Micro optimizations

This commit is contained in:
GreenComfyTea
2024-06-29 10:38:51 +03:00
parent d62a72a778
commit a82168fc4e

View File

@@ -271,14 +271,16 @@ log.info("[MHR Overlay] Loaded.");
-- #region -- #region
local function update_modules(module_visibility_config, flow_state_name) local function update_modules(module_visibility_config, flow_state_name)
if module_visibility_config.small_monster_UI and config.current_config.small_monster_UI.enabled then local current_config = config.current_config;
if module_visibility_config.small_monster_UI and current_config.small_monster_UI.enabled then
local success, error = pcall(small_monster_UI.update); local success, error = pcall(small_monster_UI.update);
if not success then if not success then
error_handler.report("MHR_Overlay.update_modules", string.format("[%s] Small Monster UI: %s", flow_state_name, tostring(error))); error_handler.report("MHR_Overlay.update_modules", string.format("[%s] Small Monster UI: %s", flow_state_name, tostring(error)));
end end
end end
local large_monster_UI_config = config.current_config.large_monster_UI; local large_monster_UI_config = current_config.large_monster_UI;
local dynamic_enabled = large_monster_UI_config.dynamic.enabled and module_visibility_config.large_monster_dynamic_UI; local dynamic_enabled = large_monster_UI_config.dynamic.enabled and module_visibility_config.large_monster_dynamic_UI;
local static_enabled = large_monster_UI_config.static.enabled and module_visibility_config.large_monster_static_UI; local static_enabled = large_monster_UI_config.static.enabled and module_visibility_config.large_monster_static_UI;
@@ -291,21 +293,21 @@ local function update_modules(module_visibility_config, flow_state_name)
end end
end end
if config.current_config.damage_meter_UI.enabled and module_visibility_config.damage_meter_UI then if current_config.damage_meter_UI.enabled and module_visibility_config.damage_meter_UI then
local success, error = pcall(damage_meter_UI.update); local success, error = pcall(damage_meter_UI.update);
if not success then if not success then
error_handler.report("MHR_Overlay.update_modules", string.format("[%s] Damage Meter UI: %s", flow_state_name, tostring(error))); error_handler.report("MHR_Overlay.update_modules", string.format("[%s] Damage Meter UI: %s", flow_state_name, tostring(error)));
end end
end end
if config.current_config.endemic_life_UI.enabled and module_visibility_config.endemic_life_UI then if current_config.endemic_life_UI.enabled and module_visibility_config.endemic_life_UI then
local success, error = pcall(env_creature_UI.update); local success, error = pcall(env_creature_UI.update);
if not success then if not success then
error_handler.report("MHR_Overlay.update_modules", string.format("[%s] Endemic Life UI: %s", flow_state_name, tostring(error))); error_handler.report("MHR_Overlay.update_modules", string.format("[%s] Endemic Life UI: %s", flow_state_name, tostring(error)));
end end
end end
if config.current_config.buff_UI.enabled and module_visibility_config.buff_UI then if current_config.buff_UI.enabled and module_visibility_config.buff_UI then
local success, error = pcall(buff_UI.update); local success, error = pcall(buff_UI.update);
if not success then if not success then
error_handler.report("MHR_Overlay.update_modules", string.format("[%s] Buff UI: %s", flow_state_name, tostring(error))); error_handler.report("MHR_Overlay.update_modules", string.format("[%s] Buff UI: %s", flow_state_name, tostring(error)));
@@ -314,14 +316,16 @@ local function update_modules(module_visibility_config, flow_state_name)
end end
local function draw_modules(module_visibility_config, flow_state_name) local function draw_modules(module_visibility_config, flow_state_name)
if module_visibility_config.small_monster_UI and config.current_config.small_monster_UI.enabled then local current_config = config.current_config;
