Files
MHR-Overlay/MHR_Overlay/Monsters/large_monster.lua

484 lines
15 KiB
Lua

local large_monster = {};
local singletons;
local customization_menu;
local config;
local table_helpers;
local health_UI_entity;
local stamina_UI_entity;
local rage_UI_entity;
local screen;
local drawing;
local body_part;
large_monster.list = {};
function large_monster.new(enemy)
local monster = {};
monster.is_large = true;
monster.id = 0;
monster.health = 0;
monster.max_health = 999999;
monster.health_percentage = 0;
monster.missing_health = 0;
monster.capture_health = 0;
monster.stamina = 0;
monster.max_stamina = 1000;
monster.stamina_percentage = 0;
monster.missing_stamina = 0;
monster.is_in_rage = false;
monster.rage_point = 0;
monster.rage_limit = 3000;
monster.rage_timer = 0;
monster.rage_duration = 600;
monster.rage_count = 0;
monster.rage_percentage = 0;
monster.rage_total_seconds_left = 0;
monster.rage_minutes_left = 0;
monster.rage_seconds_left = 0;
monster.rage_timer_percentage = 0;
monster.position = Vector3f.new(0, 0, 0);
monster.name = "Large Monster";
monster.size = 1;
monster.small_border = 0;
monster.big_border = 5;
monster.king_border = 10;
monster.crown = "";
monster.parts = {};
large_monster.init(monster, enemy);
large_monster.init_static_UI(monster);
large_monster.init_dynamic_UI(monster);
if large_monster.list[enemy] == nil then
large_monster.list[enemy] = monster;
end
return monster;
end
function large_monster.get_monster(enemy)
if large_monster.list[enemy] == nil then
return large_monster.new(enemy);
end
return large_monster.list[enemy];
end
function large_monster.init(monster, enemy)
local enemy_type = enemy:get_field("<EnemyType>k__BackingField");
if enemy_type == nil then
customization_menu.status = "No enemy type";
return;
end
monster.id = enemy_type;
local enemy_name = singletons.message_manager:call("getEnemyNameMessage", enemy_type);
if enemy_name ~= nil then
monster.name = enemy_name;
end
local size_info = singletons.enemy_manager:call("findEnemySizeInfo", enemy_type);
if size_info ~= nil then
local small_border = size_info:call("get_SmallBorder");
local big_border = size_info:call("get_BigBorder");
local king_border = size_info:call("get_KingBorder");
local size = enemy:call("get_MonsterListRegisterScale");
if small_border ~= nil then
monster.small_border = small_border;
end
if big_border ~= nil then
monster.big_border = big_border;
end
if king_border ~= nil then
monster.king_border = king_border;
end
if size ~= nil then
monster.size = size;
end
if monster.size <= monster.small_border then
monster.crown = "Mini";
elseif monster.size >= monster.king_border then
monster.crown = "Gold";
elseif monster.size >= monster.big_border then
monster.crown = "Silver";
end
end
end
function large_monster.init_static_UI(monster)
monster.static_name_label = table_helpers.deep_copy(config.current_config.large_monster_UI.static.monster_name_label);
monster.health_static_UI = health_UI_entity.new(
config.current_config.large_monster_UI.static.health.bar,
config.current_config.large_monster_UI.static.health.text_label,
config.current_config.large_monster_UI.static.health.value_label,
config.current_config.large_monster_UI.static.health.percentage_label
);
monster.stamina_static_UI = stamina_UI_entity.new(
config.current_config.large_monster_UI.static.stamina.bar,
config.current_config.large_monster_UI.static.stamina.text_label,
config.current_config.large_monster_UI.static.stamina.value_label,
config.current_config.large_monster_UI.static.stamina.percentage_label
);
monster.rage_static_UI = rage_UI_entity.new(
config.current_config.large_monster_UI.static.rage.bar,
config.current_config.large_monster_UI.static.rage.text_label,
config.current_config.large_monster_UI.static.rage.value_label,
config.current_config.large_monster_UI.static.rage.percentage_label
);
for REpart, part in pairs(monster.parts) do
body_part.init_static_UI(part);
end
end
function large_monster.init_dynamic_UI(monster)
monster.dynamic_name_label = table_helpers.deep_copy(config.current_config.large_monster_UI.dynamic.monster_name_label);
monster.health_dynamic_UI = health_UI_entity.new(
config.current_config.large_monster_UI.dynamic.health.bar,
config.current_config.large_monster_UI.dynamic.health.text_label,
config.current_config.large_monster_UI.dynamic.health.value_label,
config.current_config.large_monster_UI.dynamic.health.percentage_label
);
monster.stamina_dynamic_UI = stamina_UI_entity.new(
config.current_config.large_monster_UI.dynamic.stamina.bar,
config.current_config.large_monster_UI.dynamic.stamina.text_label,
config.current_config.large_monster_UI.dynamic.stamina.value_label,
config.current_config.large_monster_UI.dynamic.stamina.percentage_label
