stamina/init.lua
Auke Kok 503a0f7b62 Stamina mod.
This mod implements a reduced version of BlockMen's hunger+hud
mod, implementing a player "stamina" stat that converts food
hp_change to stamina points. Stamina points heal the player
over time if they are available and higher than the HP amount.
2016-02-16 16:33:58 -08:00

316 lines
8.3 KiB
Lua

stamina = {}
local stamina_players = {}
STAMINA_TICK = 800 -- time in seconds after that 1 stamina point is taken
STAMINA_HEALTH_TICK = 4 -- time in seconds after player gets healed/damaged
STAMINA_MOVE_TICK = 0.5 -- time in seconds after the movement is checked
STAMINA_EXHAUST_DIG = 3 -- exhaustion increased this value after digged node
STAMINA_EXHAUST_PLACE = 1 -- exhaustion increased this value after placed
STAMINA_EXHAUST_MOVE = 1.5 -- exhaustion increased this value if player movement detected
STAMINA_EXHAUST_LVL = 160 -- at what exhaustion player saturation gets lowered
STAMINA_HEAL = 1 -- number of HP player gets healed after STAMINA_HEALTH_TICK
STAMINA_HEAL_LVL = 5 -- lower level of saturation needed to get healed
STAMINA_STARVE = 1 -- number of HP player gets damaged by stamina after STAMINA_HEALTH_TICK
STAMINA_STARVE_LVL = 3 -- level of staturation that causes starving
STAMINA_MAX = 30 -- maximum level of saturation
STAMINA_VISUAL_MAX = 20 -- hud bar extends only to 20
local function stamina_read(player)
local inv = player:get_inventory()
if not inv then
return nil
end
-- itemstack storage is offest by 1 to make the math work
local hgp = inv:get_stack("stamina", 1):get_count()
if hgp == 0 then
hgp = 21
inv:set_stack("stamina", 1, ItemStack({name = ":", count = hgp}))
end
return math.min(STAMINA_MAX + 1, hgp) - 1
end
local function stamina_save(player)
local inv = player:get_inventory()
if not inv then
return nil
end
local name = player:get_player_name()
local level = stamina_players[name].level
level = math.min(STAMINA_MAX, level)
level = math.max(level, 0)
inv:set_stack("stamina", 1, ItemStack({name = ":", count = level + 1}))
return true
end
local function stamina_update(player, level)
local name = player:get_player_name()
if not name then
return false
end
local old = stamina_players[name].level
if level == old then
return
end
stamina_players[name].level = level
player:hud_change(stamina_players[name].hud_id, "number", math.min(STAMINA_VISUAL_MAX, level))
stamina_save(player)
end
local function stamina_node_actions(pos, oldnode, player, ext)
if not player or not player:is_player() then
return
end
local name = player:get_player_name()
if not name or not stamina_players[name] then
return
end
local exhaust = stamina_players[name].exhaust
if not exhaust then
stamina_players[name].exhaust = 0
end
local new = STAMINA_EXHAUST_PLACE
-- placenode event
if not ext then
new = STAMINA_EXHAUST_DIG
end
-- assume its send by action_timer(globalstep)
if not pos and not oldnode then
new = STAMINA_EXHAUST_MOVE
end
exhaust = exhaust + new
if exhaust > STAMINA_EXHAUST_LVL then
exhaust = 0
local h = tonumber(stamina_players[name].level)
if h > 0 then
stamina_update(player, h - 1)
end
end
stamina_players[name].exhaust = exhaust
end
local function stamina_craft_actions(itemstack, player, old_craft_grid, craft_inv)
if not player or not player:is_player() then
return
end
local name = player:get_player_name()
if not name or not stamina_players[name] then
return
end
local exhaust = stamina_players[name].exhaust
if not exhaust then
stamina_players[name].exhaust = 0
return
end
if exhaust > STAMINA_EXHAUST_LVL then
exhaust = 0
local h = tonumber(stamina_players[name].level)
if h > 0 then
stamina_update(player, h - 1)
end
end
stamina_players[name].exhaust = exhaust
end
-- TODO: add stamina for fighting
-- Time based stamina functions
local stamina_timer = 0
local health_timer = 0
local action_timer = 0
local function stamina_globaltimer(dtime)
stamina_timer = stamina_timer + dtime
health_timer = health_timer + dtime
action_timer = action_timer + dtime
if action_timer > STAMINA_MOVE_TICK then
for _,player in ipairs(minetest.get_connected_players()) do
local controls = player:get_player_control()
-- Determine if the player is walking
if controls.up or controls.down or controls.left or controls.right then
stamina_node_actions(nil, nil, player)
end
end
action_timer = 0
end
-- lower saturation by 1 point after STAMINA_TICK second(s)
if stamina_timer > STAMINA_TICK then
for _,player in ipairs(minetest.get_connected_players()) do
local name = player:get_player_name()
local tab = stamina_players[name]
if tab then
local h = tab.level
if h > 0 then
stamina_update(player, h - 1)
end
end
end
stamina_timer = 0
end
-- heal or damage player, depending on saturation
if health_timer > STAMINA_HEALTH_TICK then
for _,player in ipairs(minetest.get_connected_players()) do
local name = player:get_player_name()
local tab = stamina_players[name]
if tab then
local air = player:get_breath() or 0
local hp = player:get_hp()
-- don't heal if drowning or dead
-- TODO: don't heal if poisoned?
