Files
MHR-Overlay/reframework/autorun/MHR_Overlay/Monsters/ailments.lua
GreenComfyTea 2f9a8ac6a3 Refactoring
2022-07-26 19:27:37 +03:00

1205 lines
38 KiB
Lua

local ailments = {};
local player;
local language;
local config;
local ailment_UI_entity;
local ailment_buildup_UI_entity;
local time;
local small_monster;
local large_monster;
local table_helpers;
--0 Paralyze
--1 Sleep
--2 Stun
--3 Flash
--4 Poison
--5 Blast
--6 Stamina
--7 MarionetteStart
--8 Water
--9 Fire
--10 Ice
--11 Thunder
--12 FallTrap
--13 ShockTrap
--14 Capture
--15 Koyashi
--16 SteelFang
ailments.paralyze_id = 0;
ailments.sleep_id = 1;
ailments.stun_id = 2;
ailments.flash_id = 3;
ailments.poison_id = 4;
ailments.blast_id = 5;
ailments.exhaust_id = 6;
ailments.ride_id = 7;
ailments.water_id = 8;
ailments.fire_id = 9;
ailments.ice_id = 10;
ailments.thunder_id = 11;
ailments.fall_trap_id = 12;
ailments.shock_trap_id = 13;
ailments.capture_id = 14 --tranq bomb
ailments.koyashi_id = 15; --dung bomb
ailments.steel_fang_id = 16;
ailments.fall_quick_sand_id = 17;
ailments.fall_otomo_trap_id = 18;
ailments.shock_otomo_trap_id = 19;
function ailments.new(_ailments, ailment_id)
_ailments[ailment_id] = {};
_ailments[ailment_id].is_enable = true;
_ailments[ailment_id].id = ailment_id;
_ailments[ailment_id].total_buildup = 0;
_ailments[ailment_id].buildup_limit = 0;
_ailments[ailment_id].buildup_percentage = 0;
_ailments[ailment_id].timer = 0;
_ailments[ailment_id].duration = 100000;
_ailments[ailment_id].timer_percentage = 0;
_ailments[ailment_id].minutes_left = 0;
_ailments[ailment_id].seconds_left = 0;
_ailments[ailment_id].is_active = false;
_ailments[ailment_id].activate_count = 0;
_ailments[ailment_id].last_change_time = time.total_elapsed_script_seconds;
if ailment_id == ailments.paralyze_id then
_ailments[ailment_id].name = language.current_language.ailments.paralysis;
elseif ailment_id == ailments.sleep_id then
_ailments[ailment_id].name = language.current_language.ailments.sleep;
elseif ailment_id == ailments.stun_id then
_ailments[ailment_id].name = language.current_language.ailments.stun;
elseif ailment_id == ailments.flash_id then
_ailments[ailment_id].name = language.current_language.ailments.flash;
elseif ailment_id == ailments.poison_id then
_ailments[ailment_id].name = language.current_language.ailments.poison;
elseif ailment_id == ailments.blast_id then
_ailments[ailment_id].name = language.current_language.ailments.blast;
elseif ailment_id == ailments.exhaust_id then
_ailments[ailment_id].name = language.current_language.ailments.exhaust;
elseif ailment_id == ailments.ride_id then
_ailments[ailment_id].name = language.current_language.ailments.ride;
elseif ailment_id == ailments.water_id then
_ailments[ailment_id].name = language.current_language.ailments.waterblight;
elseif ailment_id == ailments.fire_id then
_ailments[ailment_id].name = language.current_language.ailments.fireblight;
elseif ailment_id == ailments.ice_id then
_ailments[ailment_id].name = language.current_language.ailments.iceblight;
elseif ailment_id == ailments.thunder_id then
_ailments[ailment_id].name = language.current_language.ailments.thunderblight;
elseif ailment_id == ailments.fall_trap_id then
_ailments[ailment_id].name = language.current_language.ailments.fall_trap;
elseif ailment_id == ailments.shock_trap_id then
_ailments[ailment_id].name = language.current_language.ailments.shock_trap;
elseif ailment_id == ailments.capture_id then
_ailments[ailment_id].name = language.current_language.ailments.tranq_bomb;
elseif ailment_id == ailments.koyashi_id then
_ailments[ailment_id].name = language.current_language.ailments.dung_bomb;
elseif ailment_id == ailments.steel_fang_id then
_ailments[ailment_id].name = language.current_language.ailments.steel_fang;
elseif ailment_id == ailments.fall_quick_sand_id then
_ailments[ailment_id].name = language.current_language.ailments.quick_sand;
elseif ailment_id == ailments.fall_otomo_trap_id then
_ailments[ailment_id].name = language.current_language.ailments.fall_otomo_trap;
elseif ailment_id == ailments.shock_otomo_trap_id then
_ailments[ailment_id].name = language.current_language.ailments.shock_otomo_trap;
end
end
function ailments.init_ailments()
local _ailments = {};
ailments.new(_ailments, ailments.paralyze_id);
ailments.new(_ailments, ailments.sleep_id);
ailments.new(_ailments, ailments.stun_id);
ailments.new(_ailments, ailments.flash_id);
ailments.new(_ailments, ailments.poison_id);
ailments.new(_ailments, ailments.blast_id);
ailments.new(_ailments, ailments.exhaust_id);
ailments.new(_ailments, ailments.ride_id);
ailments.new(_ailments, ailments.water_id);
