void AssignHomeTown() { const string houseString = "house"; Place homePlace; string symbolName = string.Format("_{0}_home_", Symbol.Name); // If this is a Questor or individual NPC then use current location of player using a special helper if (isQuestor || (IsIndividualNPC && isIndividualAtHome)) { homePlace = new Place(ParentQuest); if (GameManager.Instance.PlayerGPS.HasCurrentLocation) { if (!homePlace.ConfigureFromPlayerLocation(symbolName)) { throw new Exception("AssignHomeTown() could not configure questor/individual home from current player location."); } homePlaceSymbol = homePlace.Symbol; ParentQuest.AddResource(homePlace); LogHomePlace(homePlace); return; } } // For other NPCs use default scope and building type Place.Scopes scope = Place.Scopes.Remote; string buildingTypeString = houseString; // Adjust scope and building type based on faction hints int p1 = 0, p2 = 0, p3 = 0; if (!string.IsNullOrEmpty(factionTableKey)) { // Get faction parameters p1 = Parser.ParseInt(QuestMachine.Instance.FactionsTable.GetValue("p1", factionTableKey)); p2 = Parser.ParseInt(QuestMachine.Instance.FactionsTable.GetValue("p2", factionTableKey)); p3 = Parser.ParseInt(QuestMachine.Instance.FactionsTable.GetValue("p3", factionTableKey)); // Set based on parameters if (p1 == 0 && p2 < -2 && p2 != -6) { // From usage in the quests it appears -3 and lower are local. // Referencing quest Sx009 where player must locate and click an NPC with only a home location to go by // and K0C00Y04 where two Group_7 npcs are local. // Interkarma Note: -6 is used by Thieves Guild introduction quest O0A0AL00 and should be a remote NPC. Treating -6 as remote. scope = Place.Scopes.Local; } else if (p1 == 0 && p2 >= 0 && p2 <= 20 && p3 == 0) { // Set to a specific building type buildingTypeString = QuestMachine.Instance.PlacesTable.GetKeyForValue("p2", p2.ToString()); } } // Get scope string - must be "local" or "remote" string scopeString = string.Empty; if (scope == Place.Scopes.Local) { scopeString = "local"; } else if (scope == Place.Scopes.Remote) { scopeString = "remote"; } else { throw new Exception("AssignHomeTown() scope must be either 'local' or 'remote'."); } // Create the home location - this will try to match NPC group (e.g. a Noble will select a Palace) try { // Try preferred location type string source = string.Format("Place {0} {1} {2}", symbolName, scopeString, buildingTypeString); homePlace = new Place(ParentQuest, source); } catch { // Otherwise try to use a generic house // If this doesn't work for some reason then next exception will prevent quest from starting string source = string.Format("Place {0} {1} {2}", symbolName, scopeString, houseString); homePlace = new Place(ParentQuest, source); } // Complete assigning home place homePlaceSymbol = homePlace.Symbol.Clone(); ParentQuest.AddResource(homePlace); LogHomePlace(homePlace); }
void AssignHomeTown() { Place homePlace; string symbolName = string.Format("_{0}_home_", Symbol.Name); // If this is a Questor or individual NPC then use current location of player using a special helper if (isQuestor || (IsIndividualNPC && isIndividualAtHome)) { homePlace = new Place(ParentQuest); if (GameManager.Instance.PlayerGPS.HasCurrentLocation) { if (!homePlace.ConfigureFromPlayerLocation(symbolName)) { throw new Exception("AssignHomeTown() could not configure questor/individual home from current player location."); } homePlaceSymbol = homePlace.Symbol; ParentQuest.AddResource(homePlace); LogHomePlace(homePlace); return; } } // For other NPCs use default scope and building type Place.Scopes scope = Place.Scopes.Remote; string buildingTypeString = "house2"; // Adjust scope and building type based on faction hints int p1 = 0, p2 = 0, p3 = 0; if (!string.IsNullOrEmpty(factionTableKey)) { // Get faction parameters p1 = Parser.ParseInt(QuestMachine.Instance.FactionsTable.GetValue("p1", factionTableKey)); p2 = Parser.ParseInt(QuestMachine.Instance.FactionsTable.GetValue("p2", factionTableKey)); p3 = Parser.ParseInt(QuestMachine.Instance.FactionsTable.GetValue("p3", factionTableKey)); // Set based on parameters if (p1 == 0 && p2 == -3 || p1 == 0 && p2 == -4) { // For local types set to local place // This will support Local_3.0 - Local_4.10k // Referencing quest Sx009 where player must locate and click an NPC with only a home location to go by scope = Place.Scopes.Local; } else