965 lines
36 KiB
Lua
965 lines
36 KiB
Lua
-- {{{ other files
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-- ? could probably split this file out to others as well
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local config = require("celediel.NPCsGoHome.config").getConfig()
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local common = require("celediel.NPCsGoHome.common")
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local interop = require("celediel.NPCsGoHome.interop")
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local positions = require("celediel.NPCsGoHome.positions")
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-- }}}
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-- {{{ variables and such
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-- Waistworks string match
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-- I'm probably trying too hard to avoid false positives
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local waistworks = {
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"^[Vv]ivec,.*[Ww]aist", -- St Olms and St Delyn have Waist North|South
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"^[Vv]ivec,.*[Cc]anal", -- and Canal North|South cells
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"[Cc]analworks", -- These will match vanilla Molag Mar
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"[Ww]aistworks" -- and Almas Thirr from Tamriel Rebuilt
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}
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-- these are separate because doors to underworks should be ignored
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-- but NPCs in underworks should not be disabled
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local underworks = "[Uu]nderworks"
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-- timers
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local updateTimer
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-- NPC homes
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local publicHouses = {}
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local homes = {
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byName = {}, -- used to ensure duplicate homes are not created
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byCell = {} -- used for cellChange events
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}
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-- city name if cell.name is nil
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local wilderness = "Wilderness"
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-- maybe this shouldn't be hardcoded
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local publicHouseTypes = {inns = "Inns", guildhalls = "Guildhalls", temples = "Temples", houses = "Houses"}
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local movedNPCs = {}
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-- build a list of followers on cellChange
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local followers = {}
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local zeroVector = tes3vector3.new(0, 0, 0)
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-- animated morrowind NPCs are contextual
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local contextualNPCs = {"^AM_"}
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-- }}}
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-- {{{ helper functions
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local function log(level, ...) if config.logLevel >= level then common.log(...) end end
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local function message(...) if config.showMessages then tes3.messageBox(...) end end
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local function checkModdedCell(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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local function isInteriorCell(cell)
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if not cell then return end
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log(common.logLevels.large, "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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end
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-- patented by Merlord
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local yeet = function(reference)
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-- tes3.positionCell({reference = reference, position = {0, 0, 10000}})
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reference:disable()
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timer.delayOneFrame(function() mwscript.setDelete({reference = reference}) end)
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end
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-- very todd workaround
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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("toddtest")
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log(common.logLevels.medium, "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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-- cell = toddTest,
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cell = tes3.getPlayerCell(),
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-- position = zeroVector,
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position = {0, 0, 10000},
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orientation = zeroVector
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})
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local fight = ref.mobile.fight
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log(common.logLevels.medium, "Got fight of %s, time to yeet %s", fight, id)
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yeet(ref)
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return fight
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end
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-- {{{ npc evaluators
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-- NPCs barter gold + value of all inventory items
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local function calculateNPCWorth(npc, merchantCell)
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local worth = npc.object.barterGold
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local obj = npc.baseObject and npc.baseObject or npc.object
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if npc.object.inventory then
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for _, item in pairs(npc.object.inventory) do worth = worth + (item.object.value or 0) end
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end
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if merchantCell then -- if we pass a cell argument
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for box in merchantCell:iterateReferences(tes3.objectType.container) do -- loop over each container
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if box.inventory then -- if it's not empty
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for item in tes3.iterate(box.inventory) do -- loop over its items
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if obj:tradesItemType(item.objectType) then -- if the NPC sells that type
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worth = worth + item.object.value -- add its value to the NPCs total value
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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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return worth
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end
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-- }}}
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-- {{{ housing
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-- ? I honestly don't know if there are any wandering NPCs that "live" in close-by manors, but I wrote this anyway
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local function checkManor(cellName, npcName)
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if not cellName or (cellName and not string.find(cellName, "Manor")) then return end
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local splitName = common.split(npcName)
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local given = splitName[1]
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local sur = splitName[2]
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-- surnameless peasants don't live in manors
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if not sur then return end
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log(common.logLevels.large, "Checking if %s %s lives in %s", given, sur, cellName)
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return string.match(cellName, sur)
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end
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-- todo: pick this better
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local function pickPublicHouseType(cellName)
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if cellName:match("Guild") then
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return publicHouseTypes.guildhalls
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elseif cellName:match("Temple") then
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return publicHouseTypes.temples
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-- elseif cellName:match("House") then
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-- return publicHouseTypes.houses
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else
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return publicHouseTypes.inns
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end
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end
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local function pickInnForNPC(npc, city)
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-- todo: pick in Inn intelligently ?
