Files
MHR-Overlay/reframework/autorun/MHR_Overlay/Monsters/body_part.lua
2022-06-17 14:38:12 +03:00

587 lines
25 KiB
Lua

local body_part = {};
local singletons;
local customization_menu;
local config;
local table_helpers;
local health_UI_entity;
local stamina_UI_entity;
local rage_UI_entity;
local body_part_UI_entity;
local screen;
local drawing;
local part_names;
local time;
body_part.list = {};
function body_part.new(id, name)
local part = {};
part.id = id;
part.health = 9999;
part.max_health = 99999;
part.health_percentage = 0;
part.break_health = 9999;
part.break_max_health = 99999;
part.break_health_percentage = 0;
part.lost_health = 9999;
part.loss_max_health = 99999;
part.loss_health_percentage = 0;
part.name = name;
part.flinch_count = 0;
part.break_count = 0;
part.break_max_count = 0;
part.last_change_time = time.total_elapsed_seconds;
body_part.init_dynamic_UI(part);
body_part.init_static_UI(part);
body_part.init_highlighted_UI(part);
return part;
end
function body_part.init_dynamic_UI(part)
part.body_part_dynamic_UI = body_part_UI_entity.new(
config.current_config.large_monster_UI.dynamic.body_parts.visibility,
config.current_config.large_monster_UI.dynamic.body_parts.part_name_label,
config.current_config.large_monster_UI.dynamic.body_parts.part_health.visibility,
config.current_config.large_monster_UI.dynamic.body_parts.part_health.bar,
config.current_config.large_monster_UI.dynamic.body_parts.part_health.text_label,
config.current_config.large_monster_UI.dynamic.body_parts.part_health.value_label,
config.current_config.large_monster_UI.dynamic.body_parts.part_health.percentage_label,
config.current_config.large_monster_UI.dynamic.body_parts.part_break.visibility,
config.current_config.large_monster_UI.dynamic.body_parts.part_break.bar,
config.current_config.large_monster_UI.dynamic.body_parts.part_break.text_label,
config.current_config.large_monster_UI.dynamic.body_parts.part_break.value_label,
config.current_config.large_monster_UI.dynamic.body_parts.part_break.percentage_label,
config.current_config.large_monster_UI.dynamic.body_parts.part_loss.visibility,
config.current_config.large_monster_UI.dynamic.body_parts.part_loss.bar,
config.current_config.large_monster_UI.dynamic.body_parts.part_loss.text_label,
config.current_config.large_monster_UI.dynamic.body_parts.part_loss.value_label,
config.current_config.large_monster_UI.dynamic.body_parts.part_loss.percentage_label
);
end
function body_part.init_static_UI(part)
part.body_part_static_UI = body_part_UI_entity.new(
config.current_config.large_monster_UI.static.body_parts.visibility,
config.current_config.large_monster_UI.static.body_parts.part_name_label,
config.current_config.large_monster_UI.static.body_parts.part_health.visibility,
config.current_config.large_monster_UI.static.body_parts.part_health.bar,
config.current_config.large_monster_UI.static.body_parts.part_health.text_label,
config.current_config.large_monster_UI.static.body_parts.part_health.value_label,
config.current_config.large_monster_UI.static.body_parts.part_health.percentage_label,
config.current_config.large_monster_UI.static.body_parts.part_break.visibility,
config.current_config.large_monster_UI.static.body_parts.part_break.bar,
config.current_config.large_monster_UI.static.body_parts.part_break.text_label,
config.current_config.large_monster_UI.static.body_parts.part_break.value_label,
config.current_config.large_monster_UI.static.body_parts.part_break.percentage_label,
config.current_config.large_monster_UI.static.body_parts.part_loss.visibility,
config.current_config.large_monster_UI.static.body_parts.part_loss.bar,
config.current_config.large_monster_UI.static.body_parts.part_loss.text_label,
config.current_config.large_monster_UI.static.body_parts.part_loss.value_label,
config.current_config.large_monster_UI.static.body_parts.part_loss.percentage_label
);
end
function body_part.init_highlighted_UI(part)
part.body_part_highlighted_UI = body_part_UI_entity.new(
config.current_config.large_monster_UI.highlighted.body_parts.visibility,
