Customization implementation, damage meter fixed

This commit is contained in:
GreenComfyTea
2022-01-18 14:51:31 +02:00
committed by GitHub
parent 1dd37d6cbe
commit b7334bda49

View File

@@ -1,368 +1,597 @@
log.info("[monster_has_hp_bar.lua] loaded")
--------------------CUSTOMIZATION SECTION--------------------
local monster_UI = {
enabled = true,
local status = ""
local hp_table = {}
visibility = {
health_bar = true,
monster_name = true,
current_health = true,
max_health = true,
health_percentage = true
},
local scene_manager = sdk.get_native_singleton("via.SceneManager")
shadows = {
monster_name = true,
health_values = true, --current_health and max_health
health_percentage = true
},
position = {
x = 450,
y = 27,
--Possible values: "top_left", "top_right", "bottom_left", "bottom_right"
anchor = "bottom_left"
},
spacing = 220,
offsets = {
health_bar = {
x = 0,
y = 0
},
monster_name = {
x = 5,
y = -17
},
health_values = {
x = 5,
y = 2
},
health_percentage = {
x = 150,
y = 2
}
},
health_bar = {
width = 200,
height = 20
},
shadow_offsets = {
monster_name = {
x = 1,
y = 1
},
health_values = {
x = 1,
y = 1
},
health_percentage = {
x = 1,
y = 1
}
},
colors = {
health_bar = {
remaining_health = 0xB952A674,
missing_health = 0xB9000000
},
monster_name = {
text = 0xFFE1F4CC,
shadow = 0xFF000000
},
health_values = {
text = 0xFFFFFFFF,
shadow = 0xFF000000
},
health_percentage = {
text = 0xFFFFFFFF,
shadow = 0xFF000000
}
}
};
local time_UI = {
enabled = true,
shadow = true,
position = {
x = 65,
y = 189,
--Possible values: "top_left", "top_right", "bottom_left", "bottom_right"
anchor = "top_left"
},
shadow_offset = {
x = 1,
y = 1
},
colors = {
text = 0xFFE1F4CC,
shadow = 0xFF000000
}
};
local damage_meter_UI = {
enabled = true,
visibility = {
damage_bar = true,
player_damage = true,
total_damage = true,
damage_percentage = true
},
shadows = {
damage_values = true,
damage_percentage = true
},
position = {
x = 450,
y = 75,
--Possible values: "top_left", "top_right", "bottom_left", "bottom_right"
anchor = "bottom_left"
},
offsets = {
damage_bar = {
x = 0,
y = 17
},
damage_values = {
x = 5,
y = 0
},
damage_percentage = {
x = 155,
y = 0
}
},
damage_bar = {
width = 200,
height = 3
},
shadow_offsets = {
damage_values = {
x = 1,
y = 1
},
damage_percentage = {
x = 1,
y = 1
}
},
colors = {
damage_bar = {
player_damage = 0xA7F4A3CC,
others_damage = 0xA7000000
},
damage_values = {
text = 0xFFE1F4CC,
shadow = 0xFF000000
},
damage_percentage = {
text = 0xFFE1F4CC,
shadow = 0xFF000000
},
}
};
----------------------CUSTOMIZATION END----------------------
log.info("[monster_has_hp_bar.lua] loaded");
local status = "";
local monster_table = {};
local missing_monster_health = 0;
local previous_missing_monster_health = 0;
local memorized_missing_monster_health = 0;
local scene_manager = sdk.get_native_singleton("via.SceneManager");
if not scene_manager then
log.error("[monster_has_hp_bar.lua] No scene manager")
log.error("[monster_has_hp_bar.lua] No scene manager");
return
end
local scene_view = sdk.call_native_func(scene_manager, sdk.find_type_definition("via.SceneManager"), "get_MainView")
local scene_view = sdk.call_native_func(scene_manager, sdk.find_type_definition("via.SceneManager"), "get_MainView");
if not scene_view then
log.error("[monster_has_hp_bar.lua] No main view")
log.error("[monster_has_hp_bar.lua] No main view");
return
end
local size = scene_view:call("get_Size")
if not size then
log.error("[monster_has_hp_bar.lua] No scene view size")
return
end
local screen_width;
local screen_height;
local screen_width = size:get_field("w")
if not screen_width then
log.error("[monster_has_hp_bar.lua] No screen width")
return
end
function record_health(enemy)
if not enemy then
return;
end
local screen_height = size:get_field("h")
if not screen_height then
log.error("[monster_has_hp_bar.lua] No screen height")