ailments.new(_ailments, ailments.fire_id);
ailments.new(_ailments, ailments.ice_id);
ailments.new(_ailments, ailments.thunder_id);
ailments.new(_ailments, ailments.fall_trap_id);
ailments.new(_ailments, ailments.shock_trap_id);
ailments.new(_ailments, ailments.capture_id); --tranq bomb
ailments.new(_ailments, ailments.koyashi_id); --dung bomb
ailments.new(_ailments, ailments.steel_fang_id);
ailments.new(_ailments, ailments.fall_quick_sand_id);
ailments.new(_ailments, ailments.fall_otomo_trap_id);
ailments.new(_ailments, ailments.shock_otomo_trap_id);
_ailments[ailments.poison_id].buildup = {};
_ailments[ailments.poison_id].buildup_share = {};
_ailments[ailments.poison_id].cached_buildup_share = {};
_ailments[ailments.blast_id].buildup = {};
_ailments[ailments.blast_id].buildup_share = {};
_ailments[ailments.stun_id].buildup = {};
_ailments[ailments.stun_id].buildup_share = {};
ailments.init_ailment_buildup_UI(_ailments);
return _ailments;
end
function ailments.init_ailment_buildup_UI(_ailments)
ailments.init_ailment_buildup_dynamic_UI(_ailments);
ailments.init_ailment_buildup_static_UI(_ailments);
ailments.init_ailment_buildup_highlighted_UI(_ailments);
ailments.init_ailment_buildup_small_UI(_ailments);
end
function ailments.init_ailment_buildup_dynamic_UI(_ailments)
local cached_config = config.current_config.large_monster_UI.dynamic.ailment_buildups;
_ailments[ailments.stun_id].ailment_buildup_dynamic_UI = ailment_buildup_UI_entity.new(
cached_config.buildup_bar,
cached_config.highlighted_buildup_bar,
cached_config.ailment_name_label,
cached_config.player_name_label,
cached_config.buildup_value_label,
cached_config.buildup_percentage_label,
cached_config.total_buildup_label,
cached_config.total_buildup_value_label
);
end
function ailments.init_ailment_buildup_static_UI(_ailments)
local cached_config = config.current_config.large_monster_UI.static.ailment_buildups;
_ailments[ailments.stun_id].ailment_buildup_static_UI = ailment_buildup_UI_entity.new(
cached_config.buildup_bar,
cached_config.highlighted_buildup_bar,
cached_config.ailment_name_label,
cached_config.player_name_label,
cached_config.buildup_value_label,
cached_config.buildup_percentage_label,
cached_config.total_buildup_label,
cached_config.total_buildup_value_label
);
end
function ailments.init_ailment_buildup_highlighted_UI(_ailments)
local cached_config = config.current_config.large_monster_UI.highlighted.ailment_buildups;
_ailments[ailments.stun_id].ailment_buildup_highlighted_UI = ailment_buildup_UI_entity.new(
cached_config.buildup_bar,
cached_config.highlighted_buildup_bar,
cached_config.ailment_name_label,
cached_config.player_name_label,
cached_config.buildup_value_label,
cached_config.buildup_percentage_label,
cached_config.total_buildup_label,
cached_config.total_buildup_value_label
);
end
function ailments.init_ailment_buildup_small_UI(_ailments)
local cached_config = config.current_config.small_monster_UI.ailment_buildups;
_ailments[ailments.stun_id].ailment_buildup_small_UI = ailment_buildup_UI_entity.new(
cached_config.buildup_bar,
cached_config.highlighted_buildup_bar,
cached_config.ailment_name_label,
cached_config.player_name_label,
cached_config.buildup_value_label,
cached_config.buildup_percentage_label,
cached_config.total_buildup_label,
cached_config.total_buildup_value_label
);
end
local enemy_character_base_type_def = sdk.find_type_definition("snow.enemy.EnemyCharacterBase");
local enemy_condition_damage_param_base_type_def = sdk.find_type_definition("snow.enemy.EnemyConditionDamageParamBase");
local damage_param_field = enemy_character_base_type_def:get_field("<DamageParam>k__BackingField");
local damage_param_type = damage_param_field:get_type();
local get_condition_param_method = damage_param_type:get_method("get_ConditionParam");
local stun_param_field = damage_param_type:get_field("_StunParam");
local poison_param_field = damage_param_type:get_field("_PoisonParam");
local blast_param_field = damage_param_type:get_field("_BlastParam");
local poison_param_type = poison_param_field:get_type();
local blast_param_type = blast_param_field:get_type();
local get_is_enable_method = enemy_condition_damage_param_base_type_def:get_method("get_IsEnable");
local get_is_active_method = enemy_condition_damage_param_base_type_def:get_method("get_IsActive");
local get_activate_count_method = enemy_condition_damage_param_base_type_def:get_method("get_ActivateCount");
local get_stock_method = enemy_condition_damage_param_base_type_def:get_method("get_Stock");
local get_limit_method = enemy_condition_damage_param_base_type_def:get_method("get_Limit");
