mirror of
https://github.com/GreenComfyTea/MHR-Overlay.git
synced 2026-01-24 04:18:11 -08:00
302 lines
9.0 KiB
Lua
302 lines
9.0 KiB
Lua
local this = {};
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local small_monster;
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local large_monster;
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local config;
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local ailments;
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local players;
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local quest_status;
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local error_handler;
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local sdk = sdk;
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local tostring = tostring;
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local pairs = pairs;
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local ipairs = ipairs;
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local tonumber = tonumber;
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local require = require;
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local pcall = pcall;
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local table = table;
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local string = string;
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local Vector3f = Vector3f;
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local d2d = d2d;
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local math = math;
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local json = json;
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local log = log;
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local fs = fs;
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local next = next;
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local type = type;
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local setmetatable = setmetatable;
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local getmetatable = getmetatable;
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local assert = assert;
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local select = select;
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local coroutine = coroutine;
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local utf8 = utf8;
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local re = re;
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local imgui = imgui;
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local draw = draw;
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local Vector2f = Vector2f;
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local reframework = reframework;
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local os = os;
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local ValueType = ValueType;
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local package = package;
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local enemy_character_base_type_def = sdk.find_type_definition("snow.enemy.EnemyCharacterBase");
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local enemy_character_base_update_method = enemy_character_base_type_def:get_method("update");
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local is_boss_enemy_method = enemy_character_base_type_def:get_method("get_isBossEnemy");
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local enemy_damage_check_type_def = sdk.find_type_definition("snow.enemy.EnemyDamageCheck");
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local damage_check_update_param_update_method = enemy_damage_check_type_def:get_method("updateParam");
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local get_ref_enemy = enemy_damage_check_type_def:get_method("get_RefEnemy");
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local anger_param_type_def = sdk.find_type_definition("snow.enemy.EnemyAngerParam");
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local anger_add_method = anger_param_type_def:get_method("add");
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local stamina_param_type_def = sdk.find_type_definition("snow.enemy.EnemyStaminaParam");
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local stamina_sub_method = stamina_param_type_def:get_method("sub");
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local get_enemy_method = stamina_param_type_def:get_method("get_Em");
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local tick_count = 0;
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local last_update_tick = 0;
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local recorded_monsters = {};
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local updated_monsters = {};
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local known_big_monsters = {};
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local num_known_monsters = 0;
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local num_updated_monsters = 0;
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local updates_this_tick = 0;
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-- run every tick to keep track of msonsters
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-- whenever we've updated enough monsters to surpass how many we've seen,
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-- we reset and start over
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-- this allows us to only update N monsters per tick to save on performance
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-- the reason for this is that the hooks on all the monsters' update functions
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-- causes a HUGE performance hit (adds ~3+ ms to UpdateBehavior and frame time)
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re.on_pre_application_entry("UpdateBehavior", function()
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tick_count = tick_count + 1;
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updates_this_tick = 0;
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if num_known_monsters ~= 0 and num_updated_monsters >= num_known_monsters or tick_count >= num_known_monsters * 2 then
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recorded_monsters = {};
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updated_monsters = {};
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known_big_monsters = {};
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last_update_tick = 0;
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tick_count = 0;
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num_known_monsters = 0;
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num_updated_monsters = 0;
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updates_this_tick = 0;
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end
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end)
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function this.update_monster(enemy)
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if enemy == nil then
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return;
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end
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if not recorded_monsters[enemy] then
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num_known_monsters = num_known_monsters + 1;
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recorded_monsters[enemy] = true;
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end
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-- saves on a method call.
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if not known_big_monsters[enemy] then
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known_big_monsters[enemy] = is_boss_enemy_method:call(enemy);
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end
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local is_large = known_big_monsters[enemy];
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if is_large == nil then
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return;
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end
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if is_large then
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this.update_large_monster(enemy);
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else
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this.update_small_monster(enemy);
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end
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end
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function this.update_large_monster(enemy)
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local cached_config = config.current_config.large_monster_UI;
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if not cached_config.dynamic.enabled and
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not cached_config.static.enabled and
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not cached_config.highlighted.enabled then
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return;
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end
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local monster = large_monster.get_monster(enemy);
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-- this is the VERY LEAST thing we should do all the time
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-- so the position doesn't lag all over the place
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-- due to how infrequently we update the monster(s).
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large_monster.update_position(enemy, monster);
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if not config.current_config.global_settings.performance.prioritize_large_monsters and updated_monsters[enemy] then
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return;
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end
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-- is it old tick?
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-- is update limit reached?
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if tick_count == last_update_tick and
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updates_this_tick >= config.current_config.global_settings.performance.max_monster_updates_per_tick then
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return;
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end
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-- actually update the enemy now. we don't do this very often
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-- due to how much CPU time it takes to update each monster.
