local monster = {}; local small_monster; local large_monster; local config; local enemy_character_base_type_def = sdk.find_type_definition("snow.enemy.EnemyCharacterBase"); local enemy_character_base_type_def_update_method = enemy_character_base_type_def:get_method("update"); local is_boss_enemy_method = sdk.find_type_definition("snow.enemy.EnemyCharacterBase"):get_method("get_isBossEnemy"); sdk.hook(enemy_character_base_type_def_update_method, function(args) monster.update_monster(sdk.to_managed_object(args[2])); end, function(retval) return retval; end); 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) function monster.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]; if is_large == nil then return; end if updated_monsters[enemy] then -- 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). if is_large then large_monster.update_position(enemy); if not config.current_config.global_settings.performance.prioritize_large_monsters then return end else small_monster.update_position(enemy); return; end end -- only updates N monsters per tick to increase performance if tick_count == last_update_tick then if updates_this_tick >= config.current_config.global_settings.performance.max_monster_updates_per_tick then -- 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). if is_large then large_monster.update_position(enemy); if not config.current_config.global_settings.performance.prioritize_large_monsters then return end else small_monster.update_position(enemy); return; end end end updates_this_tick = updates_this_tick + 1; last_update_tick = tick_count; num_updated_monsters = num_updated_monsters + 1; updated_monsters[enemy] = true; -- actually update the enemy now. we don't do this very often -- due to how much CPU time it takes to update each monster. if is_large then large_monster.update(enemy); else small_monster.update(enemy); end end function monster.init_module() small_monster = require("MHR_Overlay.Monsters.small_monster"); large_monster = require("MHR_Overlay.Monsters.large_monster"); config = require("MHR_Overlay.Misc.config"); end return monster;