Files
MHR-Overlay/reframework/autorun/MHR_Overlay.lua
2022-11-22 15:58:33 +02:00

340 lines
14 KiB
Lua

xy = "";
local debug = require("MHR_Overlay.Misc.debug");
local keyboard = require("MHR_Overlay.Game_Handler.keyboard");
local quest_status = require("MHR_Overlay.Game_Handler.quest_status");
local screen = require("MHR_Overlay.Game_Handler.screen");
local singletons = require("MHR_Overlay.Game_Handler.singletons");
local time = require("MHR_Overlay.Game_Handler.time");
local config = require("MHR_Overlay.Misc.config");
local language = require("MHR_Overlay.Misc.language");
local table_helpers = require("MHR_Overlay.Misc.table_helpers");
local unicode_helpers = require("MHR_Overlay.Misc.unicode_helpers");
local part_names = require("MHR_Overlay.Misc.part_names");
local player = require("MHR_Overlay.Damage_Meter.player");
local damage_hook = require("MHR_Overlay.Damage_Meter.damage_hook");
local env_creature_hook = require("MHR_Overlay.Endemic_Life.env_creature_hook");
local env_creature = require("MHR_Overlay.Endemic_Life.env_creature");
local body_part = require("MHR_Overlay.Monsters.body_part");
local large_monster = require("MHR_Overlay.Monsters.large_monster");
local monster_hook = require("MHR_Overlay.Monsters.monster_hook");
local small_monster = require("MHR_Overlay.Monsters.small_monster");
local ailments = require("MHR_Overlay.Monsters.ailments");
local ailment_hook = require("MHR_Overlay.Monsters.ailment_hook");
local ailment_buildup = require("MHR_Overlay.Monsters.ailment_buildup");
local damage_meter_UI = require("MHR_Overlay.UI.Modules.damage_meter_UI");
local large_monster_UI = require("MHR_Overlay.UI.Modules.large_monster_UI");
local small_monster_UI = require("MHR_Overlay.UI.Modules.small_monster_UI");
local time_UI = require("MHR_Overlay.UI.Modules.time_UI");
local env_creature_UI = require("MHR_Overlay.UI.Modules.env_creature_UI");
local body_part_UI_entity = require("MHR_Overlay.UI.UI_Entities.body_part_UI_entity");
local damage_UI_entity = require("MHR_Overlay.UI.UI_Entities.damage_UI_entity");
local health_UI_entity = require("MHR_Overlay.UI.UI_Entities.health_UI_entity");
local stamina_UI_entity = require("MHR_Overlay.UI.UI_Entities.stamina_UI_entity");
local rage_UI_entity = require("MHR_Overlay.UI.UI_Entities.rage_UI_entity");
local ailment_UI_entity = require("MHR_Overlay.UI.UI_Entities.ailment_UI_entity");
local ailment_buildup_UI_entity = require("MHR_Overlay.UI.UI_Entities.ailment_buildup_UI_entity");
local customization_menu = require("MHR_Overlay.UI.customization_menu");
local label_customization = require("MHR_Overlay.UI.Customizations.label_customization");
local bar_customization = require("MHR_Overlay.UI.Customizations.bar_customization");
local line_customization = require("MHR_Overlay.UI.Customizations.line_customization");
local health_customization = require("MHR_Overlay.UI.Customizations.health_customization");
local stamina_customization = require("MHR_Overlay.UI.Customizations.stamina_customization");
local rage_customization = require("MHR_Overlay.UI.Customizations.rage_customization");
local body_parts_customization = require("MHR_Overlay.UI.Customizations.body_parts_customization");
local ailments_customization = require("MHR_Overlay.UI.Customizations.ailments_customization");
local ailment_buildups_customization = require("MHR_Overlay.UI.Customizations.ailment_buildups_customization");
local module_visibility_customization = require("MHR_Overlay.UI.Customizations.module_visibility_customization");
local large_monster_UI_customization = require("MHR_Overlay.UI.Customizations.large_monster_UI_customization");
local drawing = require("MHR_Overlay.UI.drawing");
------------------------INIT MODULES-------------------------
-- #region
screen.init_module();
singletons.init_module();
table_helpers.init_module();
unicode_helpers.init_module();
time.init_module();
language.init_module();
config.init_module();
quest_status.init_module();
part_names.init_module();
damage_UI_entity.init_module();
health_UI_entity.init_module();
stamina_UI_entity.init_module();
rage_UI_entity.init_module();
ailment_UI_entity.init_module();
ailment_buildup_UI_entity.init_module();
body_part_UI_entity.init_module();
damage_hook.init_module();
player.init_module();
env_creature_hook.init_module();
env_creature.init_module();
body_part.init_module();
ailments.init_module();
large_monster.init_module();
monster_hook.init_module();
small_monster.init_module();
ailment_hook.init_module();
ailment_buildup.init_module();
customization_menu.init_module();
label_customization.init_module();
bar_customization.init_module();
line_customization.init_module();
large_monster_UI_customization.init_module();
label_customization.init_module();
bar_customization.init_module();
health_customization.init_module();
stamina_customization.init_module();
rage_customization.init_module();
