Static and dynamic positioning of large monster UI are now separated.

This commit is contained in:
GreenComfyTea
2022-02-05 18:45:47 +02:00
parent 2e5a2fdd36
commit 9298c94b1d
17 changed files with 5212 additions and 1624 deletions

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local damage_meter_UI = {};
local singletons;
local config;
local customization_menu;
local player;
local quest_status;
local screen;
local drawing;
damage_meter_UI.last_displayed_players = {};
function damage_meter_UI.draw()
if player.total.display.total_damage == 0 and config.current_config.damage_meter_UI.settings.hide_module_if_total_damage_is_zero then
return;
end
if singletons.lobby_manager == nil then
return;
end
if singletons.progress_manager == nil then
return;
end
-- myself player
local myself_player_info = singletons.lobby_manager:get_field("_myHunterInfo");
if myself_player_info == nil then
customization_menu.status = "No myself player info list";
return;
end
local myself_player_name = myself_player_info:get_field("_name");
if myself_player_name == nil then
customization_menu.status = "No myself player name";
return;
end
if quest_status.is_online then
player.myself_id = singletons.lobby_manager:get_field("_myselfQuestIndex");
if player.myself_id == nil then
customization_menu.status = "No myself player id";
return;
end
else
player.myself_id = singletons.lobby_manager:get_field("_myselfIndex");
if player.myself_id == nil then
customization_menu.status = "No myself player id";
return;
end
end
local myself_hunter_rank = singletons.progress_manager:call("get_HunterRank");
if myself_hunter_rank == nil then
customization_menu.status = "No myself hunter rank";
myself_hunter_rank = 0;
end
if player.list[player.myself_id] == nil then
player.list[player.myself_id] = player.new(player.myself_id, myself_player_name, myself_hunter_rank);
player.myself = player.list[player.myself_id];
end
local quest_players = {};
if quest_status.index > 2 then
quest_players = damage_meter_UI.last_displayed_players;
else
-- other players
local player_info_list = singletons.lobby_manager:get_field("_questHunterInfo");
if player_info_list == nil then
customization_menu.status = "No player info list";
end
local count = player_info_list:call("get_Count");
if count == nil then
customization_menu.status = "No player info list count";
return;
end
for i = 0, count - 1 do
local player_info = player_info_list:call("get_Item", i);
if player_info == nil then
goto continue
end
local player_id = player_info:get_field("_memberIndex");
if player_id == nil then
goto continue
end
local player_hunter_rank = player_info:get_field("_hunterRank");
if player_hunter_rank == nil then
goto continue
end
if player_id == player.myself_id and config.current_config.damage_meter_UI.settings.my_damage_bar_location ~= "Normal" then
player.list[player.myself_id].hunter_rank = player_hunter_rank;
goto continue
end
local player_name = player_info:get_field("_name");
if player_name == nil then
goto continue
end
if player.list[player_id] == nil then
player.list[player_id] = player.new(player_id, player_name, player_hunter_rank);
elseif player.list[player_id].name ~= player_name then
player.list[player_id] = player.new(player_id, player_name, player_hunter_rank);
end
table.insert(quest_players, player.list[player_id]);
::continue::
end
-- sort here
if config.current_config.damage_meter_UI.sorting.type == "Normal" and config.current_config.damage_meter_UI.sorting.reversed_order then
local reversed_quest_players = {};
for i = #quest_players, 1, -1 do
table.insert(reversed_quest_players, quest_players[i]);
end
quest_players = reversed_quest_players;
elseif config.current_config.damage_meter_UI.sorting.type == "Damage" then
if config.current_config.damage_meter_UI.sorting.reversed_order then
table.sort(quest_players, function(left, right)
return left.display.total_damage < right.display.total_damage;
end);
else
table.sort(quest_players, function(left, right)
return left.display.total_damage > right.display.total_damage;
end);
end
end
if config.current_config.damage_meter_UI.settings.my_damage_bar_location == "First" then
table.insert(quest_players, 1, player.list[player.myself_id]);
elseif config.current_config.damage_meter_UI.settings.my_damage_bar_location == "Last" then
