local monster_hook = {}; local small_monster; local large_monster; local config; local ailments; local players; local quest_status; local sdk = sdk; local tostring = tostring; local pairs = pairs; local ipairs = ipairs; local tonumber = tonumber; local require = require; local pcall = pcall; local table = table; local string = string; local Vector3f = Vector3f; local d2d = d2d; local math = math; local json = json; local log = log; local fs = fs; local next = next; local type = type; local setmetatable = setmetatable; local getmetatable = getmetatable; local assert = assert; local select = select; local coroutine = coroutine; local utf8 = utf8; local re = re; local imgui = imgui; local draw = draw; local Vector2f = Vector2f; local reframework = reframework; local os = os; local ValueType = ValueType; local package = package; local enemy_character_base_type_def = sdk.find_type_definition("snow.enemy.EnemyCharacterBase"); local enemy_character_base_update_method = enemy_character_base_type_def:get_method("update"); local is_boss_enemy_method = enemy_character_base_type_def:get_method("get_isBossEnemy"); local enemy_damage_check_type_def = sdk.find_type_definition("snow.enemy.EnemyDamageCheck"); local damage_check_update_param_update_method = enemy_damage_check_type_def:get_method("updateParam"); local get_ref_enemy = enemy_damage_check_type_def:get_method("get_RefEnemy"); local anger_param_type_def = sdk.find_type_definition("snow.enemy.EnemyAngerParam"); local anger_add_method = anger_param_type_def:get_method("add"); local stamina_param_type_def = sdk.find_type_definition("snow.enemy.EnemyStaminaParam"); local stamina_sub_method = stamina_param_type_def:get_method("sub"); local get_enemy_method = stamina_param_type_def:get_method("get_Em"); 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_hook.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 is_large then monster_hook.update_large_monster(enemy); else monster_hook.update_small_monster(enemy); end end function monster_hook.update_large_monster(enemy) local cached_config = config.current_config.large_monster_UI; if not cached_config.dynamic.enabled and not cached_config.static.enabled and not cached_config.highlighted.enabled then return; end local monster = large_monster.get_monster(enemy); -- 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). large_monster.update_position(enemy, monster); if not config.current_config.global_settings.performance.prioritize_large_monsters and updated_monsters[enemy] then return; end -- is it old tick? -- is update limit reached? if tick_count == last_update_tick and updates_this_tick >= config.current_config.global_settings.performance.max_monster_updates_per_tick then return; end -- 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 not config.current_config.global_settings.performance.prioritize_large_monsters then updates_this_tick = updates_this_tick + 1; last_update_tick = tick_count; num_updated_monsters = num_updated_monsters + 1; updated_monsters[enemy] = true; end large_monster.update_stamina_timer(enemy, monster, nil); large_monster.update_rage_timer(enemy, monster, nil); if quest_status.is_online and players.myself.id ~= 0 then local physical_param = large_monster.update_health(enemy, monster); pcall(large_monster.update_parts, enemy, monster, physical_param); end large_monster.update(enemy, monster); end function monster_hook.update_small_monster(enemy) if not config.current_config.small_monster_UI.enabled then return; end local monster = small_monster.get_monster(enemy); -- 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). small_monster.update_position(enemy, monster); if updated_monsters[enemy] then return; end -- is it old tick? -- is update limit reached? if tick_count == last_update_tick and updates_this_tick >= config.current_config.global_settings.performance.max_monster_updates_per_tick then return; end -- actually update the enemy now. we don't do this very often -- due to how much CPU time it takes to update each monster. updates_this_tick = updates_this_tick + 1; last_update_tick = tick_count; num_updated_monsters = num_updated_monsters + 1; updated_monsters[enemy] = true; small_monster.update(enemy, monster); if quest_status.is_online and players.myself.id ~= 0 then small_monster.update_health(enemy, monster); end end function monster_hook.update_health(enemy_damage_check) local enemy = get_ref_enemy:call(enemy_damage_check); if enemy == nil then return; end local is_large = is_boss_enemy_method:call(enemy); if is_large == nil then return; end if is_large then local monster = large_monster.get_monster(enemy); local physical_param = large_monster.update_health(enemy, monster); pcall(large_monster.update_parts, enemy, monster, physical_param); else local monster = small_monster.get_monster(enemy); small_monster.update_health(enemy, monster); end end function monster_hook.update_stamina(stamina_param, stamina_sub) if stamina_sub <= 0 then return; end local enemy = get_enemy_method:call(stamina_param); if enemy == nil then return; end local monster = large_monster.get_monster(enemy); large_monster.update_stamina(enemy, monster, stamina_param); end function monster_hook.update_stamina_timer(stamina_param, enemy) local monster = large_monster.get_monster(enemy); large_monster.update_stamina_timer(enemy, monster, stamina_param); end function monster_hook.update_rage(anger_param, anger_add, enemy) if anger_add <= 0 then return; end local monster = large_monster.get_monster(enemy); large_monster.update_rage(enemy, monster, anger_param); end function monster_hook.update_rage_timer(anger_param, enemy) local monster = large_monster.get_monster(enemy); large_monster.update_rage_timer(enemy, monster, anger_param); end function monster_hook.init_module() small_monster = require("MHR_Overlay.Monsters.small_monster"); large_monster = require("MHR_Overlay.Monsters.large_monster"); config = require("MHR_Overlay.Misc.config"); ailments = require("MHR_Overlay.Monsters.ailments"); players = require("MHR_Overlay.Damage_Meter.players"); quest_status = require("MHR_Overlay.Game_Handler.quest_status"); sdk.hook(enemy_character_base_update_method, function(args) pcall(monster_hook.update_monster, sdk.to_managed_object(args[2])); end, function(retval) return retval; end); sdk.hook(damage_check_update_param_update_method, function(args) pcall(monster_hook.update_health, sdk.to_managed_object(args[2])); end, function(retval) return retval; end); sdk.hook(stamina_sub_method, function(args) pcall(monster_hook.update_stamina, sdk.to_managed_object(args[2]), sdk.to_float(args[3])); end, function(retval) return retval; end); sdk.hook(anger_add_method, function(args) pcall(monster_hook.update_rage, sdk.to_managed_object(args[2]), sdk.to_float(args[3]), sdk.to_managed_object(args[4])); end, function(retval) return retval; end); end return monster_hook;