local get_active_time_method = enemy_condition_damage_param_base_type_def:get_method("get_ActiveTime");
local get_active_timer_method = enemy_condition_damage_param_base_type_def:get_method("get_ActiveTimer");
local poison_damage_field = poison_param_type:get_field("<Damage>k__BackingField");
local poison_get_is_damage_method = poison_param_type:get_method("get_IsDamage");
function ailments.update_ailments(enemy, monster)
if enemy == nil then
return;
end
local damage_param = damage_param_field:get_data(enemy);
if damage_param == nil then
return;
end
ailments.update_stun_poison_blast_ailments(monster, damage_param);
if not config.current_config.large_monster_UI.dynamic.ailments.visibility
and not config.current_config.large_monster_UI.static.ailments.visibility
and not config.current_config.large_monster_UI.highlighted.ailments.visibility
and not config.current_config.small_monster_UI.ailments.visibility
and not config.current_config.large_monster_UI.dynamic.ailment_buildups.visibility
and not config.current_config.large_monster_UI.static.ailment_buildups.visibility
and not config.current_config.small_monster_UI.ailment_buildups.visibility then
return;
end
local condition_param = get_condition_param_method:call(damage_param);
if condition_param == nil then
return;
end
local condition_param_table = condition_param:get_elements();
if condition_param == nil then
return;
end
for index, ailment_param in ipairs(condition_param_table) do
local id = index - 1;
if id == ailments.stun_id or id == ailments.poison_id or id == ailments.blast_id then
goto continue
end
ailments.update_ailment(monster, ailment_param, id);
::continue::
end
end
function ailments.update_stun_poison_blast_ailments(monster, damage_param)
local stun_param = stun_param_field:get_data(damage_param);
if stun_param ~= nil then
ailments.update_ailment(monster, stun_param, ailments.stun_id);
end
local poison_param = poison_param_field:get_data(damage_param);
if poison_param ~= nil then
ailments.update_ailment(monster, poison_param, ailments.poison_id);
end
local blast_param = blast_param_field:get_data(damage_param);
if blast_param ~= nil then
ailments.update_ailment(monster, blast_param, ailments.blast_id);
end
end
function ailments.update_ailment(monster, ailment_param, id)
local is_enable = get_is_enable_method:call(ailment_param);
local activate_count = get_activate_count_method:call(ailment_param):get_element(0):get_field("mValue") or 0;
local buildup = get_stock_method:call(ailment_param):get_element(0):get_field("mValue");
local buildup_limit = get_limit_method:call(ailment_param):get_element(0):get_field("mValue");
local timer = get_active_timer_method:call(ailment_param);
local duration = get_active_time_method:call(ailment_param);
local is_active = get_is_active_method:call(ailment_param);
if is_enable == nil then
is_enable = true;
end
if is_enable ~= monster.ailments[id].is_enable then
ailments.update_last_change_time(monster, id);
end
monster.ailments[id].is_enable = is_enable;
if activate_count ~= nil then
if activate_count ~= monster.ailments[id].activate_count then
ailments.update_last_change_time(monster, id);
if id == ailments.stun_id then
ailments.clear_ailment_contribution(monster, ailments.stun_id);
end
end
monster.ailments[id].activate_count = activate_count;
end
if buildup ~= nil then
if buildup ~= monster.ailments[id].total_buildup then
ailments.update_last_change_time(monster, id);
end
monster.ailments[id].total_buildup = buildup;
end
if buildup_limit ~= nil then
if buildup_limit ~= monster.ailments[id].buildup_limit then
ailments.update_last_change_time(monster, id);
end
monster.ailments[id].buildup_limit = buildup_limit;
end
if buildup ~= nil and buildup_limit ~= nil and buildup_limit ~= 0 then
monster.ailments[id].buildup_percentage = buildup / buildup_limit;
end
if timer ~= nil then
if timer ~= monster.ailments[id].timer then
ailments.update_last_change_time(monster, id);
end
monster.ailments[id].timer = timer;
end
if is_active ~= nil then
if is_active ~= monster.ailments[id].is_active then
ailments.update_last_change_time(monster, id);
end
monster.ailments[id].is_active = is_active;
end
if duration ~= nil and not monster.ailments[id].is_active then
if duration ~= monster.ailments[id].duration then
ailments.update_last_change_time(monster, id);
end
monster.ailments[id].duration = duration;
end
if duration ~= 0 and duration ~= nil then
monster.ailments[id].timer_percentage = timer / monster.ailments[id].duration;
end
if is_active then
if timer < 0 then
timer = 0;
end
local minutes_left = math.floor(timer / 60);
local seconds_left = timer - 60 * minutes_left;
