morrowind-npcs-go-home/MWSE/mods/celediel/NPCsGoHome/functions/processors.lua

337 lines
14 KiB
Lua

-- handles processing NPCs, their pets/mounts, doors
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 dataTables = require("celediel.NPCsGoHome.functions.dataTables")
local positions = require("celediel.NPCsGoHome.data.positions")
local function log(level, ...) if config.logLevel >= level then common.log(...) end end
local this = {}
local function moveNPC(homeData)
local npc = homeData.npc
-- add to in memory table
local badWeather = checks.isBadWeatherNPC(npc)
if badWeather then
common.runtimeData.disabledBadWeatherNPCs[npc.id] = homeData
else
common.runtimeData.movedNPCs[npc.id] = homeData
end
interop.setRuntimeData(common.runtimeData)
-- set npc data, so we can move NPCs back after a load
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, "[PROC] 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 disableNPC(npc)
-- same thing as moveNPC, but disables instead
-- add to runtimeData
if checks.isBadWeatherNPC(npc) then
common.runtimeData.disabledBadWeatherNPCs[npc.id] = npc
else
common.runtimeData.disabledNPCs[npc.id] = npc
end
-- set NPC data
npc.data.NPCsGoHome = {disabled = true}
-- disable NPC
-- 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
-- do some logging
log(common.logLevels.medium, "[PROC] Disabling un-homed %s", npc.name and npc.name or npc.id)
end
local function putNPCsBack(npcData)
-- for i = #npcData, 1, -1 do
for id, data in pairs(npcData) do
if data.npc.object then
-- local data = table.remove(npcData, i)
log(common.logLevels.medium, "[PROC] 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
})
npcData[id] = nil
end
end
-- reset loaded position data
common.runtimeData.positions = {}
this.searchCellsForPositions()
interop.setRuntimeData(common.runtimeData)
end
local function reEnableNPCs(npcs)
for id, ref in pairs(npcs) do
if ref.object and ref.disabled then
log(common.logLevels.medium, "[PROC] Enabling homeless %s", id)
-- ref:enable()
mwscript.enable({reference = ref})
ref.data.NPCsGoHome = nil
npcs[id] = nil
end
end
interop.setRuntimeData(common.runtimeData)
end
local function disableOrMove(npc, cell)
-- check for home
local npcHome = config.moveNPCs and housing.pickHomeForNPC(cell, npc) or nil
if npcHome then
moveNPC(npcHome)
else
disableNPC(npc)
end
end
-- create an in memory list of positions for a cell, to ensure multiple NPCs aren't placed in the same spot
local function updatePositions(cell)
local id = cell.id
-- update runtime positions in cell, but don't overwrite loaded positions
if not common.runtimeData.positions[id] and positions.cells[id] then
common.runtimeData.positions[id] = {}
for _, data in pairs(positions.cells[id]) do table.insert(common.runtimeData.positions[id], data) end
end
end
-- search in a specific cell for moved or disabled NPCs
local function checkForMovedOrDisabledNPCs(cell)
log(common.logLevels.medium, "[PROC] 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
log(common.logLevels.large, "[PROC] %s has NPCsGoHome data, deciding if disabled or moved...%s", npc,
json.encode(npc.data.NPCsGoHome))
local badWeather = checks.isBadWeatherNPC(npc)
if npc.data.NPCsGoHome.disabled then
-- disabled NPC
if badWeather then
common.runtimeData.disabledBadWeatherNPCs[npc.id] = npc
else
common.runtimeData.disabledNPCs[npc.id] = npc
end
else
-- homed NPC
local homeData = dataTables.createHomedNPCTableEntry(npc, cell,
tes3.getCell({id = npc.data.NPCsGoHome.cell}),
true, npc.data.NPCsGoHome.position,
npc.data.NPCsGoHome.orientation)
-- add to in memory table
if badWeather then
common.runtimeData.disabledBadWeatherNPCs[npc.id] = homeData
else
common.runtimeData.movedNPCs[npc.id] = homeData
end
end
end
end
end
this.searchCellsForNPCs = function()
for _, cell in pairs(tes3.getActiveCells()) do
-- check active cells
checkForMovedOrDisabledNPCs(cell)
for door in cell:iterateReferences(tes3.objectType.door) do
if door.destination then
-- then check cells attached to active cells
checkForMovedOrDisabledNPCs(door.destination.cell)
end
end
end
end
-- todo: make this recursive?