config.current_config.large_monster_UI.highlighted.body_parts.part_name_label,
config.current_config.large_monster_UI.highlighted.body_parts.part_health.visibility,
config.current_config.large_monster_UI.highlighted.body_parts.part_health.bar,
config.current_config.large_monster_UI.highlighted.body_parts.part_health.text_label,
config.current_config.large_monster_UI.highlighted.body_parts.part_health.value_label,
config.current_config.large_monster_UI.highlighted.body_parts.part_health.percentage_label,
config.current_config.large_monster_UI.highlighted.body_parts.part_break.visibility,
config.current_config.large_monster_UI.highlighted.body_parts.part_break.bar,
config.current_config.large_monster_UI.highlighted.body_parts.part_break.text_label,
config.current_config.large_monster_UI.highlighted.body_parts.part_break.value_label,
config.current_config.large_monster_UI.highlighted.body_parts.part_break.percentage_label,
config.current_config.large_monster_UI.highlighted.body_parts.part_loss.visibility,
config.current_config.large_monster_UI.highlighted.body_parts.part_loss.bar,
config.current_config.large_monster_UI.highlighted.body_parts.part_loss.text_label,
config.current_config.large_monster_UI.highlighted.body_parts.part_loss.value_label,
config.current_config.large_monster_UI.highlighted.body_parts.part_loss.percentage_label
);
end
function body_part.update(part, part_current, part_max, part_break_current, part_break_max, part_loss_current, part_loss_max, part_break_count, part_break_max_count, is_severed)
if part == nil then
return;
end
if part_current > part.health then
part.flinch_count = part.flinch_count + 1;
end
if part_break_current > part.break_health then
part.break_count = part.break_count + 1;
end
if part.health ~= part_current then
part.last_change_time = time.total_elapsed_seconds;
end
if part.break_health ~= part_break_current then
part.last_change_time = time.total_elapsed_seconds;
end
if part.loss_health ~= part_loss_current then
part.last_change_time = time.total_elapsed_seconds;
end
if part.break_count ~= part_break_count then
part.last_change_time = time.total_elapsed_seconds;
end
if part.break_max_count ~= part_break_max_count then
part.last_change_time = time.total_elapsed_seconds;
end
if part.is_severed ~= is_severed then
part.last_change_time = time.total_elapsed_seconds;
end
part.health = part_current;
part.max_health = part_max;
part.break_health = part_break_current;
part.break_max_health = part_break_max;
part.loss_health = part_loss_current;
part.loss_max_health = part_loss_max;
part.break_count = part_break_count;
part.break_max_count = part_break_max_count;
part.is_severed = is_severed;
if part.max_health ~= 0 then
part.health_percentage = part.health / part.max_health;
end
if part.break_max_health ~= 0 then
part.break_health_percentage = part.break_health / part.break_max_health;
end
if part.loss_max_health ~= 0 then
part.loss_health_percentage = part.loss_health / part.loss_max_health;
end
end
function body_part.draw_dynamic(monster, parts_position_on_screen, opacity_scale)
local displayed_parts = {};
for REpart, part in pairs(monster.parts) do
if config.current_config.large_monster_UI.dynamic.body_parts.settings.hide_undamaged_parts
and part.health == part.max_health and part.flinch_count == 0
and ((part.break_health == part.break_max_health and part.break_count == 0) or part.break_max_health < 0)
and ((part.loss_health == part.loss_max_health and not part.is_severed) or part.loss_max_health < 0) then
goto continue;
end
if (not part.body_part_dynamic_UI.flinch_visibility)
and (not part.body_part_dynamic_UI.break_visibility or part.break_max_health < 0 or part.break_count >= part.break_max_count)
and (not part.body_part_dynamic_UI.loss_visibility or part.loss_max_health < 0 or part.is_severed) then
goto continue;
end
if config.current_config.large_monster_UI.dynamic.body_parts.settings.time_limit ~= 0 and time.total_elapsed_seconds - part.last_change_time > config.current_config.large_monster_UI.dynamic.body_parts.settings.time_limit then
goto continue;
end