return
end
function record_hp(enemy)
if not enemy then return end
local physical_param = enemy:get_field("<PhysicalParam>k__BackingField")
local physical_param = enemy:get_field("<PhysicalParam>k__BackingField");
if not physical_param then
status = "No physical param"
return
status = "No physical param";
return;
end
local vital_param = physical_param:call("getVital", 0, 0)
local vital_param = physical_param:call("getVital", 0, 0);
if not vital_param then
status = "No vital param"
return
status = "No vital param";
return;
end
local hp = vital_param:call("get_Current")
local max_hp = vital_param:call("get_Max")
local hp_entry = hp_table[enemy]
local health = vital_param:call("get_Current");
local max_health = vital_param:call("get_Max");
local missing_health = max_health - health;
local health_percentage = 1;
if max_health ~= 0 then
health_percentage = health / max_health;
end
local monster = monster_table[enemy];
if not hp_entry then
hp_entry = {}
hp_table[enemy] = hp_entry
monster = {};
monster_table[enemy] = monster;
-- Grab enemy name.
local message_manager = sdk.get_managed_singleton("snow.gui.MessageManager")
local message_manager = sdk.get_managed_singleton("snow.gui.MessageManager");
if not message_manager then
status = "No message manager"
return
status = "No message manager";
return;
end
local enemy_type = enemy:get_field("<EnemyType>k__BackingField")
local enemy_type = enemy:get_field("<EnemyType>k__BackingField");
if not enemy_type then
status = "No enemy type"
return
status = "No enemy type";
return;
end
local enemy_name = message_manager:call("getEnemyNameMessage", enemy_type)
hp_entry.name = enemy_name
local enemy_name = message_manager:call("getEnemyNameMessage", enemy_type);
monster.name = enemy_name;
end
hp_entry.hp = hp
hp_entry.max_hp = max_hp
monster.health = health;
monster.max_health = max_health;
monster.health_percentage = health_percentage;
monster.missing_health = missing_health;
end
local type_def = sdk.find_type_definition("snow.enemy.EnemyCharacterBase")
local update_method = type_def:get_method("update")
function get_window_size()
local size = scene_view:call("get_Size");
if not size then
log.error("[monster_has_hp_bar.lua] No scene view size");
return
end
screen_width = size:get_field("w");
if not screen_width then
log.error("[monster_has_hp_bar.lua] No screen width");
return
end
screen_height = size:get_field("h");
if not screen_height then
log.error("[monster_has_hp_bar.lua] No screen height");
return
end
end
function calculate_screen_coordinates(position)
if position.anchor == "top_left" then
return {x = position.x, y = position.y};
end
if position.anchor == "top_right" then
local screen_x = screen_width - position.x;
return {x = screen_x, y = position.y};
end
if position.anchor == "bottom_left" then
local screen_y = screen_height - position.y;
return {x = position.x, y = screen_y};
end
if position.anchor == "bottom_right" then
local screen_x = screen_width - position.x;
local screen_y = screen_height - position.y;
return {x = screen_x, y = screen_y};
end
return {x = position.x, y = position.y};
end
function disappearing_monster_fix()
if missing_monster_health < previous_missing_monster_health then
memorized_missing_monster_health = memorized_missing_monster_health + previous_missing_monster_health - missing_monster_health;
end
previous_missing_monster_health = missing_monster_health;
end
local type_def = sdk.find_type_definition("snow.enemy.EnemyCharacterBase");
local update_method = type_def:get_method("update");
sdk.hook(update_method, function(args)
record_hp(sdk.to_managed_object(args[2]))
end, function(retval) end)
record_health(sdk.to_managed_object(args[2]));
end, function(retval) end);
re.on_draw_ui(function()
if string.len(status) > 0 then
imgui.text("[monster_has_hp_bar.lua] Status: " .. status)
imgui.text("[monster_has_hp_bar.lua] Status: " .. status);
