Files
MHR-Overlay/MHR_Overlay/UI/small_monster_UI.lua
2022-02-02 23:30:39 +02:00

181 lines
7.5 KiB
Lua

local small_monster_UI = {};
local singletons;
local config;
local small_monster;
local customization_menu;
local screen;
local player;
local drawing;
local table_helpers;
function small_monster_UI.draw()
if singletons.enemy_manager == nil then
return;
end
local displayed_monsters = {};
local enemy_count = singletons.enemy_manager:call("getZakoEnemyCount");
if enemy_count == nil then
customization_menu.status = "No enemy count";
return;
end
for i = 0, enemy_count - 1 do
local enemy = singletons.enemy_manager:call("getZakoEnemy", i);
if enemy == nil then
customization_menu.status = "No enemy";
break
end
local monster = small_monster.list[enemy];
if monster == nil then
customization_menu.status = "No monster hp entry";
break
end
table.insert(displayed_monsters, monster);
end
if not config.current_config.small_monster_UI.dynamic_positioning.enabled then
-- sort here
if config.current_config.small_monster_UI.sorting.type == "Normal" and config.current_config.small_monster_UI.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.small_monster_UI.sorting.type == "Health" then
if config.current_config.small_monster_UI.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.small_monster_UI.sorting.type == "Health Percentage" then
if config.current_config.small_monster_UI.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
end
x = "";
local i = 0;
for _, monster in ipairs(displayed_monsters) do
local position_on_screen;
if config.current_config.small_monster_UI.dynamic_positioning.enabled then
local world_offset = Vector3f.new(config.current_config.small_monster_UI.dynamic_positioning.world_offset.x, config.current_config.small_monster_UI.dynamic_positioning.world_offset.y, config.current_config.small_monster_UI.dynamic_positioning.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.small_monster_UI.dynamic_positioning.viewport_offset.x;
position_on_screen.y = position_on_screen.y + config.current_config.small_monster_UI.dynamic_positioning.viewport_offset.y;
else
position_on_screen = screen.calculate_absolute_coordinates(config.current_config.small_monster_UI.position);
if config.current_config.small_monster_UI.settings.orientation == "Horizontal" then
position_on_screen.x = position_on_screen.x + config.current_config.small_monster_UI.spacing.x * i;
else
position_on_screen.y = position_on_screen.y + config.current_config.small_monster_UI.spacing.y * i;
end
end
local monster_name_label = config.current_config.small_monster_UI.monster_name_label;
local health_bar = config.current_config.small_monster_UI.health.bar;
local health_label = config.current_config.small_monster_UI.health.text_label;
local health_value_label = config.current_config.small_monster_UI.health.value_label;
local health_percentage_label = config.current_config.small_monster_UI.health.percentage_label;
local stamina_bar = config.current_config.small_monster_UI.stamina.bar;
local stamina_label = config.current_config.small_monster_UI.stamina.text_label;
local stamina_value_label = config.current_config.small_monster_UI.stamina.value_label;
local stamina_percentage_label = config.current_config.small_monster_UI.stamina.percentage_label;
if config.current_config.small_monster_UI.dynamic_positioning.enabled then
if config.current_config.small_monster_UI.dynamic_positioning.max_distance == 0 then
return;
end
local distance = (player.myself_position - monster.position):length();
if distance > config.current_config.small_monster_UI.dynamic_positioning.max_distance then
goto continue;
end
if config.current_config.small_monster_UI.dynamic_positioning.opacity_falloff then
local opacity_falloff = 1 - (distance / config.current_config.small_monster_UI.dynamic_positioning.max_distance);
monster_name_label = table_helpers.deep_copy(config.current_config.small_monster_UI.monster_name_label);
health_bar = table_helpers.deep_copy(config.current_config.small_monster_UI.health.bar);
health_label = table_helpers.deep_copy(config.current_config.small_monster_UI.health.text_label);
health_value_label = table_helpers.deep_copy(config.current_config.small_monster_UI.health.value_label);
health_percentage_label = table_helpers.deep_copy(config.current_config.small_monster_UI.health.percentage_label);
stamina_bar = table_helpers.deep_copy(config.current_config.small_monster_UI.stamina.bar);
stamina_label = table_helpers.deep_copy(config.current_config.small_monster_UI.stamina.text_label);
stamina_value_label = table_helpers.deep_copy(config.current_config.small_monster_UI.stamina.value_label);
stamina_percentage_label = table_helpers.deep_copy(config.current_config.small_monster_UI.stamina.percentage_label);
drawing.scale_bar_opacity(health_bar, opacity_falloff);
drawing.scale_bar_opacity(stamina_bar, opacity_falloff)
drawing.scale_label_opacity(monster_name_label, opacity_falloff);
drawing.scale_label_opacity(health_label, opacity_falloff);
drawing.scale_label_opacity(health_value_label, opacity_falloff);
drawing.scale_label_opacity(health_percentage_label, opacity_falloff);
drawing.scale_label_opacity(stamina_label, opacity_falloff);
drawing.scale_label_opacity(stamina_value_label, opacity_falloff);
drawing.scale_label_opacity(stamina_percentage_label, opacity_falloff);
end
end
drawing.draw_bar(health_bar, position_on_screen, monster.health_percentage);
drawing.draw_bar(stamina_bar, position_on_screen, monster.stamina_percentage);
drawing.draw_label(monster_name_label, position_on_screen, monster.name);
drawing.draw_label(health_label, position_on_screen);
drawing.draw_label(health_value_label, position_on_screen, monster.health, monster.max_health);
drawing.draw_label(health_percentage_label, position_on_screen, 100 * monster.health_percentage);
drawing.draw_label(stamina_label, position_on_screen);
drawing.draw_label(stamina_value_label, position_on_screen, monster.stamina, monster.max_stamina);
drawing.draw_label(stamina_percentage_label, position_on_screen, 100 * monster.stamina_percentage);
i = i + 1;
::continue::
end
end
function small_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");
small_monster = require("MHR_Overlay.Monsters.small_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");
end
return small_monster_UI;