table.insert(quest_players, #quest_players + 1, player.list[player.myself_id]);
elseif #quest_players == 0 then
table.insert(quest_players, 1, player.list[player.myself_id]);
end
damage_meter_UI.last_displayed_players = quest_players;
end
local top_damage = 0;
for _, _player in ipairs(quest_players) do
if _player.display.total_damage > top_damage then
top_damage = _player.display.total_damage;
end
end
-- draw
local position_on_screen = screen.calculate_absolute_coordinates(config.current_config.damage_meter_UI.position);
for _, _player in ipairs(quest_players) do
if _player.display.total_damage == 0 and config.current_config.damage_meter_UI.settings.hide_player_if_player_damage_is_zero then
goto continue1
end
player.draw(_player, position_on_screen, 1, top_damage);
if config.current_config.damage_meter_UI.settings.orientation == "Horizontal" then
position_on_screen.x = position_on_screen.x + config.current_config.damage_meter_UI.spacing.x;
else
position_on_screen.y = position_on_screen.y + config.current_config.damage_meter_UI.spacing.y;
end
::continue1::
end
-- draw total damage
if not config.current_config.damage_meter_UI.settings.total_damage_offset_is_relative then
position_on_screen = screen.calculate_absolute_coordinates(config.current_config.damage_meter_UI.position);
end
drawing.draw_label(config.current_config.damage_meter_UI.total_damage_label, position_on_screen, 1);
drawing.draw_label(config.current_config.damage_meter_UI.total_damage_value_label, position_on_screen, 1, player.total.display.total_damage);
end
function damage_meter_UI.init_module()
singletons = require("MHR_Overlay.Game_Handler.singletons");
config = require("MHR_Overlay.Misc.config");
customization_menu = require("MHR_Overlay.UI.customization_menu");
player = require("MHR_Overlay.Damage_Meter.player");
quest_status = require("MHR_Overlay.Game_Handler.quest_status");
screen = require("MHR_Overlay.Game_Handler.screen");
drawing = require("MHR_Overlay.UI.drawing");
end
return damage_meter_UI;

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local large_monster_UI = {};
local singletons;
local config;
local customization_menu;
local large_monster;
local screen;
local player;
local drawing;
local table_helpers;
local health_UI_entity;
local stamina_UI_entity;
local rage_UI_entity;
function large_monster_UI.draw()
if singletons.enemy_manager == nil then
return;
end
local displayed_monsters = {};
local enemy_count = singletons.enemy_manager:call("getBossEnemyCount");
if enemy_count == nil then
return;
end
for i = 0, enemy_count - 1 do
local enemy = singletons.enemy_manager:call("getBossEnemy", i);
if enemy == nil then
customization_menu.status = "No enemy";
break
end
local monster = large_monster.list[enemy];
if monster == nil then
customization_menu.status = "No monster hp entry";
break
end
table.insert(displayed_monsters, monster);
end
if config.current_config.large_monster_UI.dynamic.enabled then
local i = 0;
for _, monster in ipairs(displayed_monsters) do
if config.current_config.large_monster_UI.dynamic.settings.max_distance == 0 then
break;
end
local position_on_screen = {};
local world_offset = Vector3f.new(config.current_config.large_monster_UI.dynamic.world_offset.x, config.current_config.large_monster_UI.dynamic.world_offset.y, config.current_config.large_monster_UI.dynamic.world_offset.z);
position_on_screen = draw.world_to_screen(monster.position + world_offset);
if position_on_screen == nil then
goto continue;
end
position_on_screen.x = position_on_screen.x + config.current_config.large_monster_UI.dynamic.viewport_offset.x;
position_on_screen.y = position_on_screen.y + config.current_config.large_monster_UI.dynamic.viewport_offset.y;
local opacity_scale = 1;
local distance = (player.myself_position - monster.position):length();
if distance > config.current_config.large_monster_UI.dynamic.settings.max_distance then
goto continue;
end
if config.current_config.large_monster_UI.dynamic.settings.opacity_falloff then
opacity_scale = 1 - (distance / config.current_config.large_monster_UI.dynamic.settings.max_distance);
end
large_monster.draw_dynamic(monster, position_on_screen, opacity_scale);
i = i + 1;
::continue::
end
end
if config.current_config.large_monster_UI.static.enabled then
-- sort here