if duration ~= 0 then
monster.ailments[id].timer_percentage = timer / monster.ailments[id].duration;
end
monster.ailments[id].minutes_left = minutes_left;
monster.ailments[id].seconds_left = seconds_left;
end
end
function ailments.update_last_change_time(monster, id)
monster.ailments[id].last_change_time = time.total_elapsed_script_seconds;
end
-- Code by coavins
function ailments.update_poison(monster, poison_param)
if monster == nil then
return;
end
if poison_param ~= nil then
--if poison tick, apply damage
local is_damage = poison_get_is_damage_method:call(poison_param);
if is_damage then
local poison_damage = poison_damage_field:get_data(poison_param);
ailments.apply_ailment_damage(monster, ailments.poison_id, poison_damage);
end
end
end
function ailments.draw_dynamic(monster, ailments_position_on_screen, opacity_scale)
local cached_config = config.current_config.large_monster_UI.dynamic.ailments;
local global_scale_modifier = config.current_config.global_settings.modifiers.global_scale_modifier;
--sort parts here
local displayed_ailments = {};
for id, ailment in pairs(monster.ailments) do
if id == ailments.paralyze_id then
if not cached_config.filter.paralysis then
goto continue
end
elseif id == ailments.sleep_id then
if not cached_config.filter.sleep then
goto continue
end
elseif id == ailments.stun_id then
if not cached_config.filter.stun then
goto continue
end
elseif id == ailments.flash_id then
if not cached_config.filter.flash then
goto continue
end
elseif id == ailments.poison_id then
if not cached_config.filter.poison then
goto continue
end
elseif id == ailments.blast_id then
if not cached_config.filter.blast then
goto continue
end
elseif id == ailments.exhaust_id then
if not cached_config.filter.exhaust then
goto continue
end
elseif id == ailments.ride_id then
if not cached_config.filter.ride then
goto continue
end
elseif id == ailments.water_id then
if not cached_config.filter.waterblight then
goto continue
end
elseif id == ailments.fire_id then
if not cached_config.filter.fireblight then
goto continue
end
elseif id == ailments.ice_id then
if not cached_config.filter.iceblight then
goto continue
end
elseif id == ailments.thunder_id then
if not cached_config.filter.thunderblight then
goto continue
end
elseif id == ailments.fall_trap_id then
if not cached_config.filter.fall_trap then
goto continue
end
elseif id == ailments.shock_trap_id then
if not cached_config.filter.shock_trap then
goto continue
end
elseif id == ailments.capture_id then
if not cached_config.filter.tranq_bomb then
goto continue
end
elseif id == ailments.koyashi_id then
if not cached_config.filter.dung_bomb then
goto continue
end
elseif id == ailments.steel_fang_id then
if not cached_config.filter.steel_fang then
goto continue
end
elseif id == ailments.fall_quick_sand_id then
if not cached_config.filter.quick_sand then
goto continue
end
elseif id == ailments.fall_otomo_trap_id then
if not cached_config.filter.fall_otomo_trap then
goto continue
end
elseif id == ailments.shock_otomo_trap_id then
if not cached_config.filter.shock_otomo_trap then
goto continue
end
else
goto continue
end
if cached_config.settings.hide_ailments_with_zero_buildup and ailment.total_buildup == 0 and
ailment.buildup_limit ~= 0
and ailment.activate_count == 0 and not ailment.is_active then
goto continue
end
if cached_config.settings.hide_inactive_ailments_with_no_buildup_support and ailment.buildup_limit == 0 and
not ailment.is_active then
goto continue
end
if cached_config.settings.hide_all_inactive_ailments and not ailment.is_active then
goto continue
end
if cached_config.settings.hide_all_active_ailments and ailment.is_active then
goto continue
end
if cached_config.settings.hide_disabled_ailments and not ailment.is_enable then
goto continue
end
if cached_config.settings.time_limit ~= 0 and
time.total_elapsed_script_seconds - ailment.last_change_time > cached_config.settings.time_limit and
not ailment.is_active then
goto continue
end
table.insert(displayed_ailments, ailment);
::continue::
end
if cached_config.sorting.type == "Normal" then
if cached_config.sorting.reversed_order then
table.sort(displayed_ailments, function(left, right)
return left.id > right.id;
end);
else
table.sort(displayed_ailments, function(left, right)
return left.id < right.id;
end);
end
elseif cached_config.sorting.type == "Buildup" then
if cached_config.sorting.reversed_order then
table.sort(displayed_ailments, function(left, right)
return left.total_buildup > right.total_buildup;
end);
else
table.sort(displayed_ailments, function(left, right)
return left.total_buildup < right.total_buildup;
end);
end
