193 lines
6.4 KiB
Lua
193 lines
6.4 KiB
Lua
-- {{{ other files
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-- todo: too many things require too many other things, needs fix
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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 checks = require("celediel.NPCsGoHome.functions.checks")
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local processors = require("celediel.NPCsGoHome.functions.processors")
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-- }}}
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-- {{{ variables and such
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-- timers
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local updateTimer
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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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-- build a list of followers on cellChange
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local function buildFollowerList()
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local f = {}
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-- build our followers list
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for friend in tes3.iterate(tes3.mobilePlayer.friendlyActors) do
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if friend ~= tes3.player then -- ? why is the player friendly towards the player ?
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f[friend.object.id] = true
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log(common.logLevels.large, "%s is follower", friend.object.id)
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end
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end
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return f
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end
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-- {{{ cell change checks
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local function checkEnteredNPCHome(cell)
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local home = common.runtimeData.homes.byCell[cell.id]
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if home then
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local msg = string.format("Entering home of %s, %s", home.name, home.homeName)
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log(common.logLevels.small, msg)
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-- message(msg) -- this one is mostly for debugging, so it doesn't need to be shown
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end
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end
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local function checkEnteredPublicHouse(cell, city)
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local typeOfPub = common.pickPublicHouseType(cell)
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local publicHouse = common.runtimeData.publicHouses[city] and
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(common.runtimeData.publicHouses[city][typeOfPub] and common.runtimeData.publicHouses[city][typeOfPub][cell.name])
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if publicHouse then
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local msg = string.format("Entering public space %s, a%s %s in the town of %s.", publicHouse.name,
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common.vowel(typeOfPub), typeOfPub:gsub("s$", ""), publicHouse.city)
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if publicHouse.proprietor then
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msg = msg ..
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string.format(" Talk to %s, %s for services.", publicHouse.proprietor.object.name,
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publicHouse.proprietor.object.class)
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end
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log(common.logLevels.small, msg)
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message(msg) -- this one is more informative, and not entirely for debugging, and reminiscent of Daggerfall's messages
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end
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end
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-- }}}
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local function applyChanges(cell)
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if not cell then cell = tes3.getPlayerCell() end
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if checks.isIgnoredCell(cell) then return end
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-- Interior cell, except Canton cells, don't do anything
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if checks.isInteriorCell(cell) and
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not (config.waistWorks == common.waist.exterior and common.isCantonWorksCell(cell)) then return end
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-- don't do anything to public houses
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if checks.isPublicHouse(cell) then return end
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-- Deal with NPCs and mounts in cell
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processors.processNPCs(cell)
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processors.processPets(cell)
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processors.processSiltStriders(cell)
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-- check doors in cell, locking those that aren't inns/clubs
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processors.processDoors(cell)
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end
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local function updateCells()
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log(common.logLevels.medium, "Updating active cells!")
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common.runtimeData.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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applyChanges(cell)
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end
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end
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local function updatePlayerTrespass(cell, previousCell)
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cell = cell or tes3.getPlayerCell()
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local inCity = previousCell and (previousCell.id:match(cell.id) or cell.id:match(previousCell.id))
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if checks.isInteriorCell(cell) and not checks.isIgnoredCell(cell) and not checks.isPublicHouse(cell) and inCity then
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if checks.isNight() then
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tes3.player.data.NPCsGoHome.intruding = true
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else
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tes3.player.data.NPCsGoHome.intruding = false
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end
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else
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tes3.player.data.NPCsGoHome.intruding = false
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end
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log(common.logLevels.small, "Updating player trespass status to %s", tes3.player.data.NPCsGoHome.intruding)
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end
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-- }}}
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-- {{{ event functions
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local function onActivated(e)
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if e.activator ~= tes3.player or e.target.object.objectType ~= tes3.objectType.npc or not config.disableInteraction then
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return
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end
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if tes3.player.data.NPCsGoHome.intruding and not checks.isIgnoredNPC(e.target) then
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tes3.messageBox(string.format("%s: Get out before I call the guards!", e.target.object.name))
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return false
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end
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end
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local function onLoaded()
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tes3.player.data.NPCsGoHome = tes3.player.data.NPCsGoHome or {}
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if tes3.player.cell then processors.searchCellsForNPCs() end
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common.runtimeData.followers = buildFollowerList()
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if not updateTimer or (updateTimer and updateTimer.state ~= timer.active) then
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updateTimer = timer.start({
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type = timer.simulate,
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duration = config.timerInterval,
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iterations = -1,
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callback = updateCells
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})
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end
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end
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local function onCellChanged(e)
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updateCells()
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common.runtimeData.followers = buildFollowerList()
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updatePlayerTrespass(e.cell, e.previousCell)
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checkEnteredNPCHome(e.cell)
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if e.cell.name then -- exterior wilderness cells don't have name
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checkEnteredPublicHouse(e.cell, common.split(e.cell.name, ",")[1])
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end
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end
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-- debug events
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local function onKeyDown(e)
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-- if alt log runtimeData
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if e.isAltDown then
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-- log(common.logLevels.small, common.inspect(common.runtimeData))
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log(common.logLevels.none, json.encode(common.runtimeData, { indent = true }))
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end
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-- if ctrl log position data formatted for positions.lua
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if e.isControlDown then
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log(common.logLevels.none, "{position = %s, orientation = %s,", tes3.player.position, tes3.player.orientation)
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end
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end
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-- }}}
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-- {{{ init
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local function onInitialized()
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-- Register events
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log(common.logLevels.small, "Registering events...")
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event.register("loaded", onLoaded)
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event.register("cellChanged", onCellChanged)
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event.register("activate", onActivated)
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-- debug events
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event.register("keyDown", onKeyDown, { filter = tes3.scanCode.c } )
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log(common.logLevels.none, "Successfully initialized")
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end
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event.register("initialized", onInitialized)
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-- MCM
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event.register("modConfigReady", function() mwse.mcm.register(require("celediel.NPCsGoHome.mcm")) end)
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-- }}}
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-- vim:fdm=marker
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