local h = tonumber(tab.level)
if h >= STAMINA_HEAL_LVL and h >= hp and hp > 0 and air > 0 then
player:set_hp(hp + STAMINA_HEAL)
stamina_update(player, h - 1)
end
-- or damage player by 1 hp if saturation is < 2 (of 30)
if tonumber(tab.level) < STAMINA_STARVE_LVL then
player:set_hp(hp - STAMINA_STARVE)
end
end
end
health_timer = 0
end
end
local function poison_player(ticks, time, elapsed, user)
if elapsed <= ticks then
minetest.after(time, poison_player, ticks, time, elapsed + 1, user)
else
local name = user:get_player_name()
user:hud_change(stamina_players[name].hud_id, "text", "stamina_hud_fg.png")
end
local hp = user:get_hp() -1 or 0
if hp > 0 then
user:set_hp(hp)
end
end
-- override core.do_item_eat() so we can redirect hp_change to stamina
core.do_item_eat = function(hp_change, replace_with_item, itemstack, user, pointed_thing)
local old_itemstack = itemstack
itemstack = stamina.eat(hp_change, replace_with_item, itemstack, user, pointed_thing)
for _, callback in pairs(core.registered_on_item_eats) do
local result = callback(hp_change, replace_with_item, itemstack, user, pointed_thing, old_itemstack)
if result then
return result
end
end
return itemstack
end
-- not local since it's called from within core context
function stamina.eat(hp_change, replace_with_item, itemstack, user, pointed_thing)
if not itemstack then
return itemstack
end
if not user then
return itemstack
end
local name = user:get_player_name()
if not stamina_players[name] then
return itemstack
end
local level = tonumber(stamina_players[name].level or 0)
if level >= STAMINA_MAX then
return itemstack
end
if level < STAMINA_MAX and hp_change > 0 then
level = level + hp_change
stamina_update(user, level)
end
if hp_change < 0 then
user:hud_change(stamina_players[name].hud_id, "text", "stamina_hud_poison.png")
poison_player(2.0, -hp_change, 0, user)
end
minetest.sound_play("stamina_eat", {to_player = name, gain = 0.7})
if replace_with_item then
if itemstack:is_empty() then
itemstack:add_item(replace_with_item)
else
local inv = user:get_inventory()
if inv:room_for_item("main", {name=replace_with_item}) then
inv:add_item("main", replace_with_item)
else
local pos = user:getpos()
pos.y = math.floor(pos.y + 0.5)
core.add_item(pos, replace_with_item)
end
end
else
itemstack:take_item()
end
return itemstack
end
-- stamina is disabled if damage is disabled
if minetest.setting_getbool("enable_damage") and minetest.is_yes(minetest.setting_get("enable_stamina") or "1") then
minetest.register_on_joinplayer(function(player)
local inv = player:get_inventory()
inv:set_size("stamina", 1)
local name = player:get_player_name()
stamina_players[name] = {}
stamina_players[name].level = stamina_read(player)
stamina_players[name].exhaust = 0
local level = math.min(stamina_players[name].level, STAMINA_VISUAL_MAX)
local id = player:hud_add({
name = "stamina",
hud_elem_type = "statbar",
position = {x = 0.5, y = 1},
size = {x = 24, y = 24},
text = "stamina_hud_fg.png",
number = level,
alignment = {x = -1, y = -1},
offset = {x = -266, y = -110},
background = "stamina_hud_bg.png",
max = 0,
})
stamina_players[name].hud_id = id
end)
minetest.register_globalstep(stamina_globaltimer)
minetest.register_on_placenode(stamina_node_actions)
minetest.register_on_dignode(stamina_node_actions)
minetest.register_on_craft(stamina_craft_actions)
minetest.register_on_respawnplayer(function(player)
stamina_update(player, STAMINA_VISUAL_MAX)
end)
end