elseif cached_config.sorting.type == "Buildup Percentage" then
if cached_config.sorting.reversed_order then
table.sort(displayed_ailments, function(left, right)
return left.buildup_percentage > right.buildup_percentage;
end);
else
table.sort(displayed_ailments, function(left, right)
return left.buildup_percentage < right.buildup_percentage;
end);
end
end
for j, ailment in ipairs(displayed_ailments) do
local ailment_position_on_screen = {
x = ailments_position_on_screen.x + cached_config.spacing.x * (j - 1) * global_scale_modifier,
y = ailments_position_on_screen.y + cached_config.spacing.y * (j - 1) * global_scale_modifier;
}
ailment_UI_entity.draw_dynamic(ailment, monster.ailment_dynamic_UI, ailment_position_on_screen, opacity_scale);
end
end
function ailments.draw_static(monster, ailments_position_on_screen, opacity_scale)
local cached_config = config.current_config.large_monster_UI.static.ailments;
local global_scale_modifier = config.current_config.global_settings.modifiers.global_scale_modifier;
--sort parts here
local displayed_ailments = {};
for id, ailment in pairs(monster.ailments) do
if id == ailments.paralyze_id then
if not cached_config.filter.paralysis then
goto continue
end
elseif id == ailments.sleep_id then
if not cached_config.filter.sleep then
goto continue
end
elseif id == ailments.stun_id then
if not cached_config.filter.stun then
goto continue
end
elseif id == ailments.flash_id then
if not cached_config.filter.flash then
goto continue
end
elseif id == ailments.poison_id then
if not cached_config.filter.poison then
goto continue
end
elseif id == ailments.blast_id then
if not cached_config.filter.blast then
goto continue
end
elseif id == ailments.exhaust_id then
if not cached_config.filter.exhaust then
goto continue
end
elseif id == ailments.ride_id then
if not cached_config.filter.ride then
goto continue
end
elseif id == ailments.water_id then
if not cached_config.filter.waterblight then
goto continue
end
elseif id == ailments.fire_id then
if not cached_config.filter.fireblight then
goto continue
end
elseif id == ailments.ice_id then
if not cached_config.filter.iceblight then
goto continue
end
elseif id == ailments.thunder_id then
if not cached_config.filter.thunderblight then
goto continue
end
elseif id == ailments.fall_trap_id then
if not cached_config.filter.fall_trap then
goto continue
end
elseif id == ailments.shock_trap_id then
if not cached_config.filter.shock_trap then
goto continue
end
elseif id == ailments.capture_id then
if not cached_config.filter.tranq_bomb then
goto continue
end
elseif id == ailments.koyashi_id then
if not cached_config.filter.dung_bomb then
goto continue
end
elseif id == ailments.steel_fang_id then
if not cached_config.filter.steel_fang then
goto continue
end
elseif id == ailments.fall_quick_sand_id then
if not cached_config.filter.quick_sand then
goto continue
end
elseif id == ailments.fall_otomo_trap_id then
if not cached_config.filter.fall_otomo_trap then
goto continue
end
elseif id == ailments.shock_otomo_trap_id then
if not cached_config.filter.shock_otomo_trap then
goto continue
end
else
goto continue
end
if cached_config.settings.hide_ailments_with_zero_buildup and ailment.total_buildup == 0 and
ailment.buildup_limit ~= 0
and ailment.activate_count == 0 and not ailment.is_active then
goto continue
end
if cached_config.settings.hide_inactive_ailments_with_no_buildup_support and ailment.buildup_limit == 0 and
not ailment.is_active then
goto continue
end
if cached_config.settings.hide_all_inactive_ailments and not ailment.is_active then
goto continue
end
if cached_config.settings.hide_all_active_ailments and ailment.is_active then
goto continue
end
if cached_config.settings.hide_disabled_ailments and not ailment.is_enable then
goto continue
end
if cached_config.settings.time_limit ~= 0 and
time.total_elapsed_script_seconds - ailment.last_change_time > cached_config.settings.time_limit and
not ailment.is_active then
goto continue
end
table.insert(displayed_ailments, ailment);
::continue::
end
if cached_config.sorting.type == "Normal" then
if cached_config.sorting.reversed_order then
table.sort(displayed_ailments, function(left, right)
return left.id > right.id;
end);
else
table.sort(displayed_ailments, function(left, right)
return left.id < right.id;
end);
end
elseif cached_config.sorting.type == "Buildup" then
if cached_config.sorting.reversed_order then
table.sort(displayed_ailments, function(left, right)
return left.total_buildup > right.total_buildup;
end);
else
table.sort(displayed_ailments, function(left, right)
return left.total_buildup < right.total_buildup;
end);
end
