don't move multiple NPCs into the same spot
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@ -29,6 +29,8 @@ this.runtimeData = {
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},
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-- NPCs who have been moved
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movedNPCs = {},
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-- positions that haven't been used
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positions = {},
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-- player companions
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followers = {}
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}
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@ -73,6 +75,22 @@ this.pickPublicHouseType = function(cell)
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return this.publicHouseTypes.inns
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end
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end
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this.checkModdedCell = function(cellId)
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local id
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if cellId == "Balmora, South Wall Cornerclub" and tes3.isModActive("South Wall.ESP") then
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id = "Balmora, South Wall Den Of Iniquity"
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elseif cellId == "Balmora, Eight Plates" and tes3.isModActive("Eight Plates.esp") then
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id = "Balmora, Seedy Eight Plates"
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elseif cellId == "Hla Oad, Fatleg's Drop Off" and tes3.isModActive("Clean DR115_TheDropoff_HlaOadDocks.ESP") then
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id = "Hla Oad, The Drop Off"
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else
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id = cellId
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end
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return id
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end
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-- }}}
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return this
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@ -37,29 +37,13 @@ end
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-- }}}
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this.checkModdedCell = function(cellId)
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local id
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if cellId == "Balmora, South Wall Cornerclub" and tes3.isModActive("South Wall.ESP") then
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id = "Balmora, South Wall Den Of Iniquity"
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elseif cellId == "Balmora, Eight Plates" and tes3.isModActive("Eight Plates.esp") then
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id = "Balmora, Seedy Eight Plates"
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elseif cellId == "Hla Oad, Fatleg's Drop Off" and tes3.isModActive("Clean DR115_TheDropoff_HlaOadDocks.ESP") then
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id = "Hla Oad, The Drop Off"
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else
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id = cellId
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end
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return id
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end
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this.createHomedNPCTableEntry = function(npc, home, startingPlace, isHome, position, orientation)
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if npc.object and (npc.object.name == nil or npc.object.name == "") then return end
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local pickedPosition, pickedOrientation, pos, ori
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-- mod support for different positions in cells
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local id = this.checkModdedCell(home.id)
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local id = common.checkModdedCell(home.id)
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log(common.logLevels.medium, "Found %s for %s: %s... adding it to in memory table...",
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isHome and "home" or "public house", npc.object.name, id)
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@ -67,22 +51,21 @@ this.createHomedNPCTableEntry = function(npc, home, startingPlace, isHome, posit
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if isHome and positions.npcs[npc.object.name] then
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pos = positions.npcs[npc.object.name].position
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ori = positions.npcs[npc.object.name].orientation
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-- pickedPosition = positions.npcs[npc.object.name] and tes3vector3.new(p[1], p[2], p[3]) or zeroVector:copy()
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-- pickedOrientation = positions.npcs[npc.object.name] and tes3vector3.new(o[1], o[2], o[3]) or zeroVector:copy()
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elseif positions.cells[id] then
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pos = table.choice(positions.cells[id]).position
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ori = table.choice(positions.cells[id]).orientation
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-- pickedPosition = positions.cells[id] and tes3vector3.new(p[1], p[2], p[3]) or zeroVector:copy()
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-- pickedOrientation = positions.cells[id] and tes3vector3.new(o[1], o[2], o[3]) or zeroVector:copy()
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-- pickedPosition = tes3vector3.new(p[1], p[2], p[3])
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-- pickedOrientation = tes3vector3.new(o[1], o[2], o[3])
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-- elseif positions.cells[id] then
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elseif common.runtimeData.positions[id] then
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-- pos = table.choice(positions.cells[id]).position
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-- ori = table.choice(positions.cells[id]).orientation
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local choice, index = table.choice(common.runtimeData.positions[id])
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pos = choice.position
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ori = choice.orientation
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table.remove(common.runtimeData.positions[id], index)
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else
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pos = {0,0,0}
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ori = {0,0,0}
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-- pickedPosition = zeroVector:copy()
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-- pickedOrientation = zeroVector:copy()
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end
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log(common.logLevels.large, "Settled on position:%s, orientation:%s for %s in %s", pos, ori, npc.object.name, id)
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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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@ -45,7 +45,8 @@ end
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this.pickPublicHouseForNPC = function(npc, city)
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-- look for wandering guild members
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if common.runtimeData.publicHouses[city] and common.runtimeData.publicHouses[city][common.publicHouseTypes.guildhalls] then
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if common.runtimeData.publicHouses[city] and
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common.runtimeData.publicHouses[city][common.publicHouseTypes.guildhalls] then
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for _, data in pairs(common.runtimeData.publicHouses[city][common.publicHouseTypes.guildhalls]) do
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-- if npc's faction and proprietor's faction match, pick that one
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if npc.object.faction == data.proprietor.object.faction then
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@ -78,8 +79,6 @@ this.pickHomeForNPC = function(cell, npc)
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for _, str in pairs(contextualNPCs) do if npc.object.id:match(str) then return end end
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-- time to pick the "home"
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local picked = nil
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local name = npc.object.name
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local city = common.split(cell.name, ",")[1]
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for door in cell:iterateReferences(tes3.objectType.door) do