end
end)
local shadow_shift_x = 1
local shadow_shift_y = 1
local missing_monster_hp = 0;
end);
re.on_frame(function()
monster_hp();
quest_time();
dps_meter();
missing_monster_health = -1;
get_window_size();
status = ""
if monster_UI.enabled then
monster_health();
end
if time_UI.enabled then
quest_time();
end
if damage_meter_UI.enabled then
damage_meter();
end
end)
function monster_hp()
--[[
local player_manager = sdk.get_managed_singleton("snow.player.PlayerManager")
if not player_manager then
status = "No player manager"
return
end
function monster_health()
missing_monster_health = 0;
local player = player_manager:call("findMasterPlayer")
if not player then
status = "No local player"
return
end
local player_game_object = player:call("get_GameObject")
if not player_game_object then
status = "No local player game object"
return
end
local player_transform = player_game_object:call("get_Transform")
if not player_transform then
status = "No local player transform"
return
end
local player_position = player_transform:call("get_Position")
if not player_position then
status = "No local player position"
return
end
--]]
local enemy_manager = sdk.get_managed_singleton("snow.enemy.EnemyManager")
local enemy_manager = sdk.get_managed_singleton("snow.enemy.EnemyManager");
if not enemy_manager then
status = "No enemy manager"
return
end
--local closest_enemy = nil
--local closest_dist = 999999
missing_monster_hp = 0
status = "No enemy manager";
return;
end
for i = 0, 4 do
local enemy = enemy_manager:call("getBossEnemy", i)
local enemy = enemy_manager:call("getBossEnemy", i);
if not enemy then
break
break;
end
local hp_entry = hp_table[enemy]
if not hp_entry then
status = "No hp entry"
break
local monster = monster_table[enemy];
if not monster then
status = "No hp entry";
break;
end
--[[
local enemy_game_object = enemy:call("get_GameObject")
if not enemy_game_object then
status = "No enemy game object"
break
end
missing_monster_health = missing_monster_health + monster.missing_health;
local enemy_transform = enemy_game_object:call("get_Transform")
if not enemy_transform then
status = "No enemy transform"
break
end
local screen_position = calculate_screen_coordinates(monster_UI.position);
screen_position.x = screen_position.x + monster_UI.spacing * i;
local enemy_position = enemy_transform:call("get_Position")
if not enemy_position then
status = "No enemy position"
break
end
if monster_UI.visibility.health_bar then
local health_bar_remaining_health_width = monster_UI.health_bar.width * monster.health_percentage;
local health_bar_missing_health_width = monster_UI.health_bar.width - health_bar_remaining_health_width;
local distance = (player_position - enemy_position):length()
--remaining health
draw.filled_rect(screen_position.x + monster_UI.offsets.health_bar.x, screen_position.y + monster_UI.offsets.health_bar.y, health_bar_remaining_health_width, monster_UI.health_bar.height, monster_UI.colors.health_bar.remaining_health);
--missing health
draw.filled_rect(screen_position.x + monster_UI.offsets.health_bar.x + health_bar_remaining_health_width, screen_position.y + monster_UI.offsets.health_bar.y, health_bar_missing_health_width, monster_UI.health_bar.height, monster_UI.colors.health_bar.missing_health);
end
if distance < closest_dist then
closest_dist = distance
closest_enemy = enemy
end
--]]
if monster_UI.visibility.monster_name then
if monster_UI.shadows.monster_name then
--monster name shadow
draw.text(monster.name, screen_position.x + monster_UI.offsets.monster_name.x + monster_UI.shadow_offsets.monster_name.x, screen_position.y + monster_UI.offsets.monster_name.y + monster_UI.shadow_offsets.monster_name.y, monster_UI.colors.monster_name.shadow);
end
local width = 200
local height = 20
--monster name
draw.text(monster.name, screen_position.x + monster_UI.offsets.monster_name.x, screen_position.y + monster_UI.offsets.monster_name.y, monster_UI.colors.monster_name.text);
