updated to latest, getpos to get_pos

main
TenPlus1 2017-10-09 15:30:51 +01:00
parent 4fb89757d2
commit 3136a2c4b2
2 changed files with 163 additions and 716 deletions

470
init.lua
View File

@ -1,19 +1,17 @@
stamina = {}
local stamina_players = {}
STAMINA_TICK = 800 -- time in seconds after that 1 stamina point is taken
STAMINA_TICK_MIN = 4 -- stamina ticks won't reduce stamina below this level
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 -- .. after placing node
STAMINA_EXHAUST_PLACE = 1 -- .. after digging node
STAMINA_EXHAUST_MOVE = 1.5 -- .. if player movement detected
STAMINA_EXHAUST_JUMP = 5 -- .. if jumping
STAMINA_EXHAUST_CRAFT = 10 -- .. if player crafts (was 20)
STAMINA_EXHAUST_PUNCH = 20 -- .. if player punches another player (was 40)
STAMINA_EXHAUST_CRAFT = 20 -- .. if player crafts
STAMINA_EXHAUST_PUNCH = 40 -- .. if player punches another player
STAMINA_EXHAUST_LVL = 160 -- at what exhaustion player saturation gets lowered
STAMINA_HEAL = 1 -- number of HP player gets healed after STAMINA_HEALTH_TICK
@ -23,176 +21,116 @@ STAMINA_STARVE_LVL = 3 -- level of staturation that causes starving
STAMINA_VISUAL_MAX = 20 -- hud bar extends only to 20
SPRINT_SPEED = 0.8 -- how much faster player can run if satiated
SPRINT_JUMP = 0.1 -- how much higher player can jump if satiated
SPRINT_DRAIN = 0.35 -- how fast to drain satation while sprinting (0-1)
SPRINT_SPEED = 0.8 -- how much faster player can run if satiated
SPRINT_JUMP = 0.1 -- how much higher player can jump if satiated
SPRINT_DRAIN = 0.35 -- how fast to drain satation while sprinting (0-1)
local function stamina_read(player)
local inv = player:get_inventory()
if not inv then
local function get_int_attribute(player, key)
local level = player:get_attribute(key)
if level then
return tonumber(level)
else
return nil
end
-- itemstack storage is offest by 1 to make the math work
local v = inv:get_stack("stamina", 1):get_count()
if v == 0 then
v = 21
inv:set_stack("stamina", 1, ItemStack({name = ":", count = v}))
end
return v - 1
end
local function stamina_update_level(player, level)
local old = get_int_attribute(player, "stamina:level")
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.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
if level == old then -- To suppress HUD update
return
end
stamina_players[name].level = level
player:set_attribute("stamina:level", level)
player:hud_change(stamina_players[name].hud_id, "number", math.min(STAMINA_VISUAL_MAX, level))
stamina_save(player)
player:hud_change(player:get_attribute("stamina:hud_id"), "number", math.min(STAMINA_VISUAL_MAX, level))
end
local function stamina_is_poisoned(player)
return player:get_attribute("stamina:poisoned") == "yes"
end
local function stamina_set_poisoned(player, poisoned)
if poisoned then
player:set_attribute("stamina:poisoned", "yes")
else
player:set_attribute("stamina:poisoned", "no")
end
end
local function stamina_get_exhaustion(player)
return get_int_attribute(player, "stamina:exhaustion")
end
-- global function for mods to amend stamina level
stamina.change = function(player, change)
local name = player:get_player_name()
if not name or not change or change == 0 then
return false
end
local level = stamina_players[name].level
level = level + change
local level = get_int_attribute(player, "stamina:level") + change
if level < 0 then level = 0 end
if level > STAMINA_VISUAL_MAX then level = STAMINA_VISUAL_MAX end
stamina_update(player, level)
stamina_update_level(player, level)
return true
end
local function exhaust_player(player, v)
if not player or not player:is_player() then
if not player or not player.is_player or not player:is_player() or not player.set_attribute then
return
end
local name = player:get_player_name()
if not name then
return
end
local s = stamina_players[name]
local exhaustion = stamina_get_exhaustion(player) or 0
if not s then
return
end
local e = s.exhaust
if not e then
s.exhaust = 0
end
e = e + v
if e > STAMINA_EXHAUST_LVL then
e = 0
local h = tonumber(stamina_players[name].level)
exhaustion = exhaustion + v
if exhaustion > STAMINA_EXHAUST_LVL then
exhaustion = 0
local h = get_int_attribute(player, "stamina:level")
if h > 0 then
stamina_update(player, h - 1)
