Added highlighted large monster UI.

This commit is contained in:
GreenComfyTea
2022-02-14 21:02:40 +02:00
parent b514c07187
commit fa494d7d56
14 changed files with 2381 additions and 99 deletions

View File

@@ -61,11 +61,11 @@ function large_monster.new(enemy)
monster.crown = "";
monster.parts = {};
large_monster.init(monster, enemy);
large_monster.init_static_UI(monster);
large_monster.init_dynamic_UI(monster);
large_monster.init_highlighted_UI(monster);
if large_monster.list[enemy] == nil then
large_monster.list[enemy] = monster;
@@ -215,6 +215,41 @@ function large_monster.init_dynamic_UI(monster)
end
end
function large_monster.init_highlighted_UI(monster)
monster.highlighted_name_label = table_helpers.deep_copy(config.current_config.large_monster_UI.highlighted.monster_name_label);
monster.health_highlighted_UI = health_UI_entity.new(
config.current_config.large_monster_UI.highlighted.health.visibility,
config.current_config.large_monster_UI.highlighted.health.bar,
config.current_config.large_monster_UI.highlighted.health.text_label,
config.current_config.large_monster_UI.highlighted.health.value_label,
config.current_config.large_monster_UI.highlighted.health.percentage_label
);
monster.health_highlighted_UI.bar.colors = config.current_config.large_monster_UI.highlighted.health.bar.normal_colors;
monster.stamina_highlighted_UI = stamina_UI_entity.new(
config.current_config.large_monster_UI.highlighted.stamina.visibility,
config.current_config.large_monster_UI.highlighted.stamina.bar,
config.current_config.large_monster_UI.highlighted.stamina.text_label,
config.current_config.large_monster_UI.highlighted.stamina.value_label,
config.current_config.large_monster_UI.highlighted.stamina.percentage_label
);
monster.rage_highlighted_UI = rage_UI_entity.new(
config.current_config.large_monster_UI.highlighted.rage.visibility,
config.current_config.large_monster_UI.highlighted.rage.bar,
config.current_config.large_monster_UI.highlighted.rage.text_label,
config.current_config.large_monster_UI.highlighted.rage.value_label,
config.current_config.large_monster_UI.highlighted.rage.percentage_label,
config.current_config.large_monster_UI.highlighted.rage.timer_label
);
for REpart, part in pairs(monster.parts) do
body_part.init_highlighted_UI(part);
end
end
local physical_param_field = enemy_character_base_type_def:get_field("<PhysicalParam>k__BackingField");
local status_param_field = enemy_character_base_type_def:get_field("<StatusParam>k__BackingField")
local stamina_param_field = enemy_character_base_type_def:get_field("<StaminaParam>k__BackingField")
@@ -671,6 +706,92 @@ function large_monster.draw_static(monster, position_on_screen, opacity_scale)
end
end
function large_monster.draw_highlighted(monster, position_on_screen, opacity_scale)
local monster_name_text = "";
if config.current_config.large_monster_UI.highlighted.monster_name_label.include.monster_name then
monster_name_text = string.format("%s ", monster.name);
end
if config.current_config.large_monster_UI.highlighted.monster_name_label.include.crown and monster.crown ~= "" then
monster_name_text = monster_name_text .. string.format("%s ", monster.crown);
end
if config.current_config.large_monster_UI.highlighted.monster_name_label.include.size then
monster_name_text = monster_name_text .. string.format("#%.0f ", 100 * monster.size);
end
if config.current_config.large_monster_UI.highlighted.monster_name_label.include.scrown_thresholds then
monster_name_text = monster_name_text .. string.format("<=%.0f >=%.0f >=%.0f", 100 * monster.small_border,
100 * monster.big_border, 100 * monster.king_border);
end
if monster.health < monster.capture_health then
monster.health_highlighted_UI.bar.colors = config.current_config.large_monster_UI.highlighted.health.bar.capture_colors;
else
monster.health_highlighted_UI.bar.colors = config.current_config.large_monster_UI.highlighted.health.bar.normal_colors;
end
drawing.draw_label(monster.highlighted_name_label, position_on_screen, opacity_scale, monster_name_text);
health_UI_entity.draw(monster, monster.health_highlighted_UI, position_on_screen, opacity_scale);
drawing.draw_capture_line(monster.health_highlighted_UI.bar, position_on_screen, opacity_scale, monster.capture_percentage);
stamina_UI_entity.draw(monster, monster.stamina_highlighted_UI, position_on_screen, opacity_scale);
rage_UI_entity.draw(monster, monster.rage_highlighted_UI, position_on_screen, opacity_scale);
--sort parts here
local displayed_parts = {};
for REpart, part in pairs(monster.parts) do
if config.current_config.large_monster_UI.highlighted.parts.settings.hide_undamaged_parts and part.health == part.max_health and part.break_count == 0 then
goto continue;
end
table.insert(displayed_parts, part);
::continue::
end
if config.current_config.large_monster_UI.highlighted.parts.sorting.type == "Normal" then
if config.current_config.large_monster_UI.highlighted.parts.sorting.reversed_order then
table.sort(displayed_parts, function(left, right)
return left.id > right.id;
end);
else
table.sort(displayed_parts, function(left, right)
return left.id < right.id;
end);
end
elseif config.current_config.large_monster_UI.highlighted.parts.sorting.type == "Health" then
if config.current_config.large_monster_UI.highlighted.parts.sorting.reversed_order then
table.sort(displayed_parts, function(left, right)
return left.health > right.health;
end);
else
table.sort(displayed_parts, function(left, right)
return left.health < right.health;
end);
end
elseif config.current_config.large_monster_UI.highlighted.parts.sorting.type == "Health Percentage" then
if config.current_config.large_monster_UI.highlighted.parts.sorting.reversed_order then
table.sort(displayed_parts, function(left, right)
return left.health_percentage > right.health_percentage;
end);
else
table.sort(displayed_parts, function(left, right)
return left.health_percentage < right.health_percentage;
end);
end
end
for j, part in ipairs(displayed_parts) do
local part_position_on_screen = {
x = position_on_screen.x + config.current_config.large_monster_UI.highlighted.parts.offset.x + config.current_config.large_monster_UI.highlighted.parts.spacing.x * (j - 1),
y = position_on_screen.y + config.current_config.large_monster_UI.highlighted.parts.offset.y + config.current_config.large_monster_UI.highlighted.parts.spacing.y * (j - 1);
}
body_part.draw_highlighted(part, part_position_on_screen, opacity_scale);
end
end
function large_monster.init_list()
large_monster.list = {};
end