elseif cached_config.sorting.type == "Buildup Percentage" then
if cached_config.sorting.reversed_order then
table.sort(displayed_ailments, function(left, right)
return left.buildup_percentage > right.buildup_percentage;
end);
else
table.sort(displayed_ailments, function(left, right)
return left.buildup_percentage < right.buildup_percentage;
end);
end
end
for j, ailment in ipairs(displayed_ailments) do
local ailment_position_on_screen = {
x = ailments_position_on_screen.x + cached_config.spacing.x * (j - 1) * global_scale_modifier,
y = ailments_position_on_screen.y + cached_config.spacing.y * (j - 1) * global_scale_modifier;
}
ailment_UI_entity.draw_static(ailment, monster.ailment_static_UI, ailment_position_on_screen, opacity_scale);
end
end
function ailments.draw_highlighted(monster, ailments_position_on_screen, opacity_scale)
local cached_config = config.current_config.large_monster_UI.highlighted.ailments;
local global_scale_modifier = config.current_config.global_settings.modifiers.global_scale_modifier;
--sort parts here
local displayed_ailments = {};
for id, ailment in pairs(monster.ailments) do
if id == ailments.paralyze_id then
if not cached_config.filter.paralysis then
goto continue
end
elseif id == ailments.sleep_id then
if not cached_config.filter.sleep then
goto continue
end
elseif id == ailments.stun_id then
if not cached_config.filter.stun then
goto continue
end
elseif id == ailments.flash_id then
if not cached_config.filter.flash then
goto continue
end
elseif id == ailments.poison_id then
if not cached_config.filter.poison then
goto continue
end
elseif id == ailments.blast_id then
if not cached_config.filter.blast then
goto continue
end
elseif id == ailments.exhaust_id then
if not cached_config.filter.exhaust then
goto continue
end
elseif id == ailments.ride_id then
if not cached_config.filter.ride then
goto continue
end
elseif id == ailments.water_id then
if not cached_config.filter.waterblight then
goto continue
end
elseif id == ailments.fire_id then
if not cached_config.filter.fireblight then
goto continue
end
elseif id == ailments.ice_id then
if not cached_config.filter.iceblight then
goto continue
end
elseif id == ailments.thunder_id then
if not cached_config.filter.thunderblight then
goto continue
end
elseif id == ailments.fall_trap_id then
if not cached_config.filter.fall_trap then
goto continue
end
elseif id == ailments.shock_trap_id then
if not cached_config.filter.shock_trap then
goto continue
end
elseif id == ailments.capture_id then
if not cached_config.filter.tranq_bomb then
goto continue
end
elseif id == ailments.koyashi_id then
if not cached_config.filter.dung_bomb then
goto continue
end
elseif id == ailments.steel_fang_id then
if not cached_config.filter.steel_fang then
goto continue
end
elseif id == ailments.fall_quick_sand_id then
if not cached_config.filter.quick_sand then
goto continue
end
elseif id == ailments.fall_otomo_trap_id then
if not cached_config.filter.fall_otomo_trap then
goto continue
end
elseif id == ailments.shock_otomo_trap_id then
if not cached_config.filter.shock_otomo_trap then
goto continue
end
else
goto continue
end
if cached_config.settings.hide_ailments_with_zero_buildup and ailment.total_buildup == 0 and
ailment.buildup_limit ~= 0
and ailment.activate_count == 0 and not ailment.is_active then
goto continue
end
if cached_config.settings.hide_inactive_ailments_with_no_buildup_support and ailment.buildup_limit == 0 and
not ailment.is_active then
goto continue
end
if cached_config.settings.hide_all_inactive_ailments and not ailment.is_active then
goto continue
end
if cached_config.settings.hide_all_active_ailments and ailment.is_active then
goto continue
end
if cached_config.settings.hide_disabled_ailments and not ailment.is_enable then
goto continue
end
if cached_config.settings.time_limit ~= 0 and
time.total_elapsed_script_seconds - ailment.last_change_time > cached_config.settings.time_limit and
not ailment.is_active then
goto continue
end
table.insert(displayed_ailments, ailment);
::continue::
end
if cached_config.sorting.type == "Normal" then
if cached_config.sorting.reversed_order then
table.sort(displayed_ailments, function(left, right)
return left.id > right.id;
end);
else
table.sort(displayed_ailments, function(left, right)
return left.id < right.id;
end);
end
elseif cached_config.sorting.type == "Buildup" then
if cached_config.sorting.reversed_order then
table.sort(displayed_ailments, function(left, right)
return left.total_buildup > right.total_buildup;
end);
else
table.sort(displayed_ailments, function(left, right)
return left.total_buildup < right.total_buildup;
end);
end