body_parts_customization.init_module();
ailments_customization.init_module();
ailment_buildups_customization.init_module();
module_visibility_customization.init_module();
drawing.init_module();
damage_meter_UI.init_module();
large_monster_UI.init_module();
small_monster_UI.init_module();
time_UI.init_module();
env_creature_UI.init_module();
keyboard.init_module();
log.info("[MHR Overlay] Loaded.");
-- #endregion
------------------------INIT MODULES-------------------------
----------------------------LOOP-----------------------------
-- #region
local function draw_modules(module_visibility_config, flow_state_name)
if module_visibility_config.small_monster_UI and config.current_config.small_monster_UI.enabled then
local success = pcall(small_monster_UI.draw);
if not success then
customization_menu.status = string.format("[%s] Small monster drawing function threw an exception", flow_state_name);
end
end
local large_monster_UI_config = config.current_config.large_monster_UI;
local dynamic_enabled = large_monster_UI_config.dynamic.enabled and
module_visibility_config.large_monster_dynamic_UI;
local static_enabled = large_monster_UI_config.static.enabled and
module_visibility_config.large_monster_static_UI;
local highlighted_enabled = large_monster_UI_config.highlighted.enabled and
module_visibility_config.large_monster_highlighted_UI;
if dynamic_enabled or static_enabled or highlighted_enabled then
local success = pcall(large_monster_UI.draw, dynamic_enabled, static_enabled, highlighted_enabled);
if not success then
customization_menu.status = string.format("[%s] Large Monster drawing function threw an exception", flow_state_name);
end
end
if config.current_config.time_UI.enabled and module_visibility_config.time_UI then
local success = pcall(time_UI.draw);
if not success then
customization_menu.status = string.format("[%s] Time Drawing function threw an exception", flow_state_name);
end
end
if config.current_config.damage_meter_UI.enabled and module_visibility_config.damage_meter_UI then
local success = pcall(damage_meter_UI.draw);
if not success then
customization_menu.status = string.format("[%s] Damage Meter drawing function threw an exception", flow_state_name);
end
end
if config.current_config.endemic_life_UI.enabled and module_visibility_config.endemic_life_UI then
local success = pcall(env_creature_UI.draw);
if not success then
customization_menu.status = string.format("[%s] Endemic Life drawing function threw an exception", flow_state_name);
end
end
end
local function main_loop()
customization_menu.status = "OK";
singletons.init();
screen.update_window_size();
player.update_myself_position();
quest_status.update_is_online();
quest_status.update_is_quest_host();
time.tick();
--xy = xy .. quest_status.get_flow_state(quest_status.flow_state, true);
player.update_player_list(quest_status.index >= 2);
if quest_status.flow_state == quest_status.flow_states.IN_LOBBY then
if config.current_config.endemic_life_UI.enabled and
config.current_config.global_settings.module_visibility.in_lobby.endemic_life_UI then
local success = pcall(env_creature_UI.draw);
if not success then
customization_menu.status = "[In Lobby] Endemic life drawing function threw an exception";
end
end
elseif quest_status.flow_state == quest_status.flow_states.IN_TRAINING_AREA then
local large_monster_UI_config = config.current_config.large_monster_UI;
local module_visibility_config = config.current_config.global_settings.module_visibility.in_training_area;
local dynamic_enabled = large_monster_UI_config.dynamic.enabled and module_visibility_config.large_monster_dynamic_UI;
local static_enabled = large_monster_UI_config.static.enabled and module_visibility_config.large_monster_static_UI;
local highlighted_enabled = large_monster_UI_config.highlighted.enabled and module_visibility_config.large_monster_highlighted_UI;
if dynamic_enabled or static_enabled or highlighted_enabled then
local success = pcall(large_monster_UI.draw, dynamic_enabled, static_enabled, highlighted_enabled);
if not success then
customization_menu.status = "[In Training Area] Large monster drawing function threw an exception";
end
end
if config.current_config.damage_meter_UI.enabled and module_visibility_config.damage_meter_UI then
local success = pcall(damage_meter_UI.draw);
if not success then
customization_menu.status = "[In Training Area] Damage meter drawing function threw an exception";
end
end
if config.current_config.endemic_life_UI.enabled and module_visibility_config.endemic_life_UI then
local success = pcall(env_creature_UI.draw);
if not success then
customization_menu.status = "[In Training Area] Endemic life drawing function threw an exception";
end
end
elseif quest_status.flow_state == quest_status.flow_states.CUTSCENE then
draw_modules(config.current_config.global_settings.module_visibility.cutscene, "Cutscene");
