Files
MHR-Overlay/reframework/autorun/MHR_Overlay/Monsters/monster_hook.lua
2022-07-19 17:16:28 +03:00

161 lines
5.1 KiB
Lua

local monster_hook = {};
local small_monster;
local large_monster;
local config;
local ailments;
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 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);
local physical_param = large_monster.update_health(enemy, monster);
large_monster.update_parts(enemy, monster, physical_param);
large_monster.update_stamina(enemy, monster, nil);
large_monster.update_stamina_timer(enemy, monster, nil);
large_monster.update_rage(enemy, monster, nil);
large_monster.update_rage_timer(enemy, monster, nil);
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);
small_monster.update_health(enemy, monster);
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");
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);
end
return monster_hook;