elseif cached_config.sorting.type == "Buildup Percentage" then
if cached_config.sorting.reversed_order then
table.sort(displayed_ailments, function(left, right)
return left.buildup_percentage > right.buildup_percentage;
end);
else
table.sort(displayed_ailments, function(left, right)
return left.buildup_percentage < right.buildup_percentage;
end);
end
end
for j, ailment in ipairs(displayed_ailments) do
local ailment_position_on_screen = {
x = ailments_position_on_screen.x + cached_config.spacing.x * (j - 1) * global_scale_modifier,
y = ailments_position_on_screen.y + cached_config.spacing.y * (j - 1) * global_scale_modifier;
}
ailment_UI_entity.draw_highlighted(ailment, monster.ailment_highlighted_UI, ailment_position_on_screen, opacity_scale);
end
end
function ailments.draw_small(monster, ailments_position_on_screen, opacity_scale)
local cached_config = config.current_config.small_monster_UI.ailments;
local global_scale_modifier = config.current_config.global_settings.modifiers.global_scale_modifier;
--sort parts here
local displayed_ailments = {};
for id, ailment in pairs(monster.ailments) do
if id == ailments.paralyze_id then
if not cached_config.filter.paralysis then
goto continue
end
elseif id == ailments.sleep_id then
if not cached_config.filter.sleep then
goto continue
end
elseif id == ailments.stun_id then
if not cached_config.filter.stun then
goto continue
end
elseif id == ailments.flash_id then
if not cached_config.filter.flash then
goto continue
end
elseif id == ailments.poison_id then
if not cached_config.filter.poison then
goto continue
end
elseif id == ailments.blast_id then
if not cached_config.filter.blast then
goto continue
end
elseif id == ailments.exhaust_id then
if not cached_config.filter.exhaust then
goto continue
end
elseif id == ailments.ride_id then
if not cached_config.filter.ride then
goto continue
end
elseif id == ailments.water_id then
if not cached_config.filter.waterblight then
goto continue
end
elseif id == ailments.fire_id then
if not cached_config.filter.fireblight then
goto continue
end
elseif id == ailments.ice_id then
if not cached_config.filter.iceblight then
goto continue
end
elseif id == ailments.thunder_id then
if not cached_config.filter.thunderblight then
goto continue
end
elseif id == ailments.fall_trap_id then
if not cached_config.filter.fall_trap then
goto continue
end
elseif id == ailments.shock_trap_id then
if not cached_config.filter.shock_trap then
goto continue
end
elseif id == ailments.capture_id then
if not cached_config.filter.tranq_bomb then
goto continue
end
elseif id == ailments.koyashi_id then
if not cached_config.filter.dung_bomb then
goto continue
end
elseif id == ailments.steel_fang_id then
if not cached_config.filter.steel_fang then
goto continue
end
elseif id == ailments.fall_quick_sand_id then
if not cached_config.filter.quick_sand then
goto continue
end
elseif id == ailments.fall_otomo_trap_id then
if not cached_config.filter.fall_otomo_trap then
goto continue
end
elseif id == ailments.shock_otomo_trap_id then
if not cached_config.filter.shock_otomo_trap then
goto continue
end
else
goto continue
end
if cached_config.settings.hide_ailments_with_zero_buildup and ailment.total_buildup == 0 and
ailment.buildup_limit ~= 0
and ailment.activate_count == 0 and not ailment.is_active then
goto continue
end
if cached_config.settings.hide_inactive_ailments_with_no_buildup_support and ailment.buildup_limit == 0 and
not ailment.is_active then
goto continue
end
if cached_config.settings.hide_all_inactive_ailments and not ailment.is_active then
goto continue
end
if cached_config.settings.hide_all_active_ailments and ailment.is_active then
goto continue
end
if cached_config.settings.hide_disabled_ailments and not ailment.is_enable then
goto continue
end
if cached_config.settings.time_limit ~= 0 and
time.total_elapsed_script_seconds - ailment.last_change_time > cached_config.settings.time_limit and
not ailment.is_active then
goto continue
end
table.insert(displayed_ailments, ailment);
::continue::
end
if cached_config.sorting.type == "Normal" then
if cached_config.sorting.reversed_order then
table.sort(displayed_ailments, function(left, right)
if cached_config.settings.prioritize_active_ailments and left.is_active then return false; end
return left.id > right.id;
end);
else
table.sort(displayed_ailments, function(left, right)
if cached_config.settings.prioritize_active_ailments and left.is_active then return true; end
return left.id < right.id;
end);
end
elseif cached_config.sorting.type == "Buildup" then
if cached_config.sorting.reversed_order then
table.sort(displayed_ailments, function(left, right)
