local large_monster = {}; local singletons; local customization_menu; local config; local table_helpers; local health_UI_entity; local stamina_UI_entity; local rage_UI_entity; local screen; local drawing; local body_part; large_monster.list = {}; function large_monster.new(enemy) local monster = {}; monster.is_large = true; monster.id = 0; monster.health = 0; monster.max_health = 999999; monster.health_percentage = 0; monster.missing_health = 0; monster.capture_health = 0; monster.stamina = 0; monster.max_stamina = 1000; monster.stamina_percentage = 0; monster.missing_stamina = 0; monster.is_in_rage = false; monster.rage_point = 0; monster.rage_limit = 3000; monster.rage_timer = 0; monster.rage_duration = 600; monster.rage_count = 0; monster.rage_percentage = 0; monster.rage_total_seconds_left = 0; monster.rage_minutes_left = 0; monster.rage_seconds_left = 0; monster.rage_timer_percentage = 0; monster.position = Vector3f.new(0, 0, 0); monster.name = "Large Monster"; monster.size = 1; monster.small_border = 0; monster.big_border = 5; monster.king_border = 10; monster.crown = ""; monster.parts = {}; large_monster.init(monster, enemy); large_monster.init_static_UI(monster); large_monster.init_dynamic_UI(monster); if large_monster.list[enemy] == nil then large_monster.list[enemy] = monster; end return monster; end function large_monster.get_monster(enemy) if large_monster.list[enemy] == nil then return large_monster.new(enemy); end return large_monster.list[enemy]; end function large_monster.init(monster, enemy) local enemy_type = enemy:get_field("k__BackingField"); if enemy_type == nil then customization_menu.status = "No enemy type"; return; end monster.id = enemy_type; local enemy_name = singletons.message_manager:call("getEnemyNameMessage", enemy_type); if enemy_name ~= nil then monster.name = enemy_name; end local size_info = singletons.enemy_manager:call("findEnemySizeInfo", enemy_type); if size_info ~= nil then local small_border = size_info:call("get_SmallBorder"); local big_border = size_info:call("get_BigBorder"); local king_border = size_info:call("get_KingBorder"); local size = enemy:call("get_MonsterListRegisterScale"); if small_border ~= nil then monster.small_border = small_border; end if big_border ~= nil then monster.big_border = big_border; end if king_border ~= nil then monster.king_border = king_border; end if size ~= nil then monster.size = size; end if monster.size <= monster.small_border then monster.crown = "Mini"; elseif monster.size >= monster.king_border then monster.crown = "Gold"; elseif monster.size >= monster.big_border then monster.crown = "Silver"; end end end function large_monster.init_static_UI(monster) monster.static_name_label = table_helpers.deep_copy(config.current_config.large_monster_UI.static.monster_name_label); monster.health_static_UI = health_UI_entity.new( config.current_config.large_monster_UI.static.health.visibility, config.current_config.large_monster_UI.static.health.bar, config.current_config.large_monster_UI.static.health.text_label, config.current_config.large_monster_UI.static.health.value_label, config.current_config.large_monster_UI.static.health.percentage_label ); monster.stamina_static_UI = stamina_UI_entity.new( config.current_config.large_monster_UI.static.stamina.visibility, config.current_config.large_monster_UI.static.stamina.bar, config.current_config.large_monster_UI.static.stamina.text_label, config.current_config.large_monster_UI.static.stamina.value_label, config.current_config.large_monster_UI.static.stamina.percentage_label ); monster.rage_static_UI = rage_UI_entity.new( config.current_config.large_monster_UI.static.rage.visibility, config.current_config.large_monster_UI.static.rage.bar, config.current_config.large_monster_UI.static.rage.text_label, config.current_config.large_monster_UI.static.rage.value_label, config.current_config.large_monster_UI.static.rage.percentage_label ); for REpart, part in pairs(monster.parts) do body_part.init_static_UI(part); end end function large_monster.init_dynamic_UI(monster) monster.dynamic_name_label = table_helpers.deep_copy(config.current_config.large_monster_UI.dynamic.monster_name_label); monster.health_dynamic_UI = health_UI_entity.new( config.current_config.large_monster_UI.dynamic.health.visibility, config.current_config.large_monster_UI.dynamic.health.bar, config.current_config.large_monster_UI.dynamic.health.text_label, config.current_config.large_monster_UI.dynamic.health.value_label, config.current_config.large_monster_UI.dynamic.health.percentage_label ); monster.stamina_dynamic_UI = stamina_UI_entity.new( config.current_config.large_monster_UI.dynamic.stamina.visibility, config.current_config.large_monster_UI.dynamic.stamina.bar, config.current_config.large_monster_UI.dynamic.stamina.text_label, config.current_config.large_monster_UI.dynamic.stamina.value_label, config.current_config.large_monster_UI.dynamic.stamina.percentage_label ); monster.rage_dynamic_UI = rage_UI_entity.new( config.current_config.large_monster_UI.dynamic.rage.visibility, config.current_config.large_monster_UI.dynamic.rage.bar, config.current_config.large_monster_UI.dynamic.rage.text_label, config.current_config.large_monster_UI.dynamic.rage.value_label, config.current_config.large_monster_UI.dynamic.rage.percentage_label ); for REpart, part in pairs(monster.parts) do body_part.init_dynamic_UI(part); end end function large_monster.update(enemy) if enemy == nil then return; end local monster = large_monster.get_monster(enemy); local physical_param = enemy:get_field("k__BackingField"); if physical_param == nil then customization_menu.status = "No physical param"; return; end local vital_param = physical_param:call("getVital", 0, 0); if vital_param == nil then customization_menu.status = "No vital param"; return; end local health = vital_param:call("get_Current"); local max_health = vital_param:call("get_Max"); local capture_health = physical_param:call("get_CaptureHpVital"); local stamina_param = enemy:get_field("k__BackingField"); if stamina_param == nil then customization_menu.status = "No stamina param"; return; end local stamina = stamina_param:call("getStamina"); local max_stamina = stamina_param:call("getMaxStamina"); local anger_param = enemy:get_field("k__BackingField"); if anger_param == nil then customization_menu.status = "No anger param"; return; end local is_in_rage = anger_param:call("isAnger"); local rage_point = anger_param:call("get_AngerPoint"); local rage_limit = anger_param:call("get_LimitAnger"); local rage_timer = anger_param:call("get_Timer"); local rage_duration = anger_param:call("get_TimerAnger"); local rage_count = anger_param:call("get_CountAnger"); local vital_list = physical_param:get_field("_VitalList"); if vital_list == nil then customization_menu.status = "No vital list"; return; end local vital_list_count = vital_list:call("get_Count"); if vital_list_count == nil or vital_list_count < 2 then customization_menu.status = "No vital list count"; return; end local part_list = vital_list:call("get_Item", 1); if part_list == nil then customization_menu.status = "No part list"; return; end local part_list_count = part_list:call("get_Count"); if part_list_count == nil then customization_menu.status = "No part list count"; return; end local last_REpart = part_list:call("get_Item", part_list_count - 1); local last_REpart_health = 9999999; if last_REpart ~= nil then local _last_REpart_health = last_REpart:call("get_Current"); if last_REpart_health ~= nil then last_REpart_health = _last_REpart_health; end end local part_id = 1; for i = 0, part_list_count - 1 do local REpart = part_list:call("get_Item", i); if REpart == nil then goto continue; end local part_health = REpart:call("get_Current"); if part_health == nil then goto continue; end if part_health == last_REpart_health then break; end local part_max_health = REpart:call("get_Max"); if part_max_health == nil or part_max_health <= 0 then goto continue; end local part = monster.parts[REpart]; if part == nil then part = body_part.new(REpart, part_id); monster.parts[REpart] = part; end body_part.update(part, part_health, part_max_health); part_id = part_id + 1; ::continue:: end local enemy_game_object = enemy:call("get_GameObject"); if enemy_game_object == nil then customization_menu.status = "No enemy game object"; return; end local enemy_transform = enemy_game_object:call("get_Transform"); if enemy_transform == nil then customization_menu.status = "No enemy transform"; return; end local position = enemy_transform:call("get_Position"); if not position then customization_menu.status = "No enemy position"; return; end if health ~= nil then monster.health = health; end if max_health ~= nil then monster.max_health = max_health; end if capture_health ~= nil then monster.capture_health = capture_health; end if max_health ~= nil and health ~= nil then monster.missing_health = max_health - health; if max_health ~= 0 then monster.health_percentage = health / max_health; end end if position ~= nil then monster.position = position; end if stamina ~= nil then monster.stamina = stamina; end if max_stamina ~= nil then monster.max_stamina = max_stamina; end if max_stamina ~= nil and stamina ~= nil then monster.missing_stamina = max_stamina - stamina; if max_stamina ~= 0 then monster.stamina_percentage = stamina / max_stamina; end end if is_in_rage ~= nil then monster.is_in_rage = is_in_rage; end if rage_point ~= nil then monster.rage_point = rage_point; end if rage_limit ~= nil then monster.rage_limit = rage_limit; end if rage_point ~= nil and rage_limit ~= nil then if rage_limit ~= 0 then monster.rage_percentage = rage_point / rage_limit; end end if rage_timer ~= nil then monster.rage_timer = rage_timer; end if rage_duration ~= nil then