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.game_object = nil monster.transform = nil 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.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.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.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.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.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.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 local enemy_character_base_type = sdk.find_type_definition("snow.enemy.EnemyCharacterBase") local physical_param_field = enemy_character_base_type:get_field("k__BackingField"); local status_param_field = enemy_character_base_type:get_field("k__BackingField") local stamina_param_field = enemy_character_base_type:get_field("k__BackingField") local anger_param_field = enemy_character_base_type:get_field("k__BackingField") local physical_param_type = physical_param_field:get_type() local get_vital_method = physical_param_type:get_method("getVital") local get_capture_hp_vital_method = physical_param_type:get_method("get_CaptureHpVital") local vital_list_field = physical_param_type:get_field("_VitalList") local vital_param_type = get_vital_method:get_return_type() local get_current_method = vital_param_type:get_method("get_Current") local get_max_method = vital_param_type:get_method("get_Max") local stamina_param_type = stamina_param_field:get_type() local get_stamina_method = stamina_param_type:get_method("getStamina") local get_max_stamina_method = stamina_param_type:get_method("getMaxStamina") local anger_param_type = anger_param_field:get_type() local is_anger_method = anger_param_type:get_method("isAnger") local get_anger_point_method = anger_param_type:get_method("get_AngerPoint") local get_limit_anger_method = anger_param_type:get_method("get_LimitAnger") local anger_param_get_timer_method = anger_param_type:get_method("get_Timer") local get_timer_anger_method = anger_param_type:get_method("get_TimerAnger") local get_count_anger_method = anger_param_type:get_method("get_CountAnger") local get_gameobject_method = sdk.find_type_definition("via.Component"):get_method("get_GameObject") local get_transform_method = sdk.find_type_definition("via.GameObject"):get_method("get_Transform") local get_position_method = sdk.find_type_definition("via.Transform"):get_method("get_Position") function large_monster.update_position(enemy) if not config.current_config.large_monster_UI.dynamic.enabled or not config.current_config.large_monster_UI.static.enabled then return; end local monster = large_monster.get_monster(enemy); if not monster then return end -- cache off the game object and transform -- as these are pretty much guaranteed to stay constant -- as long as the enemy is alive if monster.game_object == nil then monster.game_object = get_gameobject_method:call(enemy) if monster.game_object == nil then customization_menu.status = "No enemy game object"; return; end end if monster.transform == nil then monster.transform = get_transform_method:call(monster.game_object) if monster.transform == nil then customization_menu.status = "No enemy transform"; return; end end local position = get_position_method:call(monster.transform) if not position then customization_menu.status = "No enemy position"; return; end if position ~= nil then monster.position = position; end end function large_monster.update(enemy) -- maybe more checks are needed here i'm not fully aware of how the code flows here if not config.current_config.large_monster_UI.dynamic.enabled or not config.current_config.large_monster_UI.static.enabled then return; end if enemy == nil then return; end local monster = large_monster.get_monster(enemy); local physical_param = physical_param_field:get_data(enemy) if physical_param == nil then customization_menu.status = "No physical param"; return; end local vital_param = get_vital_method:call(physical_param, 0, 0); if vital_param == nil then customization_menu.status = "No vital param"; return; end local health = get_current_method:call(vital_param) local max_health = get_max_method:call(vital_param) local capture_health = get_capture_hp_vital_method:call(physical_param) local stamina_param = stamina_param_field:get_data(enemy) if stamina_param == nil then customization_menu.status = "No stamina param"; return; end local stamina = get_stamina_method:call(stamina_param) local max_stamina = get_max_stamina_method:call(stamina_param) local anger_param = anger_param_field:get_data(enemy) if anger_param == nil then customization_menu.status = "No anger param"; return; end local is_in_rage = is_anger_method:call(anger_param) local rage_point = get_anger_point_method:call(anger_param) local rage_limit = get_limit_anger_method:call(anger_param) local rage_timer = anger_param_get_timer_method:call(anger_param) local rage_duration = get_timer_anger_method:call(anger_param) local rage_count = get_count_anger_method:call(anger_param) local vital_list = vital_list_field:get_data(physical_param) 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 large_monster.update_position(enemy); 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 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); local j = 0; for REpart, part in pairs(monster.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, 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; } body_part.draw_dynamic(part, part_position_on_screen, opacity_scale); j = j + 1; 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); local j = 0; for REpart, part in pairs(monster.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, 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; } body_part.draw_static(part, part_position_on_screen, opacity_scale); j = j + 1; 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;