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-- high class inns for nobles and rich merchants and such
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-- lower class inns for middle class npcs and merchants
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-- temple for commoners and the poorest people
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-- ? pick based on barterGold and value of equipment for merchants ?
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-- ? for others, pick based on value of equipment
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-- but for now pick one at random
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if publicHouses[city] and publicHouses[city][publicHouseTypes.inns] then
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local choice = table.choice(publicHouses[city][publicHouseTypes.inns])
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if not choice then return end
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log(common.logLevels.medium, "Picking inn %s, %s for %s", choice.city, choice.name, npc.object.name)
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return choice.cell
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end
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end
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local function pickPublicHouseForNPC(npc, city)
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-- look for wandering guild members
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if publicHouses[city] and publicHouses[city][publicHouseTypes.guildhalls] then
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for _, data in pairs(publicHouses[city][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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log(common.logLevels.medium, "Picking %s for %s based on faction", data.cell.id, npc.object.name)
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return data.cell
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end
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end
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end
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-- temple members go to the temple
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if publicHouses[city] and publicHouses[city][publicHouseTypes.temples] then
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for _, data in pairs(publicHouses[city][publicHouseTypes.temples]) do
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if npc.object.faction == data.proprietor.object.faction then
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log(common.logLevels.medium, "Picking temple %s for %s based on faction", data.cell.id, npc.object.name)
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return data.cell
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end
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end
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end
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-- found nothing so pick an inn
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return pickInnForNPC(npc, city)
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end
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local function createHomedNPCTableEntry(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 = 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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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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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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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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local ogPosition = position and
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(tes3vector3.new(position.x, position.y, position.z)) or
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(npc.position and npc.position:copy() or zeroVector:copy())
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local ogOrientation = orientation and
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(tes3vector3.new(orientation.x, orientation.y, orientation.z)) or
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(npc.orientation and npc.orientation:copy() or zeroVector:copy())
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local this = {
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name = npc.object.name, -- string
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npc = npc, -- tes3npc
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isHome = isHome, -- bool
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home = home, -- tes3cell
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homeName = home.id, -- string
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ogPlace = startingPlace, -- tes3cell
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ogPlaceName = startingPlace.id,
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ogPosition = ogPosition, -- tes3vector3
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ogOrientation = ogOrientation, -- tes3vector3
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homePosition = pickedPosition, -- tes3vector3
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homeOrientation = pickedOrientation, -- tes3vector3
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worth = calculateNPCWorth(npc) -- int
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}
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homes.byName[npc.object.name] = this
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if isHome then homes.byCell[home.id] = this end
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interop.setHomedNPCTable(homes.byName)
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return this
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end
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local function createPublicHouseTableEntry(publicCell, proprietor, city, name)
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local typeOfPub = pickPublicHouseType(publicCell.name)
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local worth = 0
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-- for houses, worth is equal to NPC who lives there
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-- if typeOfPub == publicHouseTypes.houses then
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-- worth = calculateNPCWorth(proprietor)
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-- else
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-- for other types, worth is combined worth of all NPCs
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for innard in publicCell:iterateReferences(tes3.objectType.npc) do
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if innard == proprietor then
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worth = worth + calculateNPCWorth(innard, publicCell)
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else
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worth = worth + calculateNPCWorth(innard)
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end
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end
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-- end
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if not publicHouses[city] then publicHouses[city] = {} end
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if not publicHouses[city][typeOfPub] then publicHouses[city][typeOfPub] = {} end