this.searchCellsForPositions = function()
for _, cell in pairs(tes3.getActiveCells()) do
-- check active cells
updatePositions(cell)
for door in cell:iterateReferences(tes3.objectType.door) do
if door.destination then
-- then check cells attached to active cells
updatePositions(door.destination.cell)
-- one more time
for internalDoor in door.destination.cell:iterateReferences(tes3.objectType.door) do
if internalDoor.destination then updatePositions(internalDoor.destination.cell) end
end
end
end
end
end
this.processNPCs = function(cell)
local night = checks.isNight()
local badWeather = checks.isInclementWeather()
if not cell.name and not config.disableNPCsInWilderness then
-- shitty way of implementing this config option and enabling NPCs when it's off
-- but at least it's better than trying to keep track of NPCs that have been disabled in the wilderness
log(common.logLevels.medium, "[PROC] Shitty hack ACTIVATE! It's now not night, and the weather is great.")
night = false
badWeather = false
end
log(common.logLevels.small, "[PROC] Looking for NPCs to process in cell:%s", cell.id)
if badWeather and not night then
log(common.logLevels.large, "[PROC] !!Bad weather and not night!!")
-- bad weather during the day, so disable some NPCs
for npc in cell:iterateReferences(tes3.objectType.npc) do
if not checks.isIgnoredNPC(npc) then
local keep = checks.isBadWeatherNPC(npc)
if not keep or not config.keepBadWeatherNPCs then disableOrMove(npc, cell) end
end
end
-- LuaFormatter off
-- check for bad weather NPCs that have been disabled, and re-enable them
if config.keepBadWeatherNPCs then
if not common.isEmptyTable(common.runtimeData.movedBadWeatherNPCs) then putNPCsBack(common.runtimeData.movedBadWeatherNPCs) end
if not common.isEmptyTable(common.runtimeData.disabledBadWeatherNPCs) then reEnableNPCs(common.runtimeData.disabledBadWeatherNPCs) end
end
elseif night then
log(common.logLevels.large, "[PROC] !!Good or bad weather and night!!")
-- at night, weather doesn't matter, disable everyone
for npc in cell:iterateReferences(tes3.objectType.npc) do
if not checks.isIgnoredNPC(npc) then disableOrMove(npc, cell) end
end
else
log(common.logLevels.large, "[PROC] !!Good weather and not night!!")
-- put everyone back
if not common.isEmptyTable(common.runtimeData.movedNPCs) then putNPCsBack(common.runtimeData.movedNPCs) end
if not common.isEmptyTable(common.runtimeData.movedBadWeatherNPCs) then putNPCsBack(common.runtimeData.movedBadWeatherNPCs) end
if not common.isEmptyTable(common.runtimeData.disabledNPCs) then reEnableNPCs(common.runtimeData.disabledNPCs) end
if not common.isEmptyTable(common.runtimeData.disabledBadWeatherNPCs) then reEnableNPCs(common.runtimeData.disabledBadWeatherNPCs) end
-- LuaFormatter on
end
end
this.processSiltStriders = function(cell)
if not config.disableNPCs then return end
log(common.logLevels.small, "[PROC] Looking for silt striders to process in cell:%s", cell.name)
for activator in cell:iterateReferences(tes3.objectType.activator) do
log(common.logLevels.large, "[PROC] Is %s a silt strider??", activator.object.id)
if activator.object.id:match("siltstrider") then
if checks.isNight() or (checks.isInclementWeather() and not config.keepBadWeatherNPCs) then
if not activator.disabled then
log(common.logLevels.medium, "[PROC] 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, "[PROC] 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, "[PROC] 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
local night = checks.isNight()
local badWeather = checks.isInclementWeather()
log(common.logLevels.small, "[PROC] Looking for NPC pets to process in cell:%s", cell.name)
for creature in cell:iterateReferences(tes3.objectType.creature) do
local isPet, linkedToTravel = checks.isNPCPet(creature)
if isPet then
if night or (badWeather and (not linkedToTravel or (linkedToTravel and not config.keepBadWeatherNPCs))) then
-- disable
if not creature.disabled then
log(common.logLevels.medium, "[PROC] Disabling NPC Pet %s!", creature.object.id)
mwscript.disable({reference = creature})
end
else
-- enable
if creature.disabled then
log(common.logLevels.medium, "[PROC] 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
local night = checks.isNight()
log(common.logLevels.small, "[PROC] 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, "[PROC] Found %slocked %s with destination %s",
door.data.NPCsGoHome.alreadyLocked and "" or "un", door.id, door.destination.cell.id)
if night then
if not door.data.NPCsGoHome.alreadyLocked then
log(common.logLevels.medium, "[PROC] 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, "[PROC] unlocking: %s to %s", door.object.name,
door.destination.cell.id)
end
end
log(common.logLevels.large, "[PROC] Now locked Status: %s", tes3.getLocked({reference = door}))
end
end
log(common.logLevels.large, "[PROC] Done with doors")
end
return this