if (p1 == 0 && p2 >= 0 && p2 <= 20 && p3 == 0) { // Set to a specific building type buildingTypeString = QuestMachine.Instance.PlacesTable.GetKeyForValue("p2", p2.ToString()); } } // Get scope string - must be "local" or "remote" string scopeString = string.Empty; if (scope == Place.Scopes.Local) { scopeString = "local"; } else if (scope == Place.Scopes.Remote) { scopeString = "remote"; } else { throw new Exception("AssignHomeTown() scope must be either 'local' or 'remote'."); } // Create the home location string source = string.Format("Place {0} {1} {2}", symbolName, scopeString, buildingTypeString); homePlace = new Place(ParentQuest, source); homePlaceSymbol = homePlace.Symbol.Clone(); ParentQuest.AddResource(homePlace); LogHomePlace(homePlace); // // NOTE: Keeping the below for reference only at this time // //const string blank = "BLANK"; //// If this is a Questor or individual NPC then use current location name //// Person is being instantiated where player currently is //if (isQuestor || (IsIndividualNPC && isIndividualAtHome)) //{ // if (GameManager.Instance.PlayerGPS.HasCurrentLocation) // { // homeTownName = GameManager.Instance.PlayerGPS.CurrentLocation.Name; // homeRegionName = GameManager.Instance.PlayerGPS.CurrentLocation.RegionName; // homeBuildingName = blank; // return; // } //} //// Handle specific home Place assigned at create time //if (homePlaceSymbol != null) //{ // Place home = ParentQuest.GetPlace(homePlaceSymbol); // if (home != null) // { // homeTownName = home.SiteDetails.locationName; // homeRegionName = home.SiteDetails.regionName; // homeBuildingName = home.SiteDetails.buildingName; // } //} //else //{ // // Find a random location name from town types for flavour text // // This might take a few attempts but will very quickly find a random town name // int index; // bool found = false; // int regionIndex = GameManager.Instance.PlayerGPS.CurrentRegionIndex; // DFRegion regionData = DaggerfallUnity.Instance.ContentReader.MapFileReader.GetRegion(regionIndex); // while (!found) // { // index = UnityEngine.Random.Range(0, regionData.MapTable.Length); // DFRegion.LocationTypes locationType = regionData.MapTable[index].LocationType; // if (locationType == DFRegion.LocationTypes.TownCity || // locationType == DFRegion.LocationTypes.TownHamlet || // locationType == DFRegion.LocationTypes.TownVillage) // { // homeTownName = regionData.MapNames[index]; // homeRegionName = regionData.Name; // homeBuildingName = blank; // found = true; // } // } //} //// Handle Local_3.x group NPCs (limited) //// These appear to be a special case of assigning a residential person who is automatically instantiated to home Place //// Creating a full target Place for this person automatically and storing in Quest //// NOTE: Understanding is still being developed here, likely will need to rework this later //if (QuestMachine.Instance.FactionsTable.HasValue(careerAllianceName)) //{ // // Get params for this case // int p1 = Parser.ParseInt(QuestMachine.Instance.FactionsTable.GetValue("p1", careerAllianceName)); // int p2 = Parser.ParseInt(QuestMachine.Instance.FactionsTable.GetValue("p2", careerAllianceName)); // //int p3 = Parser.ParseInt(QuestMachine.Instance.FactionsTable.GetValue("p3", careerAllianceName)); // // Only supporting specific cases for now - can expand later based on testing and iteration of support // // This will support Local_3.0 - Local_3.3 // // Referencing quest Sx009 here where player must locate and click an NPC with only a home location to go by // if (p1 == 0 && p2 == -3) // { // // Just using "house2" here as actual meaning of p3 unknown // string homeSymbol = string.Format("_{0}_home_", Symbol.Name); // string source = string.Format("Place {0} remote house2", homeSymbol); // Place home = new Place(ParentQuest, source); // homePlaceSymbol = home.Symbol.Clone(); // ParentQuest.AddResource(home); // } // else if (p1 == 0 && p2 >= 0) // { // // Handle standard building types // string buildingSymbol = string.Format("_{0}_building_", Symbol.Name); // string buildingType = QuestMachine.Instance.PlacesTable.GetKeyForValue("p2", p2.ToString()); // string source = string.Format("Place {0} remote {1}", buildingSymbol, buildingType); // Place building = new Place(ParentQuest, source); // homePlaceSymbol = building.Symbol.Clone(); // ParentQuest.AddResource(building); // } //} }