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publicHouses[city][typeOfPub][publicCell.id] = {
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name = name,
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city = city,
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cell = publicCell,
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proprietor = proprietor,
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proprietorName = proprietor.object.name,
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worth = worth
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}
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interop.setPublicHouseTable(publicHouses)
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end
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-- looks through doors to find a cell that matches a wandering NPCs name
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local function pickHomeForNPC(cell, npc)
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-- wilderness cells don't have name
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if not cell.name then return end
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-- don't move contextual, such as Animated Morrowind, NPCs at all
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for _, str in pairs(contextualNPCs) do if npc.object.id:match(str) then return end end
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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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if door.destination then
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local dest = door.destination.cell
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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 checkManor(dest.name, name) then
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if homes.byName[name] then -- already have a home, don't create the table entry again
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return homes.byName[name]
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else
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return createHomedNPCTableEntry(npc, dest, cell, 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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-- haven't found a home, so put them in an inn or guildhall
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if config.homelessWanderersToPublicHouses then
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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 = pickPublicHouseForNPC(npc, city)
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-- return createHomedNPCTableEntry(npc, dest, door)
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if dest then return createHomedNPCTableEntry(npc, dest, cell, false) end
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end
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return nil
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end
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-- }}}
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-- {{{ checks
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local function isCityCell(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, "easy mode city: %s in %s", internalCellId, externalCellId)
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return true
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end
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local cityMatch = "^(%w+), (.*)"
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-- check for "advanced" cities
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local _, _, internalCity = string.find(internalCellId, cityMatch)
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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, "hard mode city: %s in %s, %s == %s",
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internalCellId, externalCellId, externalCity, internalCity)
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return true
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end
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log(common.logLevels.large, "hard mode not city: %s not in %s, %s ~= %s or both are nil",
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internalCellId, externalCellId, externalCity, internalCity)
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return false
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end
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local function isIgnoredCell(cell)
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log(common.logLevels.large, "%s is %s, %s is %s", cell.id, config.ignored[cell.id] and "ignored" or "not ignored",
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cell.sourceMod, config.ignored[cell.sourceMod] and "ignored" or "not ignored")
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-- don't do things in the wilderness
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-- local wilderness = false
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-- if not cell.name then wilderness = true end
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return config.ignored[cell.id] or config.ignored[cell.sourceMod] -- or wilderness
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end
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local function isCantonCell(cellName)
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for _, str in pairs(waistworks) do if cellName:match(str) then return true end end
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return false
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end
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local function fargothCheck()
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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, "Fargoth journal check %s: %s", fargothJournal,
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fargothJournal > 10 and fargothJournal <= 30)
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return fargothJournal > 10 and fargothJournal <= 30
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end
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local function isIgnoredNPC(npc)
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local obj = npc.baseObject and npc.baseObject or npc.object
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-- ignore dead, attack on sight NPCs, and vampires
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local isDead = false
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local isHostile = false
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local isVampire = false
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if npc.mobile then
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if npc.mobile.health.current <= 0 or npc.mobile.isDead then isDead = true end
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if npc.mobile.fight > 70 then isHostile = true end
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isVampire = tes3.isAffectedBy({reference = npc, effect = tes3.effect.vampirism})
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else
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-- local fight = getFightFromSpawnedReference(obj.id) -- ! calling this hundreds of times is bad for performance lol
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-- if (fight or 0) > 70 then isHostile = true end
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isVampire = obj.head.vampiric and true or false -- don't set a reference ... is bool even a reference type??