table.insert(displayed_parts, part);
::continue::
end
if config.current_config.large_monster_UI.dynamic.body_parts.sorting.type == "Normal" then
if config.current_config.large_monster_UI.dynamic.body_parts.sorting.reversed_order then
table.sort(displayed_parts, function(left, right)
return left.id > right.id;
end);
else
table.sort(displayed_parts, function(left, right)
return left.id < right.id;
end);
end
elseif config.current_config.large_monster_UI.dynamic.body_parts.sorting.type == "Health" then
if config.current_config.large_monster_UI.dynamic.body_parts.sorting.reversed_order then
table.sort(displayed_parts, function(left, right)
return left.health > right.health;
end);
else
table.sort(displayed_parts, function(left, right)
return left.health < right.health;
end);
end
elseif config.current_config.large_monster_UI.dynamic.body_parts.sorting.type == "Health Percentage" then
if config.current_config.large_monster_UI.dynamic.body_parts.sorting.reversed_order then
table.sort(displayed_parts, function(left, right)
return left.health_percentage > right.health_percentage;
end);
else
table.sort(displayed_parts, function(left, right)
return left.health_percentage < right.health_percentage;
end);
end
elseif config.current_config.large_monster_UI.dynamic.body_parts.sorting.type == "Flinch Count" then
if config.current_config.large_monster_UI.dynamic.body_parts.sorting.reversed_order then
table.sort(displayed_parts, function(left, right)
return left.flinch_count > right.flinch_count;
end);
else
table.sort(displayed_parts, function(left, right)
return left.flinch_count < right.flinch_count;
end);
end
elseif config.current_config.large_monster_UI.dynamic.body_parts.sorting.type == "Break Health" then
if config.current_config.large_monster_UI.dynamic.body_parts.sorting.reversed_order then
table.sort(displayed_parts, function(left, right)
return left.break_health > right.break_health;
end);
else
table.sort(displayed_parts, function(left, right)
return left.break_health < right.break_health;
end);
end
elseif config.current_config.large_monster_UI.dynamic.body_parts.sorting.type == "Break Health Percentage" then
if config.current_config.large_monster_UI.dynamic.body_parts.sorting.reversed_order then
table.sort(displayed_parts, function(left, right)
return left.break_health_percentage > right.break_health_percentage;
end);
else
table.sort(displayed_parts, function(left, right)
return left.break_health_percentage < right.break_health_percentage;
end);
end
elseif config.current_config.large_monster_UI.dynamic.body_parts.sorting.type == "Break Count" then
if config.current_config.large_monster_UI.dynamic.body_parts.sorting.reversed_order then
table.sort(displayed_parts, function(left, right)
return left.break_count > right.break_count;
end);
else
table.sort(displayed_parts, function(left, right)
return left.break_count < right.break_count;
end);
end
elseif config.current_config.large_monster_UI.dynamic.body_parts.sorting.type == "Sever Health" then
if config.current_config.large_monster_UI.dynamic.body_parts.sorting.reversed_order then
table.sort(displayed_parts, function(left, right)
return left.loss_health > right.loss_health;
end);
else
table.sort(displayed_parts, function(left, right)
return left.loss_health < right.loss_health;
end);
end
elseif config.current_config.large_monster_UI.dynamic.body_parts.sorting.type == "Sever Health Percentage" then
if config.current_config.large_monster_UI.dynamic.body_parts.sorting.reversed_order then
table.sort(displayed_parts, function(left, right)
return left.loss_health_percentage > right.loss_health_percentage;
end);
else
table.sort(displayed_parts, function(left, right)
return left.loss_health_percentage < right.loss_health_percentage;
end);
end
end
local last_part_position_on_screen;
for j, part in ipairs(displayed_parts) do
local part_position_on_screen = {
x = parts_position_on_screen.x + config.current_config.large_monster_UI.dynamic.body_parts.spacing.x * (j - 1) * config.current_config.global_settings.modifiers.global_scale_modifier,
