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Reorganization
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124
reframework/autorun/MHR_Overlay/Monsters/monster_hook.lua
Normal file
124
reframework/autorun/MHR_Overlay/Monsters/monster_hook.lua
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local monster = {};
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local small_monster;
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local large_monster;
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local config;
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local enemy_character_base_type_def = sdk.find_type_definition("snow.enemy.EnemyCharacterBase");
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local enemy_character_base_type_def_update_method = enemy_character_base_type_def:get_method("update");
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local is_boss_enemy_method = sdk.find_type_definition("snow.enemy.EnemyCharacterBase"):get_method("get_isBossEnemy");
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sdk.hook(enemy_character_base_type_def_update_method, function(args)
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monster.update_monster(sdk.to_managed_object(args[2]));
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end, function(retval)
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return retval;
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end);
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local tick_count = 0;
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local last_update_tick = 0;
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local recorded_monsters = {};
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local updated_monsters = {};
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local known_big_monsters = {};
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local num_known_monsters = 0;
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local num_updated_monsters = 0;
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local updates_this_tick = 0;
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-- run every tick to keep track of msonsters
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-- whenever we've updated enough monsters to surpass how many we've seen,
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-- we reset and start over
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-- this allows us to only update N monsters per tick to save on performance
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-- the reason for this is that the hooks on all the monsters' update functions
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-- causes a HUGE performance hit (adds ~3+ ms to UpdateBehavior and frame time)
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re.on_pre_application_entry("UpdateBehavior", function()
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tick_count = tick_count + 1;
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updates_this_tick = 0;
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if num_known_monsters ~= 0 and num_updated_monsters >= num_known_monsters or tick_count >= num_known_monsters * 2 then
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recorded_monsters = {};
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updated_monsters = {};
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known_big_monsters = {};
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last_update_tick = 0;
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tick_count = 0;
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num_known_monsters = 0;
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num_updated_monsters = 0;
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updates_this_tick = 0;
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end
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end)
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function monster.update_monster(enemy)
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if enemy == nil then
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return;
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end
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if not recorded_monsters[enemy] then
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num_known_monsters = num_known_monsters + 1
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recorded_monsters[enemy] = true
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end
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-- saves on a method call.
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if not known_big_monsters[enemy] then
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known_big_monsters[enemy] = is_boss_enemy_method:call(enemy);
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end
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local is_large = known_big_monsters[enemy];
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if is_large == nil then
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return;
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end
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if updated_monsters[enemy] then
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-- this is the VERY LEAST thing we should do all the time
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-- so the position doesn't lag all over the place
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-- due to how infrequently we update the monster(s).
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if is_large then
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large_monster.update_position(enemy);
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if not config.current_config.global_settings.performance.prioritize_large_monsters then
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return
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end
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else
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small_monster.update_position(enemy);
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return;
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end
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end
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-- only updates N monsters per tick to increase performance
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if tick_count == last_update_tick then
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if updates_this_tick >= config.current_config.global_settings.performance.max_monster_updates_per_tick then
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-- this is the VERY LEAST thing we should do all the time
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-- so the position doesn't lag all over the place
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-- due to how infrequently we update the monster(s).
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if is_large then
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large_monster.update_position(enemy);
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if not config.current_config.global_settings.performance.prioritize_large_monsters then
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return
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end
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else
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small_monster.update_position(enemy);
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return;
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end
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end
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end
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updates_this_tick = updates_this_tick + 1;
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last_update_tick = tick_count;
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num_updated_monsters = num_updated_monsters + 1;
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updated_monsters[enemy] = true;
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-- actually update the enemy now. we don't do this very often
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-- due to how much CPU time it takes to update each monster.
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if is_large then
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large_monster.update(enemy);
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else
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small_monster.update(enemy);
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end
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end
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function monster.init_module()
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small_monster = require("MHR_Overlay.Monsters.small_monster");
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large_monster = require("MHR_Overlay.Monsters.large_monster");
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config = require("MHR_Overlay.Misc.config");
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end
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return monster;
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