if module_visibility_config.small_monster_UI and current_config.small_monster_UI.enabled then
local success, error = pcall(small_monster_UI.draw); local success, error = pcall(small_monster_UI.draw);
if not success then if not success then
error_handler.report("MHR_Overlay.draw_modules", string.format("[%s] Small Monster UI: %s", flow_state_name, tostring(error))); error_handler.report("MHR_Overlay.draw_modules", string.format("[%s] Small Monster UI: %s", flow_state_name, tostring(error)));
end end
end end
local large_monster_UI_config = config.current_config.large_monster_UI; local large_monster_UI_config = current_config.large_monster_UI;
local dynamic_enabled = large_monster_UI_config.dynamic.enabled and module_visibility_config.large_monster_dynamic_UI; local dynamic_enabled = large_monster_UI_config.dynamic.enabled and module_visibility_config.large_monster_dynamic_UI;
local static_enabled = large_monster_UI_config.static.enabled and module_visibility_config.large_monster_static_UI; local static_enabled = large_monster_UI_config.static.enabled and module_visibility_config.large_monster_static_UI;
@@ -334,35 +338,35 @@ local function draw_modules(module_visibility_config, flow_state_name)
end end
end end
if config.current_config.time_UI.enabled and module_visibility_config.time_UI then if current_config.time_UI.enabled and module_visibility_config.time_UI then
local success, error = pcall(time_UI.draw); local success, error = pcall(time_UI.draw);
if not success then if not success then
error_handler.report("MHR_Overlay.draw_modules", string.format("[%s] Time UI: %s", flow_state_name, tostring(error))); error_handler.report("MHR_Overlay.draw_modules", string.format("[%s] Time UI: %s", flow_state_name, tostring(error)));
end end
end end
if config.current_config.damage_meter_UI.enabled and module_visibility_config.damage_meter_UI then if current_config.damage_meter_UI.enabled and module_visibility_config.damage_meter_UI then
local success, error = pcall(damage_meter_UI.draw); local success, error = pcall(damage_meter_UI.draw);
if not success then if not success then
error_handler.report("MHR_Overlay.draw_modules", string.format("[%s] Damage Meter UI: %s", flow_state_name, tostring(error))); error_handler.report("MHR_Overlay.draw_modules", string.format("[%s] Damage Meter UI: %s", flow_state_name, tostring(error)));
end end
end end
if config.current_config.endemic_life_UI.enabled and module_visibility_config.endemic_life_UI then if current_config.endemic_life_UI.enabled and module_visibility_config.endemic_life_UI then
local success, error = pcall(env_creature_UI.draw); local success, error = pcall(env_creature_UI.draw);
if not success then if not success then
error_handler.report("MHR_Overlay.draw_modules", string.format("[%s] Endemic Life UI: %s", flow_state_name, tostring(error))); error_handler.report("MHR_Overlay.draw_modules", string.format("[%s] Endemic Life UI: %s", flow_state_name, tostring(error)));
end end
end end
if config.current_config.buff_UI.enabled and module_visibility_config.buff_UI then if current_config.buff_UI.enabled and module_visibility_config.buff_UI then
local success, error = pcall(buff_UI.draw); local success, error = pcall(buff_UI.draw);
if not success then if not success then
error_handler.report("MHR_Overlay.draw_modules", string.format("[%s] Buff UI: %s", flow_state_name, tostring(error))); error_handler.report("MHR_Overlay.draw_modules", string.format("[%s] Buff UI: %s", flow_state_name, tostring(error)));
end end
end end
if config.current_config.stats_UI.enabled and module_visibility_config.stats_UI then if current_config.stats_UI.enabled and module_visibility_config.stats_UI then
local success, error = pcall(stats_UI.draw); local success, error = pcall(stats_UI.draw);
if not success then if not success then
error_handler.report("MHR_Overlay.draw_modules", string.format("[%s] Stats UI: %s", flow_state_name, tostring(error))); error_handler.report("MHR_Overlay.draw_modules", string.format("[%s] Stats UI: %s", flow_state_name, tostring(error)));