if cached_config.settings.prioritize_active_ailments and left.is_active then return false; end
return left.total_buildup > right.total_buildup;
end);
else
table.sort(displayed_ailments, function(left, right)
if cached_config.settings.prioritize_active_ailments and left.is_active then return true; end
return left.total_buildup < right.total_buildup;
end);
end
elseif cached_config.sorting.type == "Buildup Percentage" then
if cached_config.sorting.reversed_order then
table.sort(displayed_ailments, function(left, right)
if cached_config.settings.prioritize_active_ailments and left.is_active then return false; end
return left.buildup_percentage > right.buildup_percentage;
end);
else
table.sort(displayed_ailments, function(left, right)
if cached_config.settings.prioritize_active_ailments and left.is_active then return true; end
return left.buildup_percentage < right.buildup_percentage;
end);
end
end
for j, ailment in ipairs(displayed_ailments) do
local ailment_position_on_screen = {
x = ailments_position_on_screen.x + cached_config.spacing.x * (j - 1) * global_scale_modifier,
y = ailments_position_on_screen.y + cached_config.spacing.y * (j - 1) * global_scale_modifier;
}
ailment_UI_entity.draw_small(ailment, monster.ailment_UI, ailment_position_on_screen, opacity_scale);
end
end
function ailments.apply_ailment_buildup(monster, attacker_id, ailment_type, ailment_buildup)
if monster == nil or player == nil or
(ailment_type ~= ailments.poison_id and ailment_type ~= ailments.blast_id and ailment_type ~= ailments.stun_id) then
return;
end
-- get the buildup accumulator for this type
if monster.ailments[ailment_type].buildup == nil then
monster.ailments[ailment_type].buildup = {};
end
-- accumulate this buildup for this attacker
monster.ailments[ailment_type].buildup[attacker_id] = (monster.ailments[ailment_type].buildup[attacker_id] or 0) +
ailment_buildup;
ailments.calculate_ailment_contribution(monster, ailment_type);
end
-- Code by coavins
function ailments.calculate_ailment_contribution(monster, ailment_type)
-- get total
local total = 0;
for attacker_id, player_buildup in pairs(monster.ailments[ailment_type].buildup) do
total = total + player_buildup;
end
for attacker_id, player_buildup in pairs(monster.ailments[ailment_type].buildup) do
-- update ratio for this attacker
monster.ailments[ailment_type].buildup_share[attacker_id] = player_buildup / total;
end
end
function ailments.clear_ailment_contribution(monster, ailment_type)
for attacker_id, player_buildup in pairs(monster.ailments[ailment_type].buildup) do
monster.ailments[ailment_type].buildup_share[attacker_id] = 0;
monster.ailments[ailment_type].buildup[attacker_id] = 0;
end
end
-- Code by coavins
function ailments.apply_ailment_damage(monster, ailment_type, ailment_damage)
-- we only track poison and blast for now
if ailment_type == nil or ailment_damage == nil then
return;
end
local damage_source_type = "";
local buildup_share = monster.ailments[ailment_type].buildup_share;
if ailment_type == ailments.poison_id then
damage_source_type = "poison";
buildup_share = monster.ailments[ailment_type].cached_buildup_share;
elseif ailment_type == ailments.blast_id then
damage_source_type = "blast";
else
return;
end
-- split up damage according to ratio of buildup on boss for this type
for attacker_id, percentage in pairs(buildup_share) do
local damage_portion = ailment_damage * percentage;
local damage_object = {};
damage_object.total_damage = damage_portion;
damage_object.physical_damage = 0;
damage_object.elemental_damage = 0;
damage_object.ailment_damage = damage_portion;
local attacking_player = player.get_player(attacker_id);
if attacking_player ~= nil then
player.update_damage(attacking_player, damage_source_type, true, damage_object);
end
end
local damage_object = {};
damage_object.total_damage = ailment_damage;
damage_object.physical_damage = 0;
damage_object.elemental_damage = 0;
damage_object.ailment_damage = ailment_damage;
player.update_damage(player.total, damage_source_type, true, damage_object);
end
function ailments.init_module()
player = require("MHR_Overlay.Damage_Meter.player");
language = require("MHR_Overlay.Misc.language");
config = require("MHR_Overlay.Misc.config");
ailment_UI_entity = require("MHR_Overlay.UI.UI_Entities.ailment_UI_entity");
ailment_buildup_UI_entity = require("MHR_Overlay.UI.UI_Entities.ailment_buildup_UI_entity");
time = require("MHR_Overlay.Game_Handler.time");
small_monster = require("MHR_Overlay.Monsters.small_monster");
large_monster = require("MHR_Overlay.Monsters.large_monster");
table_helpers = require("MHR_Overlay.Misc.table_helpers");
end
return ailments;