monster.rage_duration = rage_duration; end if rage_timer ~= nil and rage_duration ~= nil and monster.is_in_rage then monster.rage_total_seconds_left = rage_duration - rage_timer; if monster.rage_total_seconds_left < 0 then monster.rage_total_seconds_left = 0; end monster.rage_minutes_left = math.floor(monster.rage_total_seconds_left / 60); monster.rage_seconds_left = monster.rage_total_seconds_left - 60 * monster.rage_minutes_left; if rage_duration ~= 0 then monster.rage_timer_percentage = monster.rage_total_seconds_left / rage_duration; end end if rage_count ~= nil then monster.rage_count = rage_count; end end function large_monster.draw_dynamic(monster, position_on_screen, opacity_scale) local monster_name_text = ""; if config.current_config.large_monster_UI.dynamic.monster_name_label.include.monster_name then monster_name_text = string.format("%s ", monster.name); end if config.current_config.large_monster_UI.dynamic.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.dynamic.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.dynamic.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 drawing.draw_label(monster.dynamic_name_label, position_on_screen, opacity_scale, monster_name_text .. " " .. tostring(monster.id)); health_UI_entity.draw(monster, monster.health_dynamic_UI, position_on_screen, opacity_scale); stamina_UI_entity.draw(monster, monster.stamina_dynamic_UI, position_on_screen, opacity_scale); rage_UI_entity.draw(monster, monster.rage_dynamic_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.dynamic.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.dynamic.parts.sorting.type == "Normal" then if config.current_config.large_monster_UI.dynamic.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.dynamic.parts.sorting.type == "Health" then if config.current_config.large_monster_UI.dynamic.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.dynamic.parts.sorting.type == "Health Percentage" then if config.current_config.large_monster_UI.dynamic.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.dynamic.parts.offset.x + config.current_config.large_monster_UI.dynamic.parts.spacing.x * (j - 1), y = position_on_screen.y + config.current_config.large_monster_UI.dynamic.parts.offset.y + config.current_config.large_monster_UI.dynamic.parts.spacing.y * (j - 1); } body_part.draw_dynamic(part, part_position_on_screen, opacity_scale); end end function large_monster.draw_static(monster, position_on_screen, opacity_scale) local monster_name_text = ""; if config.current_config.large_monster_UI.static.monster_name_label.include.monster_name then monster_name_text = string.format("%s ", monster.name); end if config.current_config.large_monster_UI.static.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.static.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.static.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 drawing.draw_label(monster.static_name_label, position_on_screen, opacity_scale, monster_name_text .. " " .. tostring(monster.id)); health_UI_entity.draw(monster, monster.health_static_UI, position_on_screen, opacity_scale); stamina_UI_entity.draw(monster, monster.stamina_static_UI, position_on_screen, opacity_scale); rage_UI_entity.draw(monster, monster.rage_static_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.static.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.static.parts.sorting.type == "Normal" then if config.current_config.large_monster_UI.static.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.static.parts.sorting.type == "Health" then if config.current_config.large_monster_UI.static.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.static.parts.sorting.type == "Health Percentage" then if config.current_config.large_monster_UI.static.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.static.parts.offset.x + config.current_config.large_monster_UI.static.parts.spacing.x * (j - 1), y = position_on_screen.y + config.current_config.large_monster_UI.static.parts.offset.y + config.current_config.large_monster_UI.static.parts.spacing.y * (j - 1); } body_part.draw_static(part, part_position_on_screen, opacity_scale); end end function large_monster.init_list() large_monster.list = {}; end function large_monster.init_module() singletons = require("MHR_Overlay.Game_Handler.singletons"); customization_menu = require("MHR_Overlay.UI.customization_menu"); config = require("MHR_Overlay.Misc.config"); table_helpers = require("MHR_Overlay.Misc.table_helpers"); body_part = require("MHR_Overlay.Monsters.body_part"); health_UI_entity = require("MHR_Overlay.UI.UI_Entities.health_UI_entity"); stamina_UI_entity = require("MHR_Overlay.UI.UI_Entities.stamina_UI_entity"); rage_UI_entity = require("MHR_Overlay.UI.UI_Entities.rage_UI_entity"); screen = require("MHR_Overlay.Game_Handler.screen"); drawing = require("MHR_Overlay.UI.drawing"); end return large_monster;