@@ -371,14 +375,18 @@ local function draw_modules(module_visibility_config, flow_state_name)
end end
local function update_UI() local function update_UI()
if quest_status.flow_state == quest_status.flow_states.IN_TRAINING_AREA then local current_config = config.current_config;
local module_visibility_config = current_config.global_settings.module_visibility;
local flow_states = quest_status.flow_states;
local large_monster_UI_config = config.current_config.large_monster_UI; if quest_status.flow_state == flow_states.IN_TRAINING_AREA then
local module_visibility_config = config.current_config.global_settings.module_visibility.in_training_area;
local dynamic_enabled = large_monster_UI_config.dynamic.enabled and module_visibility_config.large_monster_dynamic_UI; local large_monster_UI_config = current_config.large_monster_UI;
local static_enabled = large_monster_UI_config.static.enabled and module_visibility_config.large_monster_static_UI; local module_visibility_in_training_area_config = module_visibility_config.in_training_area;
local highlighted_enabled = large_monster_UI_config.highlighted.enabled and module_visibility_config.large_monster_highlighted_UI;
local dynamic_enabled = large_monster_UI_config.dynamic.enabled and module_visibility_in_training_area_config.large_monster_dynamic_UI;
local static_enabled = large_monster_UI_config.static.enabled and module_visibility_in_training_area_config.large_monster_static_UI;
local highlighted_enabled = large_monster_UI_config.highlighted.enabled and module_visibility_in_training_area_config.large_monster_highlighted_UI;
if dynamic_enabled or static_enabled or highlighted_enabled then if dynamic_enabled or static_enabled or highlighted_enabled then
local success, error = pcall(large_monster_UI.update, dynamic_enabled, static_enabled, highlighted_enabled); local success, error = pcall(large_monster_UI.update, dynamic_enabled, static_enabled, highlighted_enabled);
@@ -387,69 +395,73 @@ local function update_UI()
end end
end end
if config.current_config.damage_meter_UI.enabled and module_visibility_config.damage_meter_UI then if current_config.damage_meter_UI.enabled and module_visibility_in_training_area_config.damage_meter_UI then
local success, error = pcall(damage_meter_UI.update); local success, error = pcall(damage_meter_UI.update);
if not success then if not success then
error_handler.report("MHR_Overlay.update_UI", string.format("[In Training Area] Damage Meter UI: %s", tostring(error))); error_handler.report("MHR_Overlay.update_UI", string.format("[In Training Area] Damage Meter UI: %s", tostring(error)));
end end
end end
if config.current_config.endemic_life_UI.enabled and module_visibility_config.endemic_life_UI then if current_config.endemic_life_UI.enabled and module_visibility_in_training_area_config.endemic_life_UI then
local success, error = pcall(env_creature_UI.update); local success, error = pcall(env_creature_UI.update);
if not success then if not success then
error_handler.report("MHR_Overlay.update_UI", string.format("[In Training Area] Endemic Life UI: %s", tostring(error))); error_handler.report("MHR_Overlay.update_UI", string.format("[In Training Area] Endemic Life UI: %s", tostring(error)));
end end
end end
if config.current_config.buff_UI.enabled and module_visibility_config.buff_UI then if current_config.buff_UI.enabled and module_visibility_in_training_area_config.buff_UI then
local success, error = pcall(buff_UI.update); local success, error = pcall(buff_UI.update);
if not success then if not success then
error_handler.report("MHR_Overlay.update_UI", string.format("[In Training Area] Buff UI: %s", tostring(error))); error_handler.report("MHR_Overlay.update_UI", string.format("[In Training Area] Buff UI: %s", tostring(error)));
end end
end end
elseif quest_status.flow_state == quest_status.flow_states.CUTSCENE then elseif quest_status.flow_state == flow_states.CUTSCENE then