if config.current_config.large_monster_UI.static.sorting.type == "Normal" and config.current_config.large_monster_UI.static.sorting.reversed_order then
local reversed_monsters = {};
for i = #displayed_monsters, 1, -1 do
table.insert(reversed_monsters, displayed_monsters[i]);
end
displayed_monsters = reversed_monsters;
elseif config.current_config.large_monster_UI.static.sorting.type == "Health" then
if config.current_config.large_monster_UI.static.sorting.reversed_order then
table.sort(displayed_monsters, function(left, right)
return left.health > right.health;
end);
else
table.sort(displayed_monsters, function(left, right)
return left.health < right.health;
end);
end
elseif config.current_config.large_monster_UI.static.sorting.type == "Health Percentage" then
if config.current_config.large_monster_UI.static.sorting.reversed_order then
table.sort(displayed_monsters, function(left, right)
return left.health_percentage > right.health_percentage;
end);
else
table.sort(displayed_monsters, function(left, right)
return left.health_percentage < right.health_percentage;
end);
end
end
local position_on_screen = screen.calculate_absolute_coordinates(config.current_config.large_monster_UI.static.position);
local i = 0;
for _, monster in ipairs(displayed_monsters) do
local monster_position_on_screen = {
x = position_on_screen.x,
y = position_on_screen.y
}
if config.current_config.large_monster_UI.static.settings.orientation == "Horizontal" then
monster_position_on_screen.x = monster_position_on_screen.x + config.current_config.large_monster_UI.static.spacing.x * i;
else
monster_position_on_screen.y = monster_position_on_screen.y + config.current_config.large_monster_UI.static.spacing.y * i;
end
large_monster.draw_static(monster, monster_position_on_screen, 1);
i = i + 1;
end
end
end
function large_monster_UI.init_module()
singletons = require("MHR_Overlay.Game_Handler.singletons");
config = require("MHR_Overlay.Misc.config");
customization_menu = require("MHR_Overlay.UI.customization_menu");
large_monster = require("MHR_Overlay.Monsters.large_monster");
screen = require("MHR_Overlay.Game_Handler.screen");
player = require("MHR_Overlay.Damage_Meter.player");
drawing = require("MHR_Overlay.UI.drawing");
table_helpers = require("MHR_Overlay.Misc.table_helpers");
health_UI_entity = require("MHR_Overlay.UI.UI_Entities.health_UI_entity");
stamina_UI_entity = require("MHR_Overlay.UI.UI_Entities.stamina_UI_entity");
rage_UI_entity = require("MHR_Overlay.UI.UI_Entities.rage_UI_entity");
end
return large_monster_UI;

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local small_monster_UI = {};
local singletons;
local config;
local small_monster;
local customization_menu;
local screen;
local player;
local drawing;
local table_helpers;
local health_UI_entity;
local stamina_UI_entity;
function small_monster_UI.draw()
if singletons.enemy_manager == nil then
return;
end
local displayed_monsters = {};
local enemy_count = singletons.enemy_manager:call("getZakoEnemyCount");
if enemy_count == nil then
customization_menu.status = "No enemy count";
return;
end
for i = 0, enemy_count - 1 do
local enemy = singletons.enemy_manager:call("getZakoEnemy", i);
if enemy == nil then
customization_menu.status = "No enemy";
break
end
local monster = small_monster.list[enemy];
if monster == nil then
customization_menu.status = "No monster hp entry";
break
end
table.insert(displayed_monsters, monster);
end
if not config.current_config.small_monster_UI.dynamic_positioning.enabled then
-- sort here
if config.current_config.small_monster_UI.static_sorting.type == "Normal" and config.current_config.small_monster_UI.static_sorting.reversed_order then
local reversed_monsters = {};
for i = #displayed_monsters, 1, -1 do
table.insert(reversed_monsters, displayed_monsters[i]);
end
displayed_monsters = reversed_monsters;
elseif config.current_config.small_monster_UI.static_sorting.type == "Health" then
if config.current_config.small_monster_UI.static_sorting.reversed_order then
table.sort(displayed_monsters, function(left, right)
return left.health > right.health;
end);
else
table.sort(displayed_monsters, function(left, right)
return left.health < right.health;
end);
end
elseif config.current_config.small_monster_UI.static_sorting.type == "Health Percentage" then