stamina_update_level(player, h - 1)
end
end
s.exhaust = e
player:set_attribute("stamina:exhaustion", exhaustion)
end
-- Sprint settings and function
local enable_sprint = minetest.setting_getbool("sprint") ~= false
local enable_sprint_particles = minetest.setting_getbool("sprint_particles") ~= false
local armor_mod = minetest.get_modpath("3d_armor")
function set_sprinting(name, sprinting)
if stamina_players[name] then
local player = minetest.get_player_by_name(name)
local def = {}
-- get player physics from armor mod
if armor_mod and armor and armor.def then
def.speed = armor.def[name].speed
def.jump = armor.def[name].jump
def.gravity = armor.def[name].gravity
end
def.speed = def.speed or 1
def.jump = def.jump or 1
def.gravity = def.gravity or 1
if sprinting == true then
def.speed = def.speed + SPRINT_SPEED
def.jump = def.jump + SPRINT_JUMP
end
player:set_physics_override({
speed = def.speed,
jump = def.jump,
gravity = def.gravity
})
--print ("Speed:", def.speed, "Jump:", def.jump, "Gravity:", def.gravity)
return true
local player = minetest.get_player_by_name(name)
local def = {}
-- Get player physics from 3d_armor mod
if armor_mod and armor and armor.def then
def.speed = armor.def[name].speed
def.jump = armor.def[name].jump
def.gravity = armor.def[name].gravity
end
return false
end
def.speed = def.speed or 1
def.jump = def.jump or 1
def.gravity = def.gravity or 1
if sprinting == true then
def.speed = def.speed + SPRINT_SPEED
def.jump = def.jump + SPRINT_JUMP
end
player:set_physics_override({
speed = def.speed,
jump = def.jump,
gravity = def.gravity
})
end
-- Time based stamina functions
local stamina_timer = 0
@ -200,50 +138,38 @@ 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
local players = minetest.get_connected_players()
for n = 1, #players do
local controls = players[n]:get_player_control()
for _,player in ipairs(minetest.get_connected_players()) do
local controls = player:get_player_control()
-- Determine if the player is walking
if controls.jump then
exhaust_player(players[n], STAMINA_EXHAUST_JUMP)
exhaust_player(player, STAMINA_EXHAUST_JUMP)
elseif controls.up or controls.down or controls.left or controls.right then
exhaust_player(players[n], STAMINA_EXHAUST_MOVE)
exhaust_player(player, STAMINA_EXHAUST_MOVE)
end
--- START sprint
if enable_sprint then
local name = players[n]:get_player_name()
local name = player:get_player_name()
-- check if player can sprint (stamina must be over 6 points)
if controls.aux1 and controls.up
and not minetest.check_player_privs(name, {fast = true})
and stamina_players[name].level > 6 then
and not minetest.check_player_privs(player, {fast = true})
and get_int_attribute(player, "stamina:level") > 6 then
set_sprinting(name, true)
-- create particles behind player when sprinting
if enable_sprint_particles then
local pos = players[n]:getpos()
local pos = player:get_pos()
local node = minetest.get_node({
x = pos.x,
y = pos.y - 1,
z = pos.z
})
x = pos.x, y = pos.y - 1, z = pos.z})
if node.name ~= "air" then
@ -269,127 +195,83 @@ local function stamina_globaltimer(dtime)
end
-- Lower the player's stamina when sprinting
stamina_update(players[n],
tonumber(stamina_players[name].level)
- (SPRINT_DRAIN * STAMINA_MOVE_TICK))
local level = get_int_attribute(player, "stamina:level")
stamina_update_level(player, level - (SPRINT_DRAIN * STAMINA_MOVE_TICK))
else
set_sprinting(name, false)
end
end -- END sprint
end -- END for
-- lower saturation by 1 point after STAMINA_TICK second(s)
if stamina_timer > STAMINA_TICK then
for n = 1, #players do
local name = players[n]:get_player_name()
local tab = stamina_players[name]
if tab then
local h = tab.level
if h > STAMINA_TICK_MIN then
stamina_update(players[n], h - 1)
end
end
end
-- END sprint
stamina_timer = 0
end -- END stamina-timer
-- heal or damage player, depending on saturation
if health_timer > STAMINA_HEALTH_TICK then
for n = 1, #players do
local name = players[n]:get_player_name()
local tab = stamina_players[name]
if tab then
local air = players[n]:get_breath() or 0
local hp = players[n]:get_hp()
-- don't heal if drowning, dead or poisoned
local h = tonumber(tab.level)
if h >= STAMINA_HEAL_LVL and h >= hp and hp > 0