end
local spacing = 20
if monster_UI.visibility.current_health or monster_UI.visibility.max_health then
local health_values = "";
if monster_UI.visibility.current_health then
health_values = string.format("%d", monster.health);
end
if monster_UI.visibility.max_health then
if monster_UI.visibility.current_health then
health_values = health_values .. "/";
end
local x = 450 + width * i + spacing * i
local y = screen_height - 27
health_values = health_values .. string.format("%d", monster.max_health);
end
missing_monster_hp = missing_monster_hp + (hp_entry.max_hp - hp_entry.hp)
if monster_UI.shadows.health_values then
--health values shadow
draw.text(health_values, screen_position.x + monster_UI.offsets.health_values.x + monster_UI.shadow_offsets.health_values.x, screen_position.y + monster_UI.offsets.health_values.y + monster_UI.shadow_offsets.health_values.y, monster_UI.colors.health_values.shadow);
end
--health values
draw.text(health_values, screen_position.x + monster_UI.offsets.health_values.x, screen_position.y + monster_UI.offsets.health_values.y, monster_UI.colors.health_values.text);
end
local hp_percent = hp_entry.hp / hp_entry.max_hp
local hp_width = width * hp_percent
local missing_hp_width = width - hp_width
local text_name = hp_entry.name
local text_hp = string.format("%d/%d\t(%d%%)", hp_entry.hp, hp_entry.max_hp, math.floor(hp_percent * 100))
if monster_UI.visibility.health_percentage then
local health_percentage_text = string.format("%3.1f%%", 100 * monster.health_percentage);
--border
--draw.filled_rect(x - 1, y - 1, width + 2, height + 2, 0xAA000000)
--missing hp
draw.filled_rect(x + hp_width, y, missing_hp_width, height, 0xB9000000)
--remaining hp
draw.filled_rect(x, y, hp_width, height, 0xB952A674)
--text shadow
draw.text(text_name, x + 5 + shadow_shift_x, y - height + shadow_shift_y + 2, 0xFF000000)
draw.text(text_hp, x + shadow_shift_x + width / 4, y + shadow_shift_y + 2, 0xFF000000)
--text itself
draw.text(text_name, x + 5, y - height + 2, 0xFFE1F4CC)
draw.text(text_hp, x + width / 4, y + 2, 0xFFFFFFFF)
status = ""
if monster_UI.shadows.health_percentage then
--health percentage shadow
draw.text(health_percentage_text, screen_position.x + monster_UI.offsets.health_percentage.x + monster_UI.shadow_offsets.health_percentage.x, screen_position.y + monster_UI.offsets.health_percentage.y + monster_UI.shadow_offsets.health_percentage.y, monster_UI.colors.health_percentage.shadow);
end
--health percentage
draw.text(health_percentage_text, screen_position.x + monster_UI.offsets.health_percentage.x, screen_position.y + monster_UI.offsets.health_percentage.y, monster_UI.colors.health_percentage.text);
end
end
--[[
if not closest_enemy then
hp_table = {}
status = "No enemy"
return
end
local hp_entry = hp_table[closest_enemy]
if not hp_entry then
status = "No hp entry"
return
end
local x = 0
local y = 0
local w = screen_width
local h = 20
local hp_percent = hp_entry.hp / hp_entry.max_hp
local hp_w = w * hp_percent
local missing_hp_w = w - hp_w
draw.filled_rect(x + hp_w, y, missing_hp_w, h, 0xAA000000)
draw.filled_rect(x, y, hp_w, h, 0xAA228B22)
draw.text(hp_entry.name .. "\t" .. math.floor(hp_percent * 100) .. "%\t" .. hp_entry.hp .. "/" .. hp_entry.max_hp, x + 5, y + 2, 0xFFFFFFFF)
status = ""
--]]
disappearing_monster_fix();
end
function quest_time()
local quest_manager = sdk.get_managed_singleton("snow.QuestManager")
local quest_manager = sdk.get_managed_singleton("snow.QuestManager");
if not quest_manager then
status = "No quest manager"
return
status = "No quest manager";
return;
end
local quest_time_elapsed_minutes = quest_manager:call("getQuestElapsedTimeMin");
if not quest_time_elapsed_minutes then
status = "No quest time elapsed minutes"
return
status = "No quest time elapsed minutes";