update_modules(config.current_config.global_settings.module_visibility.cutscene, "Cutscene"); update_modules(module_visibility_config.cutscene, "Cutscene");
elseif quest_status.flow_state == quest_status.flow_states.LOADING_QUEST then elseif quest_status.flow_state == flow_states.LOADING_QUEST then
update_modules(config.current_config.global_settings.module_visibility.loading_quest, "Loading Quest"); update_modules(module_visibility_config.loading_quest, "Loading Quest");
elseif quest_status.flow_state == quest_status.flow_states.QUEST_START_ANIMATION then elseif quest_status.flow_state == flow_states.QUEST_START_ANIMATION then
update_modules(config.current_config.global_settings.module_visibility.quest_start_animation, "Quest Start Animation"); update_modules(module_visibility_config.quest_start_animation, "Quest Start Animation");
elseif quest_status.flow_state >= quest_status.flow_states.PLAYING_QUEST and quest_status.flow_state <= quest_status.flow_states.WYVERN_RIDING_START_ANIMATION then elseif quest_status.flow_state >= flow_states.PLAYING_QUEST and quest_status.flow_state <= flow_states.WYVERN_RIDING_START_ANIMATION then
update_modules(config.current_config.global_settings.module_visibility.playing_quest, "Playing Quest"); update_modules(module_visibility_config.playing_quest, "Playing Quest");
elseif quest_status.flow_state == quest_status.flow_states.KILLCAM then elseif quest_status.flow_state == flow_states.KILLCAM then
update_modules(config.current_config.global_settings.module_visibility.killcam, "Killcam"); update_modules(module_visibility_config.killcam, "Killcam");
elseif quest_status.flow_state == quest_status.flow_states.QUEST_END_TIMER then elseif quest_status.flow_state == flow_states.QUEST_END_TIMER then
update_modules(config.current_config.global_settings.module_visibility.quest_end_timer, "Quest End Timer"); update_modules(module_visibility_config.quest_end_timer, "Quest End Timer");
elseif quest_status.flow_state == quest_status.flow_states.QUEST_END_ANIMATION then elseif quest_status.flow_state == flow_states.QUEST_END_ANIMATION then
update_modules(config.current_config.global_settings.module_visibility.quest_end_animation, "Quest End Animation"); update_modules(module_visibility_config.quest_end_animation, "Quest End Animation");
elseif quest_status.flow_state == quest_status.flow_states.QUEST_END_SCREEN then elseif quest_status.flow_state == flow_states.QUEST_END_SCREEN then
update_modules(config.current_config.global_settings.module_visibility.quest_end_screen, "Quest End Screen"); update_modules(module_visibility_config.quest_end_screen, "Quest End Screen");
elseif quest_status.flow_state == quest_status.flow_states.REWARD_SCREEN then elseif quest_status.flow_state == flow_states.REWARD_SCREEN then
update_modules(config.current_config.global_settings.module_visibility.reward_screen, "Reward Screen"); update_modules(module_visibility_config.reward_screen, "Reward Screen");
elseif quest_status.flow_state == quest_status.flow_states.SUMMARY_SCREEN then elseif quest_status.flow_state == flow_states.SUMMARY_SCREEN then
update_modules(config.current_config.global_settings.module_visibility.summary_screen, "Summary Screen"); update_modules(module_visibility_config.summary_screen, "Summary Screen");
end end
end end
local function draw_loop() local function draw_loop()
if quest_status.flow_state == quest_status.flow_states.IN_LOBBY then local current_config = config.current_config;
local module_visibility_config = config.current_config.global_settings.module_visibility.in_lobby; local module_visibility_config = current_config.global_settings.module_visibility;
local flow_states = quest_status.flow_states;
if config.current_config.stats_UI.enabled and module_visibility_config.stats_UI then if quest_status.flow_state == flow_states.IN_LOBBY then
local module_visibility_in_lobby_config = module_visibility_config.in_lobby;
