From a5283b07b0affb057e07d72653904d41bd5cb3cc Mon Sep 17 00:00:00 2001 From: GreenComfyTea Date: Mon, 11 Jul 2022 08:54:05 +0300 Subject: [PATCH] Clean up. --- .../MHR_Overlay/Monsters/monster_hook.lua | 113 +++--------------- 1 file changed, 15 insertions(+), 98 deletions(-) diff --git a/reframework/autorun/MHR_Overlay/Monsters/monster_hook.lua b/reframework/autorun/MHR_Overlay/Monsters/monster_hook.lua index bc1b8f0..b0e4889 100644 --- a/reframework/autorun/MHR_Overlay/Monsters/monster_hook.lua +++ b/reframework/autorun/MHR_Overlay/Monsters/monster_hook.lua @@ -22,38 +22,6 @@ local stamina_param_type_def = sdk.find_type_definition("snow.enemy.EnemyStamina local stamina_sub_method = stamina_param_type_def:get_method("sub"); local stamina_update_method = stamina_param_type_def:get_method("updateParam"); -local tick_count = 0; -local last_update_tick = 0; -local recorded_monsters = {}; -local updated_monsters = {}; -local known_big_monsters = {}; -local num_known_monsters = 0; -local num_updated_monsters = 0; - -local updates_this_tick = 0; - --- run every tick to keep track of msonsters --- whenever we've updated enough monsters to surpass how many we've seen, --- we reset and start over --- this allows us to only update N monsters per tick to save on performance --- the reason for this is that the hooks on all the monsters' update functions --- causes a HUGE performance hit (adds ~3+ ms to UpdateBehavior and frame time) -re.on_pre_application_entry("UpdateBehavior", function() - tick_count = tick_count + 1; - updates_this_tick = 0; - - if num_known_monsters ~= 0 and num_updated_monsters >= num_known_monsters or tick_count >= num_known_monsters * 2 then - recorded_monsters = {}; - updated_monsters = {}; - known_big_monsters = {}; - last_update_tick = 0; - tick_count = 0; - num_known_monsters = 0; - num_updated_monsters = 0; - updates_this_tick = 0; - end -end) - --snow.enemy.EnemyDamageStockParam function monster_hook.update_health(enemy_damage_stock_param) local enemy = enemy_damage_stock_param:call("get_RefEnemy"); @@ -118,81 +86,30 @@ function monster_hook.update_rage_timer(anger_param, enemy) end function monster_hook.update_monster(enemy) - - if enemy == nil then - return; - end - - if not recorded_monsters[enemy] then - num_known_monsters = num_known_monsters + 1; - recorded_monsters[enemy] = true; - end - - -- saves on a method call. - if not known_big_monsters[enemy] then - known_big_monsters[enemy] = is_boss_enemy_method:call(enemy); - end - - local is_large = known_big_monsters[enemy]; - + local is_large = is_boss_enemy_method:call(enemy); if is_large == nil then return; end if is_large then - monster_hook.update_large_monster(enemy); + local cached_config = config.current_config.large_monster_UI; + local monster = large_monster.get_monster(enemy); + + if not cached_config.dynamic.enabled then + return; + end + + large_monster.update_position(enemy, monster); else - monster_hook.update_small_monster(enemy); + if not config.current_config.small_monster_UI.enabled then + return; + end + + local monster = small_monster.get_monster(enemy); + small_monster.update_position(enemy, monster); end end -function monster_hook.update_large_monster(enemy) - local cached_config = config.current_config.large_monster_UI; - - local monster = large_monster.get_monster(enemy); - - if not cached_config.dynamic.enabled then - return; - end - - -- this is the VERY LEAST thing we should do all the time - -- so the position doesn't lag all over the place - -- due to how infrequently we update the monster(s). - large_monster.update_position(enemy, monster); -end - -function monster_hook.update_small_monster(enemy) - if not config.current_config.small_monster_UI.enabled then - return; - end - - local monster = small_monster.get_monster(enemy); - - -- this is the VERY LEAST thing we should do all the time - -- so the position doesn't lag all over the place - -- due to how infrequently we update the monster(s). - small_monster.update_position(enemy, monster); - - if updated_monsters[enemy] then - return; - end - - -- is it old tick? - -- is update limit reached? - if tick_count == last_update_tick and updates_this_tick >= config.current_config.global_settings.performance.max_monster_updates_per_tick then - return; - end - - -- actually update the enemy now. we don't do this very often - -- due to how much CPU time it takes to update each monster. - updates_this_tick = updates_this_tick + 1; - last_update_tick = tick_count; - num_updated_monsters = num_updated_monsters + 1; - updated_monsters[enemy] = true; - - --small_monster.update(enemy, monster); -end - function monster_hook.init_module() small_monster = require("MHR_Overlay.Monsters.small_monster"); large_monster = require("MHR_Overlay.Monsters.large_monster");