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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 fargothCheck() or false
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-- todo: non mwscript version of this
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local isWerewolf = mwscript.getSpellEffects({reference = npc, spell = "werewolf vision"})
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-- local isVampire = mwscript.getSpellEffects({reference = npc, spell = "vampire sun damage"})
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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, ("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[string.lower(obj.id)], obj.sourceMod, config.ignored[string.lower(obj.sourceMod)], --
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obj.isGuard, isDead, isVampire, isWerewolf, (obj.class and obj.class.id == "Dreamers"), --
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followers[obj.id], isHostile, obj.id:match("fargoth") and "fargoth:" or "", obj.id:match("fargoth") and isFargothActive or "")
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return config.ignored[string.lower(obj.id)] or --
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config.ignored[string.lower(obj.sourceMod)] or --
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obj.isGuard or --
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isFargothActive or --
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isDead or -- don't move dead NPCS
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isHostile or --
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followers[obj.id] or -- ignore followers
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isVampire or --
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isWerewolf or --
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(obj.class and obj.class.id == "Dreamers") --
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end
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local function isNPCPet(creature)
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local obj = creature.baseObject and creature.baseObject or creature.object
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-- todo: more pets?
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if obj.id:match("guar") and obj.mesh:match("pack") then
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return true
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else
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return false
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end
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end
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-- checks NPC class and faction in cells for block list and adds to publicHouse list
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-- todo: rewrite this
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local function isPublicHouse(cell)
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-- only interior cells are public "houses"
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if not isInteriorCell(cell) then return false end
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local typeOfPub = pickPublicHouseType(cell.name)
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local city, publicHouseName
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if cell.name and string.match(cell.name, ",") then
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city = common.split(cell.name, ",")[1]
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|
publicHouseName = common.split(cell.name, ",")[2]:gsub("^%s", "")
|
|
else
|
|
city = wilderness
|
|
publicHouseName = cell.id
|
|
end
|
|
|
|
-- don't iterate NPCs in the cell if we've already marked it public
|
|
if publicHouses[city] and (publicHouses[city][typeOfPub] and publicHouses[city][typeOfPub][cell.id]) then return true end
|
|
|
|
local npcs = {factions = {}, total = 0}
|
|
for npc in cell:iterateReferences(tes3.objectType.npc) do
|
|
-- Check for NPCS of ignored classes first
|
|
if not isIgnoredNPC(npc) then
|
|
if npc.object.class and config.ignored[npc.object.class.id] then