if current_config.stats_UI.enabled and module_visibility_in_lobby_config.stats_UI then
local success, error = pcall(stats_UI.draw); local success, error = pcall(stats_UI.draw);
if not success then if not success then
error_handler.report("MHR_Overlay.main_loop", string.format("[In Training Area] Stats UI: %s", tostring(error))); error_handler.report("MHR_Overlay.main_loop", string.format("[In Training Area] Stats UI: %s", tostring(error)));
end end
end end
elseif quest_status.flow_state == quest_status.flow_states.IN_TRAINING_AREA then elseif quest_status.flow_state == flow_states.IN_TRAINING_AREA then
local large_monster_UI_config = config.current_config.large_monster_UI; local large_monster_UI_config = current_config.large_monster_UI;
local module_visibility_config = config.current_config.global_settings.module_visibility.in_training_area; local module_visibility_in_training_area_config = module_visibility_config.in_training_area;
local dynamic_enabled = large_monster_UI_config.dynamic.enabled and module_visibility_config.large_monster_dynamic_UI; local dynamic_enabled = large_monster_UI_config.dynamic.enabled and module_visibility_in_training_area_config.large_monster_dynamic_UI;
local static_enabled = large_monster_UI_config.static.enabled and module_visibility_config.large_monster_static_UI; local static_enabled = large_monster_UI_config.static.enabled and module_visibility_in_training_area_config.large_monster_static_UI;
local highlighted_enabled = large_monster_UI_config.highlighted.enabled and module_visibility_config.large_monster_highlighted_UI; local highlighted_enabled = large_monster_UI_config.highlighted.enabled and module_visibility_in_training_area_config.large_monster_highlighted_UI;
if dynamic_enabled or static_enabled or highlighted_enabled then if dynamic_enabled or static_enabled or highlighted_enabled then
local success, error = pcall(large_monster_UI.draw, dynamic_enabled, static_enabled, highlighted_enabled); local success, error = pcall(large_monster_UI.draw, dynamic_enabled, static_enabled, highlighted_enabled);
@@ -458,55 +470,54 @@ local function draw_loop()
end end
end end
if config.current_config.damage_meter_UI.enabled and module_visibility_config.damage_meter_UI then if current_config.damage_meter_UI.enabled and module_visibility_in_training_area_config.damage_meter_UI then
local success, error = pcall(damage_meter_UI.draw); local success, error = pcall(damage_meter_UI.draw);
if not success then if not success then
error_handler.report("MHR_Overlay.main_loop", string.format("[In Training Area] Damage Meter UI: %s", tostring(error))); error_handler.report("MHR_Overlay.main_loop", string.format("[In Training Area] Damage Meter UI: %s", tostring(error)));
end end
end end
if config.current_config.endemic_life_UI.enabled and module_visibility_config.endemic_life_UI then if current_config.endemic_life_UI.enabled and module_visibility_in_training_area_config.endemic_life_UI then
local success, error = pcall(env_creature_UI.draw); local success, error = pcall(env_creature_UI.draw);
if not success then if not success then
error_handler.report("MHR_Overlay.main_loop", string.format("[In Training Area] Endemic Life UI: %s", tostring(error))); error_handler.report("MHR_Overlay.main_loop", string.format("[In Training Area] Endemic Life UI: %s", tostring(error)));
end end
end end
if config.current_config.buff_UI.enabled and module_visibility_config.buff_UI then if current_config.buff_UI.enabled and module_visibility_in_training_area_config.buff_UI then
local success, error = pcall(buff_UI.draw); local success, error = pcall(buff_UI.draw);
if not success then if not success then
error_handler.report("MHR_Overlay.main_loop", string.format("[In Training Area] Buff UI: %s", tostring(error))); error_handler.report("MHR_Overlay.main_loop", string.format("[In Training Area] Buff UI: %s", tostring(error)));
end end
end end