y = parts_position_on_screen.y + config.current_config.large_monster_UI.dynamic.body_parts.spacing.y * (j - 1) * config.current_config.global_settings.modifiers.global_scale_modifier;
}
body_part_UI_entity.draw_dynamic(part, part_position_on_screen, opacity_scale);
last_part_position_on_screen = part_position_on_screen;
end
return last_part_position_on_screen;
end
function body_part.draw_static(monster, parts_position_on_screen, opacity_scale)
local displayed_parts = {};
for REpart, part in pairs(monster.parts) do
if config.current_config.large_monster_UI.static.body_parts.settings.hide_undamaged_parts
and part.health == part.max_health and part.flinch_count == 0
and ((part.break_health == part.break_max_health and part.break_count == 0) or part.break_max_health < 0)
and ((part.loss_health == part.loss_max_health and not part.is_severed) or part.loss_max_health < 0) then
goto continue;
end
if (not part.body_part_static_UI.flinch_visibility)
and (not part.body_part_static_UI.break_visibility or part.break_max_health < 0 or part.break_count >= part.break_max_count)
and (not part.body_part_static_UI.loss_visibility or part.loss_max_health < 0 or part.is_severed) then
goto continue;
end
if config.current_config.large_monster_UI.static.body_parts.settings.time_limit ~= 0 and time.total_elapsed_seconds - part.last_change_time > config.current_config.large_monster_UI.static.body_parts.settings.time_limit then
goto continue;
end
table.insert(displayed_parts, part);
::continue::
end
if config.current_config.large_monster_UI.static.body_parts.sorting.type == "Normal" then
if config.current_config.large_monster_UI.static.body_parts.sorting.reversed_order then
table.sort(displayed_parts, function(left, right)
return left.id > right.id;
end);
else
table.sort(displayed_parts, function(left, right)
return left.id < right.id;
end);
end
elseif config.current_config.large_monster_UI.static.body_parts.sorting.type == "Health" then
if config.current_config.large_monster_UI.static.body_parts.sorting.reversed_order then
table.sort(displayed_parts, function(left, right)
return left.health > right.health;
end);
else
table.sort(displayed_parts, function(left, right)
return left.health < right.health;
end);
end
elseif config.current_config.large_monster_UI.static.body_parts.sorting.type == "Health Percentage" then
if config.current_config.large_monster_UI.static.body_parts.sorting.reversed_order then
table.sort(displayed_parts, function(left, right)
return left.health_percentage > right.health_percentage;
end);
else
table.sort(displayed_parts, function(left, right)
return left.health_percentage < right.health_percentage;
end);
end
elseif config.current_config.large_monster_UI.static.body_parts.sorting.type == "Flinch Count" then
if config.current_config.large_monster_UI.static.body_parts.sorting.reversed_order then
table.sort(displayed_parts, function(left, right)
return left.flinch_count > right.flinch_count;
end);
else
table.sort(displayed_parts, function(left, right)
return left.flinch_count < right.flinch_count;
end);
end
elseif config.current_config.large_monster_UI.static.body_parts.sorting.type == "Break Health" then
if config.current_config.large_monster_UI.static.body_parts.sorting.reversed_order then
table.sort(displayed_parts, function(left, right)
return left.break_health > right.break_health;
end);
else
table.sort(displayed_parts, function(left, right)
return left.break_health < right.break_health;
end);
end
elseif config.current_config.large_monster_UI.static.body_parts.sorting.type == "Break Health Percentage" then
if config.current_config.large_monster_UI.static.body_parts.sorting.reversed_order then
table.sort(displayed_parts, function(left, right)
return left.break_health_percentage > right.break_health_percentage;
end);
else
table.sort(displayed_parts, function(left, right)
return left.break_health_percentage < right.break_health_percentage;
end);
end
elseif config.current_config.large_monster_UI.static.body_parts.sorting.type == "Break Count" then
if config.current_config.large_monster_UI.static.body_parts.sorting.reversed_order then