elseif quest_status.flow_state == quest_status.flow_states.LOADING_QUEST then
draw_modules(config.current_config.global_settings.module_visibility.loading_quest, "Loading Quest");
elseif quest_status.flow_state == quest_status.flow_states.QUEST_START_ANIMATION then
draw_modules(config.current_config.global_settings.module_visibility.quest_start_animation, "Quest Start Animation");
elseif quest_status.flow_state >= quest_status.flow_states.PLAYING_QUEST and quest_status.flow_state <= quest_status.flow_states.WYVERN_RIDING_START_ANIMATION then
draw_modules(config.current_config.global_settings.module_visibility.playing_quest, "Playing Quest");
elseif quest_status.flow_state == quest_status.flow_states.KILLCAM then
draw_modules(config.current_config.global_settings.module_visibility.killcam, "Killcam");
elseif quest_status.flow_state == quest_status.flow_states.QUEST_END_TIMER then
draw_modules(config.current_config.global_settings.module_visibility.quest_end_timer, "Quest End Timer");
elseif quest_status.flow_state == quest_status.flow_states.QUEST_END_ANIMATION then
draw_modules(config.current_config.global_settings.module_visibility.quest_end_animation, "Quest End Animation");
elseif quest_status.flow_state == quest_status.flow_states.QUEST_END_SCREEN then
draw_modules(config.current_config.global_settings.module_visibility.quest_end_screen, "Quest End Screen");
elseif quest_status.flow_state == quest_status.flow_states.REWARD_SCREEN then
draw_modules(config.current_config.global_settings.module_visibility.reward_screen, "Reward Screen");
elseif quest_status.flow_state == quest_status.flow_states.SUMMARY_SCREEN then
draw_modules(config.current_config.global_settings.module_visibility.summary_screen, "Summary Screen");
end
end
-- #endregion
----------------------------LOOP-----------------------------
--------------------------RE_IMGUI---------------------------
-- #region
re.on_draw_ui(function()
if imgui.button(language.current_language.customization_menu.mod_name .. " v" .. config.current_config.version) then
customization_menu.is_opened = not customization_menu.is_opened;
end
end);
re.on_frame(function()
if not reframework:is_drawing_ui() then
customization_menu.is_opened = false;
end
if customization_menu.is_opened then
pcall(customization_menu.draw);
end
keyboard.update();
end);
-- #endregion
--------------------------RE_IMGUI---------------------------
----------------------------D2D------------------------------
-- #region
if d2d ~= nil then
d2d.register(function()
drawing.init_font();
end, main_loop);
else
re.on_frame(main_loop);
end
-- #endregion
----------------------------D2D------------------------------
if debug.enabled then
if d2d ~= nil then
d2d.register(function()
end, function()
local is_ready_quest = singletons.quest_manager:call("isReadyQuest");
local is_ready_play_quest = singletons.quest_manager:call("isReadyPlayQuest");
local is_play_quest = singletons.quest_manager:call("isPlayQuest");
local is_stay_quest = singletons.quest_manager:call("isStayQuest");
local is_end_wait = singletons.quest_manager:call("isEndWait");
local is_active_quest = singletons.quest_manager:call("isActiveQuest");
local quest_clear = singletons.quest_manager:call("checkQuestClear");
local is_result_demo_play_start = singletons.quest_manager:call("isResultDemoPlayStart");
local isResultGuestDrawOff = singletons.quest_manager:call("isResultGuestDrawOff");
local game_manager = sdk.get_managed_singleton("snow.SnowGameManager");
local current_status = game_manager:get_field("_CurrentStatus");
local demo_camera = sdk.get_managed_singleton("snow.camera.DemoCamera");
local is_play_demo = demo_camera:call("IsPlayDemo");
--[[xy = "\nquest_status.index: " .. tostring(quest_status.index);
xy = xy .. "\nis_ready_quest: " .. tostring(is_ready_quest);
xy = xy .. "\nis_ready_play_quest: " .. tostring(is_ready_play_quest);
xy = xy .. "\nis_play_quest: " .. tostring(is_play_quest);
xy = xy .. "\nis_stay_quest: " .. tostring(is_stay_quest);
xy = xy .. "\nis_end_wait: " .. tostring(is_end_wait);
xy = xy .. "\nis_active_quest: " .. tostring(is_active_quest);
xy = xy .. "\nquest_clear: " .. tostring(quest_clear);
xy = xy .. "\nis_result_demo_play_start: " .. tostring(is_result_demo_play_start);
xy = xy .. "\nisResultGuestDrawOff: " .. tostring(isResultGuestDrawOff);
xy = xy .. "\ncurrent_status: " .. tostring(current_status);
xy = xy .. "\nis_play_demo: " .. tostring(is_play_demo);--]]
if xy ~= "" then
d2d.text(drawing.font, "xy:\n" .. tostring(xy), 551, 11, 0xFF000000);
d2d.text(drawing.font, "xy:\n" .. tostring(xy), 550, 10, 0xFFFFFFFF);
end
end);
else
re.on_frame(function()
if xy ~= "" then
draw.text("xy:\n" .. tostring(xy), 550, 10, 0xFFFFFFFF);
draw.text("xy:\n" .. tostring(xy), 551, 11, 0xFF000000);
end
end);
end
end
if imgui.begin_table == nil then
re.msg(language.current_language.customization_menu.reframework_outdated);
end