|
|
log(common.logLevels.medium, "NPC:\'%s\' of class:\'%s\' made %s public", npc.object.name,
|
|
npc.object.class and npc.object.class.id or "none", cell.name)
|
|
|
|
createPublicHouseTableEntry(cell, npc, city, publicHouseName)
|
|
|
|
return true
|
|
end
|
|
|
|
local faction = npc.object.faction
|
|
|
|
if faction then
|
|
if not npcs.factions[faction] then npcs.factions[faction] = {total = 0, percentage = 0} end
|
|
|
|
if not npcs.factions[faction].master or npcs.factions[faction].master.object.factionIndex <
|
|
npc.object.factionIndex then npcs.factions[faction].master = npc end
|
|
|
|
npcs.factions[faction].total = npcs.factions[faction].total + 1
|
|
end
|
|
|
|
npcs.total = npcs.total + 1
|
|
end
|
|
end
|
|
|
|
-- no NPCs of ignored classes, so let's check out factions
|
|
for faction, info in pairs(npcs.factions) do
|
|
info.percentage = (info.total / npcs.total) * 100
|
|
log(common.logLevels.large,
|
|
"No NPCs of ignored class in %s, checking faction %s (ignored: %s, player joined: %s) with %s (%s%%) vs total %s",
|
|
cell.name, faction, config.ignored[faction.id], faction.playerJoined, info.total, info.percentage,
|
|
npcs.total)
|
|
|
|
-- less than 3 NPCs can't possibly be a public house unless it's a Blades house
|
|
if (config.ignored[faction.id] or faction.playerJoined) and
|
|
(npcs.total >= config.minimumOccupancy or faction == "Blades") and info.percentage >=
|
|
config.factionIgnorePercentage then
|
|
log(common.logLevels.medium, "%s is %s%% faction %s, marking public.", cell.name, info.percentage, faction)
|
|
|
|
createPublicHouseTableEntry(cell, npcs.factions[faction].master, city, publicHouseName)
|
|
return true
|
|
end
|
|
end
|
|
|
|
log(common.logLevels.large, "%s isn't public", cell.name)
|
|
return false
|
|
end
|
|
|
|
-- doors that lead to ignored, exterior, canton, unoccupied, or public cells, and doors that aren't in cities
|
|
local function isIgnoredDoor(door, homeCellId)
|
|
-- don't lock non-cell change doors
|
|
if not door.destination then
|
|
log(common.logLevels.large, "Non-Cell-change door %s, ignoring", door.id)
|
|
return true
|
|
end
|
|
|
|
-- we use this a lot, so set a reference to it
|
|
local dest = door.destination.cell
|
|
|
|
-- Only doors in cities and towns (interior cells with names that contain the exterior cell)
|
|
local inCity = isCityCell(dest.id, homeCellId)
|
|
|
|
-- peek inside doors to look for guild halls, inns and clubs
|
|
local leadsToPublicCell = isPublicHouse(dest)
|
|
|
|
-- don't lock unoccupied cells
|
|
local hasOccupants = false
|
|
for npc in dest:iterateReferences(tes3.objectType.npc) do
|
|
if not isIgnoredNPC(npc) then
|
|
hasOccupants = true
|
|
break
|
|
end
|
|
end
|
|
|
|
-- don't lock doors to underworks in addition to other canton cells
|
|
local isCanton = isCantonCell(dest.id) or dest.id:match(underworks)
|
|
|
|
log(common.logLevels.large, "%s is %s, (%sin a city, is %spublic, %soccupied)", --
|
|
dest.id, isIgnoredCell(dest) and "ignored" or "not ignored", -- destination is ignored
|
|
inCity and "" or "not ", leadsToPublicCell and "" or "not ", hasOccupants and "" or "un") -- in a city, is public, is ocupado
|
|
|
|
return isIgnoredCell(dest) or
|
|
not isInteriorCell(dest) or
|
|
isCanton or
|
|
not inCity or
|
|
leadsToPublicCell or
|
|
not hasOccupants
|
|
end
|
|
|
|
-- AT NIGHT
|
|
local function checkTime()
|
|
log(common.logLevels.large, "Current time is %s, things are closed between %s and %s",
|
|
tes3.worldController.hour.value, config.closeTime, config.openTime)
|
|
return tes3.worldController.hour.value >= config.closeTime or tes3.worldController.hour.value <= config.openTime
|
|
end
|
|
|
|
-- inclement weather
|
|
local function checkWeather(cell)
|
|
if not cell.region then return end
|
|
|
|
log(common.logLevels.large, "Weather: %s >= %s == %s", cell.region.weather.index, config.worstWeather,
|
|
cell.region.weather.index >= config.worstWeather)
|
|
|
|
return cell.region.weather.index >= config.worstWeather
|
|
end
|
|
|
|
-- travel agents, their steeds, and argonians stick around
|
|
local function isBadWeatherNPC(npc)
|
|
local obj = npc.baseObject and npc.baseObject or npc.object
|
|