table.sort(displayed_parts, function(left, right)
return left.break_count > right.break_count;
end);
else
table.sort(displayed_parts, function(left, right)
return left.break_count < right.break_count;
end);
end
elseif config.current_config.large_monster_UI.static.body_parts.sorting.type == "Sever Health" then
if config.current_config.large_monster_UI.static.body_parts.sorting.reversed_order then
table.sort(displayed_parts, function(left, right)
return left.loss_health > right.loss_health;
end);
else
table.sort(displayed_parts, function(left, right)
return left.loss_health < right.loss_health;
end);
end
elseif config.current_config.large_monster_UI.static.body_parts.sorting.type == "Sever Health Percentage" then
if config.current_config.large_monster_UI.static.body_parts.sorting.reversed_order then
table.sort(displayed_parts, function(left, right)
return left.loss_health_percentage > right.loss_health_percentage;
end);
else
table.sort(displayed_parts, function(left, right)
return left.loss_health_percentage < right.loss_health_percentage;
end);
end
end
local last_part_position_on_screen;
for j, part in ipairs(displayed_parts) do
local part_position_on_screen = {
x = parts_position_on_screen.x + config.current_config.large_monster_UI.static.body_parts.spacing.x * (j - 1) * config.current_config.global_settings.modifiers.global_scale_modifier,
y = parts_position_on_screen.y + config.current_config.large_monster_UI.static.body_parts.spacing.y * (j - 1) * config.current_config.global_settings.modifiers.global_scale_modifier;
}
body_part_UI_entity.draw_static(part, part_position_on_screen, opacity_scale);
last_part_position_on_screen = part_position_on_screen;
end
return last_part_position_on_screen;
end
function body_part.draw_highlighted(monster, parts_position_on_screen, opacity_scale)
local displayed_parts = {};
for REpart, part in pairs(monster.parts) do
if config.current_config.large_monster_UI.highlighted.body_parts.settings.hide_undamaged_parts
and part.health == part.max_health and part.flinch_count == 0
and ((part.break_health == part.break_max_health and part.break_count == 0) or part.break_max_health < 0)
and ((part.loss_health == part.loss_max_health and not part.is_severed) or part.loss_max_health < 0) then
goto continue;
end
if (not part.body_part_highlighted_UI.flinch_visibility)
and (not part.body_part_highlighted_UI.break_visibility or part.break_max_health < 0 or part.break_count >= part.break_max_count)
and (not part.body_part_highlighted_UI.loss_visibility or part.loss_max_health < 0 or part.is_severed) then
goto continue;
end
if config.current_config.large_monster_UI.highlighted.body_parts.settings.time_limit ~= 0 and time.total_elapsed_seconds - part.last_change_time > config.current_config.large_monster_UI.highlighted.body_parts.settings.time_limit then
goto continue;
end
table.insert(displayed_parts, part);
::continue::
end
if config.current_config.large_monster_UI.highlighted.body_parts.sorting.type == "Normal" then
if config.current_config.large_monster_UI.highlighted.body_parts.sorting.reversed_order then
table.sort(displayed_parts, function(left, right)
return left.id > right.id;
end);
else
table.sort(displayed_parts, function(left, right)
return left.id < right.id;
end);
end
elseif config.current_config.large_monster_UI.highlighted.body_parts.sorting.type == "Health" then
if config.current_config.large_monster_UI.highlighted.body_parts.sorting.reversed_order then
table.sort(displayed_parts, function(left, right)
return left.health > right.health;
end);
else
table.sort(displayed_parts, function(left, right)
return left.health < right.health;
end);
end
elseif config.current_config.large_monster_UI.highlighted.body_parts.sorting.type == "Health Percentage" then
if config.current_config.large_monster_UI.highlighted.body_parts.sorting.reversed_order then
table.sort(displayed_parts, function(left, right)
return left.health_percentage > right.health_percentage;
end);
else
table.sort(displayed_parts, function(left, right)
return left.health_percentage < right.health_percentage;