if config.current_config.small_monster_UI.static_sorting.reversed_order then
table.sort(displayed_monsters, function(left, right)
return left.health_percentage > right.health_percentage;
end);
else
table.sort(displayed_monsters, function(left, right)
return left.health_percentage < right.health_percentage;
end);
end
end
end
local i = 0;
for _, monster in ipairs(displayed_monsters) do
local position_on_screen;
if config.current_config.small_monster_UI.dynamic_positioning.enabled then
local world_offset = Vector3f.new(config.current_config.small_monster_UI.dynamic_positioning.world_offset.x, config.current_config.small_monster_UI.dynamic_positioning.world_offset.y, config.current_config.small_monster_UI.dynamic_positioning.world_offset.z);
position_on_screen = draw.world_to_screen(monster.position + world_offset);
if position_on_screen == nil then
goto continue
end
position_on_screen.x = position_on_screen.x + config.current_config.small_monster_UI.dynamic_positioning.viewport_offset.x;
position_on_screen.y = position_on_screen.y + config.current_config.small_monster_UI.dynamic_positioning.viewport_offset.y;
else
position_on_screen = screen.calculate_absolute_coordinates(config.current_config.small_monster_UI.static_position);
if config.current_config.small_monster_UI.settings.orientation == "Horizontal" then
position_on_screen.x = position_on_screen.x + config.current_config.small_monster_UI.static_spacing.x * i;
else
position_on_screen.y = position_on_screen.y + config.current_config.small_monster_UI.static_spacing.y * i;
end
end
local opacity_scale = 1;
if config.current_config.small_monster_UI.dynamic_positioning.enabled then
if config.current_config.small_monster_UI.dynamic_positioning.max_distance == 0 then
return;
end
local distance = (player.myself_position - monster.position):length();
if distance > config.current_config.small_monster_UI.dynamic_positioning.max_distance then
goto continue;
end
if config.current_config.small_monster_UI.dynamic_positioning.opacity_falloff then
opacity_scale = 1 - (distance / config.current_config.small_monster_UI.dynamic_positioning.max_distance);
end
end
small_monster.draw(monster, position_on_screen, opacity_scale);
i = i + 1;
::continue::
end
end
function small_monster_UI.init_module()
singletons = require("MHR_Overlay.Game_Handler.singletons");
config = require("MHR_Overlay.Misc.config");
customization_menu = require("MHR_Overlay.UI.customization_menu");
small_monster = require("MHR_Overlay.Monsters.small_monster");
screen = require("MHR_Overlay.Game_Handler.screen");
player = require("MHR_Overlay.Damage_Meter.player");
drawing = require("MHR_Overlay.UI.drawing");
table_helpers = require("MHR_Overlay.Misc.table_helpers");
health_UI_entity = require("MHR_Overlay.UI.UI_Entities.health_UI_entity");
stamina_UI_entity = require("MHR_Overlay.UI.UI_Entities.stamina_UI_entity");
end
return small_monster_UI;

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local time_UI = {};
local singletons;
local customization_menu;
local screen;
local config;
local drawing;
function time_UI.draw()
if singletons.quest_manager == nil then
return;
end
local quest_time_elapsed_minutes = singletons.quest_manager:call("getQuestElapsedTimeMin");
if quest_time_elapsed_minutes == nil then
customization_menu.status = "No quest time elapsed minutes";
return;
end
local quest_time_total_elapsed_seconds = singletons.quest_manager:call("getQuestElapsedTimeSec");
if quest_time_total_elapsed_seconds == nil then
customization_menu.status = "No quest time total elapsed seconds";
return;
end
if quest_time_total_elapsed_seconds == 0 then
return;
end
local quest_time_elapsed_seconds = quest_time_total_elapsed_seconds - quest_time_elapsed_minutes * 60;
local position_on_screen = screen.calculate_absolute_coordinates(config.current_config.time_UI.position);
drawing.draw_label(config.current_config.time_UI.time_label, position_on_screen, 1, quest_time_elapsed_minutes, quest_time_elapsed_seconds);
end
function time_UI.init_module()
singletons = require("MHR_Overlay.Game_Handler.singletons");
customization_menu = require("MHR_Overlay.UI.customization_menu");
screen = require("MHR_Overlay.Game_Handler.screen");
config = require("MHR_Overlay.Misc.config");
drawing = require("MHR_Overlay.UI.drawing");
end
return time_UI;