if pet.disabled then
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log(common.logLevels.medium, "[PROC:PETS] Enabling NPC Pet %s!", pet.object.id)
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mwscript.enable({reference = pet})
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-- mwscript.enable({reference = pet})
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tes3.setEnabled({reference = pet, enabled = true})
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end
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end
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end
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end
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this.processDoors = function(cell)
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log(common.logLevels.small, "[PROC:DOOR] Looking for doors to process in cell:%s", cell.id)
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log(common.logLevels.small, "[PROC:DOOR] Looking for doors to process in cell: %s", cell.id)
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local night = checks.isNight()
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