end);
end
elseif config.current_config.large_monster_UI.highlighted.body_parts.sorting.type == "Flinch Count" then
if config.current_config.large_monster_UI.highlighted.body_parts.sorting.reversed_order then
table.sort(displayed_parts, function(left, right)
return left.flinch_count > right.flinch_count;
end);
else
table.sort(displayed_parts, function(left, right)
return left.flinch_count < right.flinch_count;
end);
end
elseif config.current_config.large_monster_UI.highlighted.body_parts.sorting.type == "Break Health" then
if config.current_config.large_monster_UI.highlighted.body_parts.sorting.reversed_order then
table.sort(displayed_parts, function(left, right)
return left.break_health > right.break_health;
end);
else
table.sort(displayed_parts, function(left, right)
return left.break_health < right.break_health;
end);
end
elseif config.current_config.large_monster_UI.highlighted.body_parts.sorting.type == "Break Health Percentage" then
if config.current_config.large_monster_UI.highlighted.body_parts.sorting.reversed_order then
table.sort(displayed_parts, function(left, right)
return left.break_health_percentage > right.break_health_percentage;
end);
else
table.sort(displayed_parts, function(left, right)
return left.break_health_percentage < right.break_health_percentage;
end);
end
elseif config.current_config.large_monster_UI.highlighted.body_parts.sorting.type == "Break Count" then
if config.current_config.large_monster_UI.highlighted.body_parts.sorting.reversed_order then
table.sort(displayed_parts, function(left, right)
return left.break_count > right.break_count;
end);
else
table.sort(displayed_parts, function(left, right)
return left.break_count < right.break_count;
end);
end
elseif config.current_config.large_monster_UI.highlighted.body_parts.sorting.type == "Sever Health" then
if config.current_config.large_monster_UI.highlighted.body_parts.sorting.reversed_order then
table.sort(displayed_parts, function(left, right)
return left.loss_health > right.loss_health;
end);
else
table.sort(displayed_parts, function(left, right)
return left.loss_health < right.loss_health;
end);
end
elseif config.current_config.large_monster_UI.highlighted.body_parts.sorting.type == "Sever Health Percentage" then
if config.current_config.large_monster_UI.highlighted.body_parts.sorting.reversed_order then
table.sort(displayed_parts, function(left, right)
return left.loss_health_percentage > right.loss_health_percentage;
end);
else
table.sort(displayed_parts, function(left, right)
return left.loss_health_percentage < right.loss_health_percentage;
end);
end
end
local last_part_position_on_screen;
for j, part in ipairs(displayed_parts) do
local part_position_on_screen = {
x = parts_position_on_screen.x + config.current_config.large_monster_UI.highlighted.body_parts.spacing.x * (j - 1) * config.current_config.global_settings.modifiers.global_scale_modifier,
y = parts_position_on_screen.y + config.current_config.large_monster_UI.highlighted.body_parts.spacing.y * (j - 1) * config.current_config.global_settings.modifiers.global_scale_modifier;
};
body_part_UI_entity.draw_highlighted(part, part_position_on_screen, opacity_scale);
last_part_position_on_screen = part_position_on_screen;
end
return last_part_position_on_screen;
end
function body_part.init_module()
singletons = require("MHR_Overlay.Game_Handler.singletons");
customization_menu = require("MHR_Overlay.UI.customization_menu");
config = require("MHR_Overlay.Misc.config");
table_helpers = require("MHR_Overlay.Misc.table_helpers");
health_UI_entity = require("MHR_Overlay.UI.UI_Entities.health_UI_entity");
stamina_UI_entity = require("MHR_Overlay.UI.UI_Entities.stamina_UI_entity");
rage_UI_entity = require("MHR_Overlay.UI.UI_Entities.rage_UI_entity");
body_part_UI_entity = require("MHR_Overlay.UI.UI_Entities.body_part_UI_entity");
screen = require("MHR_Overlay.Game_Handler.screen");
drawing = require("MHR_Overlay.UI.drawing");
part_names = require("MHR_Overlay.Misc.part_names");
time = require("MHR_Overlay.Game_Handler.time");
end
return body_part;