return;
end
local quest_time_total_elapsed_seconds = quest_manager:call("getQuestElapsedTimeSec");
if not quest_time_total_elapsed_seconds then
status = "No quest time total elapsed seconds"
return
status = "No quest time total elapsed seconds";
return;
end
if quest_time_total_elapsed_seconds == 0 then
return
return;
end
local quest_time_elapsed_seconds = quest_time_total_elapsed_seconds - quest_time_elapsed_minutes * 60
local quest_time_elapsed_seconds = quest_time_total_elapsed_seconds - quest_time_elapsed_minutes * 60;
local elapsed_time = string.format("%02d:%06.3f", quest_time_elapsed_minutes, quest_time_elapsed_seconds)
local elapsed_time_text = string.format("%02d:%06.3f", quest_time_elapsed_minutes, quest_time_elapsed_seconds);
local x = 65
local y = 189
--shadow
draw.text(elapsed_time, x + shadow_shift_x, y + shadow_shift_y, 0xFF000000)
local screen_position = calculate_screen_coordinates(time_UI.position);
if time_UI.shadow then
--shadow
draw.text(elapsed_time_text, screen_position.x + time_UI.shadow_offset.x, screen_position.y + time_UI.shadow_offset.y, time_UI.colors.shadow);
end
--text
draw.text(elapsed_time, x, y, 0xFFE1F4CC)
draw.text(elapsed_time_text, screen_position.x, screen_position.y, time_UI.colors.text);
end
function dps_meter()
local player_manager = sdk.get_managed_singleton("snow.player.PlayerManager")
function damage_meter()
if missing_monster_health == -1 then
missing_monster_health = 0;
local enemy_manager = sdk.get_managed_singleton("snow.enemy.EnemyManager");
if not enemy_manager then
status = "No enemy manager";
return;
end
for i = 0, 4 do
local enemy = enemy_manager:call("getBossEnemy", i);
if not enemy then
break;
end
local monster = monster_table[enemy];
if not monster then
status = "No health entry";
break;
end
missing_monster_health = missing_monster_health + monster.missing_health;
disappearing_monster_fix();
end
end
if missing_monster_health == 0 then
return;
end
local player_manager = sdk.get_managed_singleton("snow.player.PlayerManager");
if not player_manager then
status = "No player manager"
return
status = "No player manager";
return;
end
local player = player_manager:call("findMasterPlayer")
local player = player_manager:call("findMasterPlayer");
if not player then
status = "No local player"
return
status = "No local player";
return;
end
local quest_manager = sdk.get_managed_singleton("snow.QuestManager")
local quest_manager = sdk.get_managed_singleton("snow.QuestManager");
if not quest_manager then
status = "No quest manager"
return
status = "No quest manager";
return;
end
local kpi_data = quest_manager:call("get_KpiData");
local kpi_data = quest_manager:call("get_KpiData");;
if not kpi_data then
status = "No kpi data"
return
status = "No kpi data";
return;
end
local player_total_attack_damage = kpi_data:call("get_PlayerTotalAttackDamage");
if not player_total_attack_damage then
status = "No player total attack damage"
return
status = "No player total attack damage";
return;
end
local player_total_elemental_attack_damage = kpi_data:call("get_PlayerTotalElementalAttackDamage");
if not player_total_elemental_attack_damage then
status = "No player total elemental attack damage"
return
status = "No player total elemental attack damage";
return;
end
local player_total_status_ailments_damage = kpi_data:call("get_PlayerTotalStatusAilmentsDamage");
if not player_total_status_ailments_damage then
status = "No player total status ailments damage"
return
status = "No player total status ailments damage";
return;
end
if missing_monster_hp == 0 then
return
end
local player_total_damage = player_total_attack_damage + player_total_elemental_attack_damage + player_total_status_ailments_damage;
local total_missing_monster_health = missing_monster_health + memorized_missing_monster_health;
local player_damage_percentage = player_total_damage / total_missing_monster_health ;