);
monster.rage_dynamic_UI = rage_UI_entity.new(
config.current_config.large_monster_UI.dynamic.rage.bar,
config.current_config.large_monster_UI.dynamic.rage.text_label,
config.current_config.large_monster_UI.dynamic.rage.value_label,
config.current_config.large_monster_UI.dynamic.rage.percentage_label
);
for REpart, part in pairs(monster.parts) do
body_part.init_dynamic_UI(part);
end
end
function large_monster.update(enemy)
if enemy == nil then
return;
end
local monster = large_monster.get_monster(enemy);
local physical_param = enemy:get_field("<PhysicalParam>k__BackingField");
if physical_param == nil then
customization_menu.status = "No physical param";
return;
end
local vital_param = physical_param:call("getVital", 0, 0);
if vital_param == nil then
customization_menu.status = "No vital param";
return;
end
local health = vital_param:call("get_Current");
local max_health = vital_param:call("get_Max");
local capture_health = physical_param:call("get_CaptureHpVital");
local stamina_param = enemy:get_field("<StaminaParam>k__BackingField");
if stamina_param == nil then
customization_menu.status = "No stamina param";
return;
end
local stamina = stamina_param:call("getStamina");
local max_stamina = stamina_param:call("getMaxStamina");
local anger_param = enemy:get_field("<AngerParam>k__BackingField");
if anger_param == nil then
customization_menu.status = "No anger param";
return;
end
local is_in_rage = anger_param:call("isAnger");
local rage_point = anger_param:call("get_AngerPoint");
local rage_limit = anger_param:call("get_LimitAnger");
local rage_timer = anger_param:call("get_Timer");
local rage_duration = anger_param:call("get_TimerAnger");
local rage_count = anger_param:call("get_CountAnger");
local vital_list = physical_param:get_field("_VitalList");
if vital_list == nil then
customization_menu.status = "No vital list";
return;
end
local vital_list_count = vital_list:call("get_Count");
if vital_list_count == nil or vital_list_count < 2 then
customization_menu.status = "No vital list count";
return;
end
local part_list = vital_list:call("get_Item", 1);
if part_list == nil then
customization_menu.status = "No part list";
return;
end
local part_list_count = part_list:call("get_Count");
if part_list_count == nil then
customization_menu.status = "No part list count";
return;
end
local last_REpart = part_list:call("get_Item", part_list_count - 1);
local last_REpart_health = 9999999;
if last_REpart ~= nil then
local _last_REpart_health = last_REpart:call("get_Current");
if last_REpart_health ~= nil then
last_REpart_health = _last_REpart_health;
end
end
local part_id = 1;
for i = 0, part_list_count - 1 do
local REpart = part_list:call("get_Item", i);
if REpart == nil then
goto continue;
end
local part_health = REpart:call("get_Current");
if part_health == nil then
goto continue;
end
if part_health == last_REpart_health then
break;
end
local part_max_health = REpart:call("get_Max");
if part_max_health == nil or part_max_health <= 0 then
goto continue;
end
local part = monster.parts[REpart];
if part == nil then
part = body_part.new(REpart, part_id);
monster.parts[REpart] = part;
end
body_part.update(part, part_health, part_max_health);
part_id = part_id + 1;
::continue::
end
local enemy_game_object = enemy:call("get_GameObject");
if enemy_game_object == nil then
customization_menu.status = "No enemy game object";
return;
end
local enemy_transform = enemy_game_object:call("get_Transform");
if enemy_transform == nil then
customization_menu.status = "No enemy transform";
return;
end
local position = enemy_transform:call("get_Position");
if not position then
customization_menu.status = "No enemy position";
return;
end
if health ~= nil then
monster.health = health;
end
if max_health ~= nil then
monster.max_health = max_health;
end
if capture_health ~= nil then
monster.capture_health = capture_health;
end
if max_health ~= nil and health ~= nil then
monster.missing_health = max_health - health;
if max_health ~= 0 then
monster.health_percentage = health / max_health;
end
end
if position ~= nil then
monster.position = position;
end
if stamina ~= nil then
monster.stamina = stamina;
end
if max_stamina ~= nil then
monster.max_stamina = max_stamina;
end
if max_stamina ~= nil and stamina ~= nil then
monster.missing_stamina = max_stamina - stamina;
if max_stamina ~= 0 then
monster.stamina_percentage = stamina / max_stamina;
end
end
if is_in_rage ~= nil then
monster.is_in_rage = is_in_rage;
end
if rage_point ~= nil then
monster.rage_point = rage_point;
end
if rage_limit ~= nil then
monster.rage_limit = rage_limit;
end
if rage_point ~= nil and rage_limit ~= nil then
if rage_limit ~= 0 then
monster.rage_percentage = rage_point / rage_limit;
end