if not obj then return end
|
|
|
|
log(common.logLevels.large, "NPC Inclement Weather: %s is %s, %s", npc.object.name, npc.object.class.name,
|
|
npc.object.race.id)
|
|
|
|
-- todo: better detection of NPCs who offer travel services
|
|
-- found a rogue "shipmaster" in molag mar
|
|
return obj.class.name == "Caravaner" or
|
|
obj.class.name == "Gondolier" or
|
|
obj.class.name == "Shipmaster" or
|
|
obj.race.id == "Argonian"
|
|
end
|
|
|
|
-- }}}
|
|
|
|
-- {{{ cell change checks
|
|
|
|
local function checkEnteredNPCHome(cell)
|
|
local home = homes.byCell[cell.id]
|
|
if home then
|
|
local msg = string.format("Entering home of %s, %s", home.name, home.homeName)
|
|
log(common.logLevels.small, msg)
|
|
-- message(msg) -- this one is mostly for debugging, so it doesn't need to be shown
|
|
end
|
|
end
|
|
|
|
local function checkEnteredPublicHouse(cell, city)
|
|
local typeOfPub = pickPublicHouseType(cell.name)
|
|
|
|
local publicHouse = publicHouses[city] and (publicHouses[city][typeOfPub] and publicHouses[city][typeOfPub][cell.name])
|
|
|
|
if publicHouse then
|
|
local msg = string.format("Entering public space %s, a%s %s in the town of %s. Talk to %s, %s for services.",
|
|
publicHouse.name, common.vowel(typeOfPub), typeOfPub:gsub("s$", ""), publicHouse.city,
|
|
publicHouse.proprietor.object.name, publicHouse.proprietor.object.class)
|
|
log(common.logLevels.small, msg)
|
|
message(msg) -- this one is more informative, and not entirely for debugging, and reminiscent of Daggerfall's messages
|
|
end
|
|
end
|
|
|
|
-- }}}
|
|
|
|
-- }}}
|
|
|
|
-- {{{ real meat and potatoes functions
|
|
local function moveNPC(homeData)
|
|
-- add to in memory table
|
|
table.insert(movedNPCs, homeData)
|
|
interop.setMovedNPCTable(movedNPCs)
|
|
|
|
-- set npc data, so we can move NPCs back after a load
|
|
local npc = homeData.npc
|
|
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, "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 putNPCsBack()
|
|
for i = #movedNPCs, 1, -1 do
|
|
local data = table.remove(movedNPCs, i)
|
|
log(common.logLevels.medium, "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
|
|
})
|
|
end
|
|
interop.setMovedNPCTable(movedNPCs)
|
|
end
|
|
|
|
-- search in a specific cell for moved NPCs
|
|
local function checkForMovedNPCs(cell)
|
|
-- NPCs don't get moved to exterior cells, so no need to check them for moved NPCs
|
|
if not isInteriorCell(cell) then return end
|
|
|
|
log(common.logLevels.medium, "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
|
|
createHomedNPCTableEntry(npc, cell, tes3.getCell(npc.data.NPCsGoHome.cell), true, npc.data.NPCsGoHome.position, npc.data.NPCsGoHome.orientation)
|
|
end
|
|
end
|
|
end
|
|
|
|
local function searchCellsForNPCs()
|
|
for _, cell in pairs(tes3.getActiveCells()) do
|
|
-- check active cells
|
|
checkForMovedNPCs(cell)
|
|
for door in cell:iterateReferences(tes3.objectType.door) do
|
|
if door.destination then
|
|
-- then check cells attached to active cells
|
|
checkForMovedNPCs(door.destination.cell)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
local function processNPCs(cell)
|
|
-- todo: move this check somewhere else, so that disabled NPCs will be re-enabled even if the option is off
|
|
if not config.disableNPCs then return end
|
|
|
|
log(common.logLevels.small, "Looking for NPCs to process in cell:%s", cell.id)
|
|
|
|
-- iterate NPCs in the cell, move them to their homes, and keep track of moved NPCs so we can move them back later
|
|
for npc in cell:iterateReferences(tes3.objectType.npc) do
|
|
-- for npc, _ in pairs(cellsInMemory[cell].npcs) do
|
|
if not isIgnoredNPC(npc) then
|
|
log(common.logLevels.large, "People change")
|
|
-- if not npc.data.NPCsGoHome then npc.data.NPCsGoHome = {} end
|
|
|
|
-- find NPC homes
|
|
local npcHome = config.moveNPCs and pickHomeForNPC(cell, npc) or nil
|
|
|
|
local tmpLogLevelNPCHome = npcHome and common.logLevels.medium or common.logLevels.large
|
|
log(tmpLogLevelNPCHome, "%s %s %s%s", npc.object.name,
|
|
npcHome and (npcHome.isHome and "lives in" or "goes to") or "lives",
|
|
npcHome and npcHome.home or "nowhere", npcHome and (npcHome.isHome and "." or " at night.") or ".")
