mirror of
https://github.com/GreenComfyTea/MHR-Overlay.git
synced 2026-01-24 04:18:11 -08:00
257 lines
7.7 KiB
Lua
257 lines
7.7 KiB
Lua
local monster_hook = {};
|
|
local small_monster;
|
|
local large_monster;
|
|
local config;
|
|
local ailments;
|
|
local player;
|
|
local quest_status;
|
|
|
|
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 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 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(enemy, monster);
|
|
large_monster.update_stamina_timer(enemy, monster, nil);
|
|
large_monster.update_rage_timer(enemy, monster, nil);
|
|
|
|
if quest_status.is_online and player.myself.id ~= 0 then
|
|
local physical_param = large_monster.update_health(enemy, monster);
|
|
large_monster.update_parts(enemy, monster, physical_param);
|
|
end
|
|
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 player.myself.id ~= 0 then
|
|
small_monster.update_health(enemy, monster);
|
|
end
|
|
end
|
|
|
|
function monster_hook.update_health(enemy_damage_stock_param)
|
|
local enemy = enemy_damage_stock_param:call("get_RefEnemy");
|
|
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);
|
|
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 = stamina_param:call("get_Em");
|
|
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");
|
|
player = require("MHR_Overlay.Damage_Meter.player");
|
|
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;
|