end
if rage_timer ~= nil then
monster.rage_timer = rage_timer;
end
if rage_duration ~= nil then
monster.rage_duration = rage_duration;
end
if rage_timer ~= nil and rage_duration ~= nil and monster.is_in_rage then
monster.rage_total_seconds_left = rage_duration - rage_timer;
if monster.rage_total_seconds_left < 0 then
monster.rage_total_seconds_left = 0;
end
monster.rage_minutes_left = math.floor(monster.rage_total_seconds_left / 60);
monster.rage_seconds_left = monster.rage_total_seconds_left - 60 * monster.rage_minutes_left;
if rage_duration ~= 0 then
monster.rage_timer_percentage = monster.rage_total_seconds_left / rage_duration;
end
end
if rage_count ~= nil then
monster.rage_count = rage_count;
end
end
function large_monster.draw_dynamic(monster, position_on_screen, opacity_scale)
local monster_name_text = "";
if config.current_config.large_monster_UI.dynamic.monster_name_label.include.monster_name then
monster_name_text = string.format("%s ", monster.name);
end
if config.current_config.large_monster_UI.dynamic.monster_name_label.include.crown and monster.crown ~= "" then
monster_name_text = monster_name_text .. string.format("%s ", monster.crown);
end
if config.current_config.large_monster_UI.dynamic.monster_name_label.include.size then
monster_name_text = monster_name_text .. string.format("#%.0f ", 100 * monster.size);
end
if config.current_config.large_monster_UI.dynamic.monster_name_label.include.scrown_thresholds then
monster_name_text = monster_name_text .. string.format("<=%.0f >=%.0f >=%.0f", 100 * monster.small_border,
100 * monster.big_border, 100 * monster.king_border);
end
drawing.draw_label(monster.dynamic_name_label, position_on_screen, opacity_scale, monster_name_text .. " " .. tostring(monster.id));
health_UI_entity.draw(monster, monster.health_dynamic_UI, position_on_screen, opacity_scale);
stamina_UI_entity.draw(monster, monster.stamina_dynamic_UI, position_on_screen, opacity_scale);
rage_UI_entity.draw(monster, monster.rage_dynamic_UI, position_on_screen, opacity_scale);
local j = 0;
for REpart, part in pairs(monster.parts) do
local part_position_on_screen = {
x = position_on_screen.x + config.current_config.large_monster_UI.dynamic.parts.offset.x + config.current_config.large_monster_UI.dynamic.parts.spacing.x * j,
y = position_on_screen.y + config.current_config.large_monster_UI.dynamic.parts.offset.y + config.current_config.large_monster_UI.dynamic.parts.spacing.y * j;
}
body_part.draw_dynamic(part, part_position_on_screen, opacity_scale);
j = j + 1;
end
end
function large_monster.draw_static(monster, position_on_screen, opacity_scale)
local monster_name_text = "";
if config.current_config.large_monster_UI.static.monster_name_label.include.monster_name then
monster_name_text = string.format("%s ", monster.name);
end
if config.current_config.large_monster_UI.static.monster_name_label.include.crown and monster.crown ~= "" then
monster_name_text = monster_name_text .. string.format("%s ", monster.crown);
end
if config.current_config.large_monster_UI.static.monster_name_label.include.size then
monster_name_text = monster_name_text .. string.format("#%.0f ", 100 * monster.size);
end
if config.current_config.large_monster_UI.static.monster_name_label.include.scrown_thresholds then
monster_name_text = monster_name_text .. string.format("<=%.0f >=%.0f >=%.0f", 100 * monster.small_border,
100 * monster.big_border, 100 * monster.king_border);
end
drawing.draw_label(monster.static_name_label, position_on_screen, opacity_scale, monster_name_text .. " " .. tostring(monster.id));
health_UI_entity.draw(monster, monster.health_static_UI, position_on_screen, opacity_scale);
stamina_UI_entity.draw(monster, monster.stamina_static_UI, position_on_screen, opacity_scale);
rage_UI_entity.draw(monster, monster.rage_static_UI, position_on_screen, opacity_scale);
local j = 0;
for REpart, part in pairs(monster.parts) do
local part_position_on_screen = {
x = position_on_screen.x + config.current_config.large_monster_UI.static.parts.offset.x + config.current_config.large_monster_UI.static.parts.spacing.x * j,
y = position_on_screen.y + config.current_config.large_monster_UI.static.parts.offset.y + config.current_config.large_monster_UI.static.parts.spacing.y * j;
}
body_part.draw_static(part, part_position_on_screen, opacity_scale);
j = j + 1;
end
end
function large_monster.init_list()
large_monster.list = {};
end
function large_monster.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");
body_part = require("MHR_Overlay.Monsters.body_part");
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");
screen = require("MHR_Overlay.Game_Handler.screen");
drawing = require("MHR_Overlay.UI.drawing");
end
return large_monster;