|
|
|
|
-- disable or move NPCs
|
|
if (checkTime() or
|
|
(checkWeather(cell) and
|
|
(not isBadWeatherNPC(npc) or (isBadWeatherNPC(npc) and not config.keepBadWeatherNPCs)))) then
|
|
if npcHome then
|
|
moveNPC(npcHome)
|
|
-- elseif not npc.data.NPCsGoHome.modified then
|
|
elseif not npc.disabled then
|
|
log(common.logLevels.medium, "Disabling homeless %s", npc.object.name)
|
|
-- 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
|
|
-- npc.data.NPCsGoHome.modified = true
|
|
else
|
|
log(common.logLevels.medium, "Didn't do anything with %s", npc.object.name)
|
|
end
|
|
else
|
|
-- if not npcHome and npc.data.modified then
|
|
if not npcHome and npc.disabled then
|
|
log(common.logLevels.medium, "Enabling homeless %s", npc.object.name)
|
|
-- npc:enable()
|
|
mwscript.enable({reference = npc})
|
|
-- tes3.setEnabled({reference = npc, enabled = true})
|
|
-- npc.data.NPCsGoHome.modified = false
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- now put NPCs back
|
|
-- if not (checkTime() or checkWeather(cell)) and #movedNPCs > 0 then putNPCsBack() end
|
|
if not (checkTime() or checkWeather(cell)) then putNPCsBack() end
|
|
end
|
|
|
|
local function processSiltStriders(cell)
|
|
if not config.disableNPCs then return end
|
|
|
|
log(common.logLevels.small, "Looking for silt striders to process in cell:%s", cell.name)
|
|
for activator in cell:iterateReferences(tes3.objectType.activator) do
|
|
log(common.logLevels.large, "Is %s a silt strider??", activator.object.id)
|
|
if activator.object.id:match("siltstrider") then
|
|
if checkTime() or (checkWeather(cell) and not config.keepBadWeatherNPCs) then
|
|
if not activator.disabled then
|
|
log(common.logLevels.medium, "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, "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, "Done with silt striders")
|
|
end
|
|
|
|
-- deal with trader's guars, and other npc linked creatures/whatever
|
|
local function processPets(cell)
|
|
if not config.disableNPCs then return end
|
|
|
|
log(common.logLevels.small, "Looking for NPC pets to process in cell:%s", cell.name)
|
|
|
|
for creature in cell:iterateReferences(tes3.objectType.creature) do
|
|
if isNPCPet(creature) then
|
|
if checkTime() then
|
|
-- disable
|
|
if not creature.disabled then
|
|
log(common.logLevels.medium, "Disabling NPC Pet %s!", creature.object.id)
|
|
mwscript.disable({reference = creature })
|
|
end
|
|
else
|
|
-- enable
|
|
if creature.disabled then
|
|
log(common.logLevels.medium, "Enabling NPC Pet %s!", creature.object.id)
|
|
mwscript.enable({reference = creature })
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
local function processDoors(cell)
|
|
if not config.lockDoors then return end
|
|
|
|
log(common.logLevels.small, "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 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, "Found %slocked %s with destination %s",
|
|
door.data.NPCsGoHome.alreadyLocked and "" or "un", door.id, door.destination.cell.id)
|
|
|
|
if checkTime() then
|
|
if not door.data.NPCsGoHome.alreadyLocked then
|
|
log(common.logLevels.medium, "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, "unlocking: %s to %s", door.object.name, door.destination.cell.id)
|
|
end
|
|
end
|
|
|
|
log(common.logLevels.large, "Now locked Status: %s", tes3.getLocked({reference = door}))
|
|
end
|
|
end
|
|
log(common.logLevels.large, "Done with doors")
|
|
end
|
|
|
|
local function applyChanges(cell)
|
|
if not cell then cell = tes3.getPlayerCell() end
|
|
|
|
-- build our followers list
|
|
for friend in tes3.iterate(tes3.mobilePlayer.friendlyActors) do
|
|
local obj = friend.baseObject and friend.baseObject or friend.object
|
|
|
|
if friend ~= tes3.mobilePlayer then
|
|
followers[obj.id] = true
|
|
-- log(common.logLevels.large, "%s is follower", obj.id)
|
|
end
|
|
end
|
|
|
|
if isIgnoredCell(cell) then return end
|
|
|
|
-- Interior cell, except Canton cells, don't do anything
|
|
if isInteriorCell(cell) and not (config.waistWorks and isCantonCell(cell.id)) then return end
|
|
|
|
-- don't do anything to public houses
|
|
if isPublicHouse(cell) then return end
|
|
|
|
-- Deal with NPCs and mounts in cell
|
|
processNPCs(cell)
|
|
processPets(cell)
|
|
processSiltStriders(cell)
|
|
|
|
-- check doors in cell, locking those that aren't inns/clubs
|
|
processDoors(cell)
|
|
end
|
|
|
|
local function updateCells()
|
|
log(common.logLevels.medium, "Updating active cells!")
