80 lines
3.4 KiB
Lua
80 lines
3.4 KiB
Lua
local common = require("celediel.NPCsGoHome.common")
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local config = require("celediel.NPCsGoHome.config").getConfig()
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local npcEvaluators = require("celediel.NPCsGoHome.functions.npcEvaluators")
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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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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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log(common.logLevels.large, "[CELLEVAL] " .. msg:sub(1, #msg - 2)) -- strip off last ", "
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return worth
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end
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-- iterate NPCs in the cell, if configured amount of the population is any one
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-- faction, that's the cell's faction, otherwise, cell doesn't have a faction.
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this.pickCellFaction = function(cell)
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local npcs = {majorityFactions = {}, allFactions = {}, total = 0}
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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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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 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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end
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npcs.total = npcs.total + 1
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end
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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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-- as long as the cell passes the minimum requirement check
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for id, info in pairs(npcs.allFactions) do
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info.percentage = (info.total / npcs.total) * 100
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if info.percentage >= config.factionIgnorePercentage and npcs.total >= config.minimumOccupancy then
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npcs.majorityFactions[id] = info.percentage
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end
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end
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-- from the majority values, return the faction with the largest percentage, or nil
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local picked = common.keyOfLargestValue(npcs.majorityFactions)
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log(common.logLevels.medium, "[CELLEVAL] Picked faction %s for cell %s", picked, cell.id)
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log(common.logLevels.large, "[CELLEVAL] breakdown:\n%s", common.inspect(npcs))
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return picked
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end
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return this
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