if config.current_config.stats_UI.enabled and module_visibility_config.stats_UI then if current_config.stats_UI.enabled and module_visibility_in_training_area_config.stats_UI then
local success, error = pcall(stats_UI.draw); local success, error = pcall(stats_UI.draw);
if not success then if not success then
error_handler.report("MHR_Overlay.main_loop", string.format("[In Training Area] Stats UI: %s", tostring(error))); error_handler.report("MHR_Overlay.main_loop", string.format("[In Training Area] Stats UI: %s", tostring(error)));
end end
end end
elseif quest_status.flow_state == flow_states.CUTSCENE then
elseif quest_status.flow_state == quest_status.flow_states.CUTSCENE then draw_modules(module_visibility_config.cutscene, "Cutscene");
draw_modules(config.current_config.global_settings.module_visibility.cutscene, "Cutscene"); elseif quest_status.flow_state == flow_states.LOADING_QUEST then
elseif quest_status.flow_state == quest_status.flow_states.LOADING_QUEST then draw_modules(module_visibility_config.loading_quest, "Loading Quest");
draw_modules(config.current_config.global_settings.module_visibility.loading_quest, "Loading Quest"); elseif quest_status.flow_state == flow_states.QUEST_START_ANIMATION then
elseif quest_status.flow_state == quest_status.flow_states.QUEST_START_ANIMATION then draw_modules(module_visibility_config.quest_start_animation, "Quest Start Animation");
draw_modules(config.current_config.global_settings.module_visibility.quest_start_animation, "Quest Start Animation"); elseif quest_status.flow_state >= flow_states.PLAYING_QUEST and quest_status.flow_state <= flow_states.WYVERN_RIDING_START_ANIMATION then
elseif quest_status.flow_state >= quest_status.flow_states.PLAYING_QUEST and quest_status.flow_state <= quest_status.flow_states.WYVERN_RIDING_START_ANIMATION then draw_modules(module_visibility_config.playing_quest, "Playing Quest");
draw_modules(config.current_config.global_settings.module_visibility.playing_quest, "Playing Quest"); elseif quest_status.flow_state == flow_states.KILLCAM then
elseif quest_status.flow_state == quest_status.flow_states.KILLCAM then draw_modules(module_visibility_config.killcam, "Killcam");
draw_modules(config.current_config.global_settings.module_visibility.killcam, "Killcam"); elseif quest_status.flow_state == flow_states.QUEST_END_TIMER then
elseif quest_status.flow_state == quest_status.flow_states.QUEST_END_TIMER then draw_modules(module_visibility_config.quest_end_timer, "Quest End Timer");
draw_modules(config.current_config.global_settings.module_visibility.quest_end_timer, "Quest End Timer"); elseif quest_status.flow_state == flow_states.QUEST_END_ANIMATION then
elseif quest_status.flow_state == quest_status.flow_states.QUEST_END_ANIMATION then draw_modules(module_visibility_config.quest_end_animation, "Quest End Animation");
draw_modules(config.current_config.global_settings.module_visibility.quest_end_animation, "Quest End Animation"); elseif quest_status.flow_state == flow_states.QUEST_END_SCREEN then
elseif quest_status.flow_state == quest_status.flow_states.QUEST_END_SCREEN then draw_modules(module_visibility_config.quest_end_screen, "Quest End Screen");
draw_modules(config.current_config.global_settings.module_visibility.quest_end_screen, "Quest End Screen"); elseif quest_status.flow_state == flow_states.REWARD_SCREEN then
elseif quest_status.flow_state == quest_status.flow_states.REWARD_SCREEN then draw_modules(module_visibility_config.reward_screen, "Reward Screen");
draw_modules(config.current_config.global_settings.module_visibility.reward_screen, "Reward Screen"); elseif quest_status.flow_state == flow_states.SUMMARY_SCREEN then
elseif quest_status.flow_state == quest_status.flow_states.SUMMARY_SCREEN then draw_modules(module_visibility_config.summary_screen, "Summary Screen");
draw_modules(config.current_config.global_settings.module_visibility.summary_screen, "Summary Screen");
end end
end end