|
|
|
|
for _, cell in pairs(tes3.getActiveCells()) do
|
|
log(common.logLevels.large, "Applying changes to cell %s", cell.id)
|
|
applyChanges(cell)
|
|
end
|
|
end
|
|
|
|
local function updatePlayerTrespass(cell, previousCell)
|
|
cell = cell or tes3.getPlayerCell()
|
|
|
|
local inCity = previousCell and (previousCell.id:match(cell.id) or cell.id:match(previousCell.id))
|
|
|
|
if isInteriorCell(cell) and not isIgnoredCell(cell) and not isPublicHouse(cell) and inCity then
|
|
if checkTime() then
|
|
tes3.player.data.NPCsGoHome.intruding = true
|
|
else
|
|
tes3.player.data.NPCsGoHome.intruding = false
|
|
end
|
|
else
|
|
tes3.player.data.NPCsGoHome.intruding = false
|
|
end
|
|
log(common.logLevels.small, "Updating player trespass status to %s", tes3.player.data.NPCsGoHome.intruding)
|
|
end
|
|
|
|
-- }}}
|
|
|
|
-- {{{ event functions
|
|
local function onActivated(e)
|
|
if e.activator ~= tes3.player or e.target.object.objectType ~= tes3.objectType.npc or not config.disableInteraction then
|
|
return
|
|
end
|
|
|
|
if tes3.player.data.NPCsGoHome.intruding and not isIgnoredNPC(e.target) then
|
|
tes3.messageBox(string.format("%s: Get out before I call the guards!", e.target.object.name))
|
|
return false
|
|
end
|
|
end
|
|
|
|
local function onLoaded()
|
|
tes3.player.data.NPCsGoHome = tes3.player.data.NPCsGoHome or {}
|
|
-- tes3.player.data.NPCsGoHome.movedNPCs = tes3.player.data.NPCsGoHome.movedNPCs or {}
|
|
-- movedNPCs = tes3.player.data.NPCsGoHome.movedNPCs or {}
|
|
if tes3.player.cell then searchCellsForNPCs() end
|
|
|
|
if not updateTimer or (updateTimer and updateTimer.state ~= timer.active) then
|
|
updateTimer = timer.start({
|
|
type = timer.simulate,
|
|
duration = config.timerInterval,
|
|
iterations = -1,
|
|
callback = updateCells
|
|
})
|
|
end
|
|
end
|
|
|
|
local function onCellChanged(e)
|
|
updateCells()
|
|
updatePlayerTrespass(e.cell, e.previousCell)
|
|
checkEnteredNPCHome(e.cell)
|
|
if e.cell.name then -- exterior wilderness cells don't have name
|
|
checkEnteredPublicHouse(e.cell, common.split(e.cell.name, ",")[1])
|
|
end
|
|
end
|
|
-- }}}
|
|
|
|
-- {{{ event registering
|
|
event.register("loaded", onLoaded)
|
|
event.register("cellChanged", onCellChanged)
|
|
|
|
event.register("activate", onActivated)
|
|
|
|
event.register("modConfigReady", function() mwse.mcm.register(require("celediel.NPCsGoHome.mcm")) end)
|
|
-- }}}
|
|
|
|
-- vim:fdm=marker
|