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if not config.current_config.global_settings.performance.prioritize_large_monsters then
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updates_this_tick = updates_this_tick + 1;
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last_update_tick = tick_count;
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num_updated_monsters = num_updated_monsters + 1;
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updated_monsters[enemy] = true;
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end
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large_monster.update_stamina_timer(enemy, monster, nil);
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large_monster.update_rage_timer(enemy, monster, nil);
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if (quest_status.is_online and players.myself.id ~= 0)
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or monster.is_health_update_requested then
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local physical_param = large_monster.update_health(enemy, monster);
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pcall(large_monster.update_parts, enemy, monster, physical_param);
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pcall(large_monster.update_anomaly_parts, enemy, monster, nil);
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end
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large_monster.update(enemy, monster);
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end
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function this.update_small_monster(enemy)
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if not config.current_config.small_monster_UI.enabled then
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return;
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end
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local monster = small_monster.get_monster(enemy);
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-- this is the VERY LEAST thing we should do all the time
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-- so the position doesn't lag all over the place
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-- due to how infrequently we update the monster(s).
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small_monster.update_position(enemy, monster);
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if updated_monsters[enemy] then
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return;
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end
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-- is it old tick?
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-- is update limit reached?
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if tick_count == last_update_tick and
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updates_this_tick >= config.current_config.global_settings.performance.max_monster_updates_per_tick then
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return;
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end
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-- actually update the enemy now. we don't do this very often
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-- due to how much CPU time it takes to update each monster.
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updates_this_tick = updates_this_tick + 1;
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last_update_tick = tick_count;
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num_updated_monsters = num_updated_monsters + 1;
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updated_monsters[enemy] = true;
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small_monster.update(enemy, monster);
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if (quest_status.is_online and players.myself.id ~= 0)
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or not monster.is_health_initialized then
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small_monster.update_health(enemy, monster);
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end
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end
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function this.update_health(enemy_damage_check)
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local enemy = get_ref_enemy:call(enemy_damage_check);
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if enemy == nil then
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error_handler.report("monster_hook.update_health", "Failed to Access Data: enemy");
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return;
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end
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local is_large = is_boss_enemy_method:call(enemy);
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if is_large == nil then
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error_handler.report("monster_hook.update_health", "Failed to Access Data: is_large");
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return;
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end
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if is_large then
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local monster = large_monster.get_monster(enemy);
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local physical_param = large_monster.update_health(enemy, monster);
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pcall(large_monster.update_parts, enemy, monster, physical_param);
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pcall(large_monster.update_anomaly_parts, enemy, monster, nil);
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else
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local monster = small_monster.get_monster(enemy);
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small_monster.update_health(enemy, monster);
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end
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end
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function this.update_stamina(stamina_param, stamina_sub)
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if stamina_sub <= 0 then
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return;
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end
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local enemy = get_enemy_method:call(stamina_param);
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if enemy == nil then
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error_handler.report("monster_hook.update_stamina", "Failed to Access Data: enemy");
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return;
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end
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local monster = large_monster.get_monster(enemy);
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large_monster.update_stamina(enemy, monster, stamina_param);
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end
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function this.update_stamina_timer(stamina_param, enemy)
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local monster = large_monster.get_monster(enemy);
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large_monster.update_stamina_timer(enemy, monster, stamina_param);
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end
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function this.update_rage(anger_param, anger_add, enemy)
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if anger_add <= 0 then
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return;
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end
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local monster = large_monster.get_monster(enemy);
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large_monster.update_rage(enemy, monster, anger_param);
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end
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function this.update_rage_timer(anger_param, enemy)
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local monster = large_monster.get_monster(enemy);
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large_monster.update_rage_timer(enemy, monster, anger_param);
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end
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function this.init_dependencies()
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small_monster = require("MHR_Overlay.Monsters.small_monster");
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large_monster = require("MHR_Overlay.Monsters.large_monster");
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config = require("MHR_Overlay.Misc.config");
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ailments = require("MHR_Overlay.Monsters.ailments");
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players = require("MHR_Overlay.Damage_Meter.players");
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quest_status = require("MHR_Overlay.Game_Handler.quest_status");
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error_handler = require("MHR_Overlay.Misc.error_handler");
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end
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function this.init_module()
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sdk.hook(enemy_character_base_update_method, function(args)
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pcall(this.update_monster, sdk.to_managed_object(args[2]));
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end, function(retval)
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return retval;
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end);
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sdk.hook(damage_check_update_param_update_method, function(args)
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pcall(this.update_health, sdk.to_managed_object(args[2]));
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end, function(retval)
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return retval;
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end);
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sdk.hook(stamina_sub_method, function(args)
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pcall(this.update_stamina, sdk.to_managed_object(args[2]), sdk.to_float(args[3]));
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end, function(retval)
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return retval;
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end);
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sdk.hook(anger_add_method, function(args)
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pcall(this.update_rage, sdk.to_managed_object(args[2]), sdk.to_float(args[3]),
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sdk.to_managed_object(args[4]));
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end, function(retval)
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return retval;
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end);
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end
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return this;
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