local player_total_damage = player_total_attack_damage + player_total_elemental_attack_damage + player_total_status_ailments_damage
local screen_position = calculate_screen_coordinates(damage_meter_UI.position);
local x = 450
local y = screen_height - 75
local width = 200
local height = 3
if damage_meter_UI.visibility.damage_bar then
local damage_bar_player_damage_width = damage_meter_UI.damage_bar.width * player_damage_percentage;
local damage_bar_others_damage_width = damage_meter_UI.damage_bar.width - damage_bar_player_damage_width;
local bar_shift = 17
--player damage
draw.filled_rect(screen_position.x + damage_meter_UI.offsets.damage_bar.x, screen_position.y + damage_meter_UI.offsets.damage_bar.y, damage_bar_player_damage_width, damage_meter_UI.damage_bar.height, damage_meter_UI.colors.damage_bar.player_damage);
--others damage
draw.filled_rect(screen_position.x + damage_meter_UI.offsets.damage_bar.x + damage_bar_player_damage_width, screen_position.y + damage_meter_UI.offsets.damage_bar.y, damage_bar_others_damage_width, damage_meter_UI.damage_bar.height, damage_meter_UI.colors.damage_bar.others_damage);
end
local dealt_damage_percent = player_total_damage / missing_monster_hp
local dealt_damage_bar_width = width * dealt_damage_percent
local rest_bar_width = width - dealt_damage_bar_width
local damage_text = string.format("%d/%d\t", player_total_damage, missing_monster_hp);
local damage_percent_text = string.format("%5.1f%%", 100 * dealt_damage_percent);
if damage_meter_UI.visibility.player_damage or damage_meter_UI.visibility.total_damage then
local damage_values = "";
if damage_meter_UI.visibility.player_damage then
damage_values = string.format("%d", player_total_damage);
end
--rest of the bar
draw.filled_rect(x + dealt_damage_bar_width, y + bar_shift, rest_bar_width, height, 0xA7000000)
--dealt_damage
draw.filled_rect(x, y + bar_shift, dealt_damage_bar_width, height, 0xA7F4A3CC)
if damage_meter_UI.visibility.total_damage then
if damage_meter_UI.visibility.player_damage then
damage_values = damage_values .. "/";
end
--Damage
--shadow
draw.text(damage_text, x + 5 + shadow_shift_x, y + shadow_shift_y, 0xFF000000)
--text
draw.text(damage_text, x + 5, y, 0xFFE1F4CC)
--Percent
--shadow
draw.text(damage_percent_text , x - 45 + width + shadow_shift_x, y + shadow_shift_y, 0xFF000000)
--text
draw.text(damage_percent_text, x - 45 + width, y, 0xFFE1F4CC)
damage_values = damage_values .. string.format("%d", total_missing_monster_health);
end
if damage_meter_UI.shadows.damage_values then
--health values shadow
draw.text(damage_values, screen_position.x + damage_meter_UI.offsets.damage_values.x + damage_meter_UI.shadow_offsets.damage_values.x, screen_position.y + damage_meter_UI.offsets.damage_values.y + damage_meter_UI.shadow_offsets.damage_values.y, damage_meter_UI.colors.damage_values.shadow);
end
--health values
draw.text(damage_values, screen_position.x + damage_meter_UI.offsets.damage_values.x, screen_position.y + damage_meter_UI.offsets.damage_values.y, damage_meter_UI.colors.damage_values.text);
end
if damage_meter_UI.visibility.damage_percentage then
local damage_percentage_text = string.format("%3.1f%%", 100 * player_damage_percentage);
if damage_meter_UI.shadows.damage_percentage then
--health percentage shadow
draw.text(damage_percentage_text, screen_position.x + damage_meter_UI.offsets.damage_percentage.x + damage_meter_UI.shadow_offsets.damage_percentage.x, screen_position.y + damage_meter_UI.offsets.damage_percentage.y + damage_meter_UI.shadow_offsets.damage_percentage.y, damage_meter_UI.colors.damage_percentage.shadow);
end
--health percentage
draw.text(damage_percentage_text, screen_position.x + damage_meter_UI.offsets.damage_percentage.x, screen_position.y + damage_meter_UI.offsets.damage_percentage.y, damage_meter_UI.colors.damage_percentage.text);
end
end