local large_monster_UI = {}; local singletons; local config; local customization_menu; local large_monster; local screen; local player; local drawing; local table_helpers; local health_UI_entity; local stamina_UI_entity; local rage_UI_entity; function large_monster_UI.draw(dynamic_enabled, static_enabled) if singletons.enemy_manager == nil then return; end local displayed_monsters = {}; local enemy_count = singletons.enemy_manager:call("getBossEnemyCount"); if enemy_count == nil then return; end for i = 0, enemy_count - 1 do local enemy = singletons.enemy_manager:call("getBossEnemy", i); if enemy == nil then customization_menu.status = "No enemy"; break end local monster = large_monster.list[enemy]; if monster == nil then customization_menu.status = "No monster hp entry"; break end table.insert(displayed_monsters, monster); end if dynamic_enabled then local i = 0; for _, monster in ipairs(displayed_monsters) do if config.current_config.large_monster_UI.dynamic.settings.max_distance == 0 then break; end local position_on_screen = {}; local world_offset = Vector3f.new(config.current_config.large_monster_UI.dynamic.world_offset.x, config.current_config.large_monster_UI.dynamic.world_offset.y, config.current_config.large_monster_UI.dynamic.world_offset.z); position_on_screen = draw.world_to_screen(monster.position + world_offset); if position_on_screen == nil then goto continue; end position_on_screen.x = position_on_screen.x + config.current_config.large_monster_UI.dynamic.viewport_offset.x; position_on_screen.y = position_on_screen.y + config.current_config.large_monster_UI.dynamic.viewport_offset.y; local opacity_scale = 1; local distance = (player.myself_position - monster.position):length(); if distance > config.current_config.large_monster_UI.dynamic.settings.max_distance then goto continue; end if config.current_config.large_monster_UI.dynamic.settings.opacity_falloff then opacity_scale = 1 - (distance / config.current_config.large_monster_UI.dynamic.settings.max_distance); end large_monster.draw_dynamic(monster, position_on_screen, opacity_scale); i = i + 1; ::continue:: end end if static_enabled then -- sort here if config.current_config.large_monster_UI.static.sorting.type == "Normal" and config.current_config.large_monster_UI.static.sorting.reversed_order then local reversed_monsters = {}; for i = #displayed_monsters, 1, -1 do table.insert(reversed_monsters, displayed_monsters[i]); end displayed_monsters = reversed_monsters; elseif config.current_config.large_monster_UI.static.sorting.type == "Health" then if config.current_config.large_monster_UI.static.sorting.reversed_order then table.sort(displayed_monsters, function(left, right) return left.health > right.health; end); else table.sort(displayed_monsters, function(left, right) return left.health < right.health; end); end elseif config.current_config.large_monster_UI.static.sorting.type == "Health Percentage" then if config.current_config.large_monster_UI.static.sorting.reversed_order then table.sort(displayed_monsters, function(left, right) return left.health_percentage > right.health_percentage; end); else table.sort(displayed_monsters, function(left, right) return left.health_percentage < right.health_percentage; end); end end local position_on_screen = screen.calculate_absolute_coordinates(config.current_config.large_monster_UI.static.position); local i = 0; for _, monster in ipairs(displayed_monsters) do local monster_position_on_screen = { x = position_on_screen.x, y = position_on_screen.y } if config.current_config.large_monster_UI.static.settings.orientation == "Horizontal" then monster_position_on_screen.x = monster_position_on_screen.x + config.current_config.large_monster_UI.static.spacing.x * i; else monster_position_on_screen.y = monster_position_on_screen.y + config.current_config.large_monster_UI.static.spacing.y * i; end large_monster.draw_static(monster, monster_position_on_screen, 1); i = i + 1; end end end function large_monster_UI.init_module() singletons = require("MHR_Overlay.Game_Handler.singletons"); config = require("MHR_Overlay.Misc.config"); customization_menu = require("MHR_Overlay.UI.customization_menu"); large_monster = require("MHR_Overlay.Monsters.large_monster"); screen = require("MHR_Overlay.Game_Handler.screen"); player = require("MHR_Overlay.Damage_Meter.player"); drawing = require("MHR_Overlay.UI.drawing"); table_helpers = require("MHR_Overlay.Misc.table_helpers"); 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"); end return large_monster_UI;