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@ -88,11 +87,9 @@ this.pickHomeForNPC = function(cell, npc)
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-- essentially, if npc full name, or surname matches the cell name
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if dest.id:match(name) or this.livesInManor(dest.name, name) then
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if common.runtimeData.homes.byName[name] then -- already have a home, don't create the table dataTables again
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picked = common.runtimeData.homes.byName[name]
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else
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picked = dataTables.createHomedNPCTableEntry(npc, dest, cell, true)
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end
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-- already have a home, don't create the table dataTables again
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return common.runtimeData.homes.byName[name] and common.runtimeData.homes.byName[name] or
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dataTables.createHomedNPCTableEntry(npc, dest, cell, true)
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end
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end
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end
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@ -102,21 +99,23 @@ this.pickHomeForNPC = function(cell, npc)
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log(common.logLevels.medium, "Didn't find a home for %s, trying inns", npc.object.name)
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local dest = this.pickPublicHouseForNPC(npc, city)
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if dest then picked = dataTables.createHomedNPCTableEntry(npc, dest, cell, false) end
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if dest then return dataTables.createHomedNPCTableEntry(npc, dest, cell, false) end
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-- if nothing was found, then we'll settle on Canton works cell, if the cell is a Canton
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if checks.isCantonCell(cell) then
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if common.runtimeData.publicHouses[city] and common.runtimeData.publicHouses[city][common.publicHouseTypes.cantonworks] then
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if common.runtimeData.publicHouses[city] and
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common.runtimeData.publicHouses[city][common.publicHouseTypes.cantonworks] then
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-- todo: maybe poorer NPCs in canalworks, others in waistworks ?
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local canton = table.choice(common.runtimeData.publicHouses[city][common.publicHouseTypes.cantonworks])
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log(common.logLevels.medium, "Picking works %s, %s for %s", canton.city, canton.name, npc.object.name)
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if canton then picked = dataTables.createHomedNPCTableEntry(npc, canton.cell, cell, false) end
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if canton then return dataTables.createHomedNPCTableEntry(npc, canton.cell, cell, false) end
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end
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end
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end
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return picked
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-- didn't find anything
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return nil
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end
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return this
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@ -5,11 +5,40 @@ local checks = require("celediel.NPCsGoHome.functions.checks")
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local interop = require("celediel.NPCsGoHome.interop")
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local housing = require("celediel.NPCsGoHome.functions.housing")
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local dataTables = require("celediel.NPCsGoHome.functions.dataTables")
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local positions = require("celediel.NPCsGoHome.data.positions")
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local function log(level, ...) if config.logLevel >= level then common.log(...) end end
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local this = {}
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this.updatePositions = function(cell)
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local id = cell.id
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-- update runtime positions in cell, but don't overwrite loaded positions
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if not common.runtimeData.positions[id] and positions.cells[id] then
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common.runtimeData.positions[id] = {}
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for _, data in pairs(positions.cells[id]) do
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table.insert(common.runtimeData.positions[id], data)
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end
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end
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end
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this.searchCellsForPositions = function()
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for _, cell in pairs(tes3.getActiveCells()) do
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-- check active cells
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this.updatePositions(cell)
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for door in cell:iterateReferences(tes3.objectType.door) do
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if door.destination then
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-- then check cells attached to active cells
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this.updatePositions(door.destination.cell)
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-- one more time
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for internalDoor in door.destination.cell:iterateReferences(tes3.objectType.door) do
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if internalDoor.destination then this.updatePositions(internalDoor.destination.cell) end
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end
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end
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end
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end
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end
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-- search in a specific cell for moved NPCs
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this.checkForMovedNPCs = function(cell)
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-- NPCs don't get moved to exterior cells, so no need to check them for moved NPCs
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@ -91,6 +91,7 @@ local function updateCells()
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log(common.logLevels.medium, "Updating active cells!")
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followers = buildFollowerList()
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processors.searchCellsForPositions()
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for _, cell in pairs(tes3.getActiveCells()) do
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log(common.logLevels.large, "Applying changes to cell %s", cell.id)
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@ -16,6 +16,7 @@ ignored class or faction will not be locked, or have its NPCS disabled.
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* NPC "homes"
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* Outside NPCs who have homes are currently paired with the inside cell of their home
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* Other NPCs are configurably paired with local public houses (Inns, temples, and guildhalls of their faction)
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* Moved NPCs persist on save/load
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## WIP ##
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@ -29,3 +30,8 @@ ignored class or faction will not be locked, or have its NPCS disabled.
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* move non-faction NPCs who don't have homes to temples or inns based on their "worth"
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* pick temple for the poorest NPCs, or classed inns based on NPC/inn "worth"
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## Known issues ##
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* If NPCs in a town are moved, and the player moves far away from that town before they're moved back, then
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saves and reloads, those NPCs will probably stay moved.
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