and air > 0 and tab.poison == false then
players[n]:set_hp(hp + STAMINA_HEAL)
stamina_update(players[n], h - 1)
end
-- or damage player by 1 hp if saturation is < 2 (of 30)
if tonumber(tab.level) < STAMINA_STARVE_LVL then
players[n]:set_hp(hp - STAMINA_STARVE)
end
end
end
health_timer = 0
end -- END health_timer
end
action_timer = 0
end -- END action_timer
end
local function poison_player(ticks, time, elapsed, user)
local name = user:get_player_name()
if elapsed <= ticks then
minetest.after(time, poison_player, ticks, time, elapsed + 1, user)
stamina_players[name].poison = true
else
user:hud_change(stamina_players[name].hud_id, "text", "stamina_hud_fg.png")
stamina_players[name].poison = false
end
local hp = user:get_hp() -1 or 0
-- 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 h = get_int_attribute(player, "stamina:level")
if h > STAMINA_TICK_MIN then
stamina_update_level(player, h - 1)
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 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 = get_int_attribute(player, "stamina:level")
if h >= STAMINA_HEAL_LVL and h >= hp and hp > 0 and air > 0
and not stamina_is_poisoned(player) then
player:set_hp(hp + STAMINA_HEAL)
stamina_update_level(player, h - 1)
end
-- or damage player by 1 hp if saturation is < 2 (of 30)
if get_int_attribute(player, "stamina:level") < STAMINA_STARVE_LVL then
player:set_hp(hp - STAMINA_STARVE)
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)
stamina_set_poisoned(user,true)
else
user:hud_change(user:get_attribute("stamina:hud_id"), "text", "stamina_hud_fg.png")
stamina_set_poisoned(user,false)
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
@ -398,68 +280,56 @@ function stamina.eat(hp_change, replace_with_item, itemstack, user, pointed_thin
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)
local level = get_int_attribute(user, "stamina:level") or 0
if level >= STAMINA_VISUAL_MAX then
return itemstack
end
if hp_change > 0 then
level = level + hp_change
stamina_update(user, level)
stamina_update_level(user, level)
else
-- assume hp_change < 0.
user:hud_change(stamina_players[name].hud_id, "text", "stamina_hud_poison.png")
user:hud_change(user:get_attribute("stamina:hud_id"), "text", "stamina_hud_poison.png")
poison_player(2.0, -hp_change, 0, user)
end
minetest.sound_play("stamina_eat", {pos = user:getpos(), gain = 0.7, max_hear_distance = 5})
minetest.sound_play("stamina_eat", {to_player = user:get_player_name(), gain = 0.7})
-- particle effect when eating
local pos = user:getpos() ; pos.y = pos.y + 1.5
local vel = user:get_player_velocity()
local itemname = itemstack:get_name()
local texture = minetest.registered_items[itemname].inventory_image
local dir = user:get_look_dir()
-- particle effect when eating
local pos = user:get_pos()
pos.y = pos.y + 1.5 -- mouth level
local itemname = itemstack:get_name()
local texture = minetest.registered_items[itemname].inventory_image
local dir = user:get_look_dir()
minetest.add_particlespawner({
amount = 5,
time = 0.1,
minpos = pos,
maxpos = pos,
minvel = {x = dir.x - 1, y = dir.y, z = dir.z - 1},
maxvel = {x = dir.x + 1, y = dir.y, z = dir.z + 1},
minacc = {x = 0, y = -5, z = 0},
maxacc = {x = 0, y = -9, z = 0},
minexptime = 1,
maxexptime = 1,
minsize = 1,
maxsize = 2,
texture = texture,
})
minetest.add_particlespawner({
amount = 5,
time = 0.1,
minpos = pos,
maxpos = pos,
minvel = {x = dir.x - 1, y = dir.y, z = dir.z - 1},
maxvel = {x = dir.x + 1, y = dir.y, z = dir.z + 1},
minacc = {x = 0, y = -5, z = 0},
maxacc = {x = 0, y = -9, z = 0},
minexptime = 1,
maxexptime = 1,
minsize = 1,
maxsize = 2,
texture = texture,
})
itemstack:take_item()
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
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)
pos.y = math.floor(pos.y - 1.0)
core.add_item(pos, replace_with_item)
end
end
@ -468,38 +338,27 @@ minetest.add_particlespawner({
return itemstack
end
-- stamina is disabled if damage is disabled
if minetest.setting_getbool("enable_damage")
and minetest.setting_get("enable_stamina") ~= false then
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
stamina_players[name].poison = false
local level = math.min(stamina_players[name].level, STAMINA_VISUAL_MAX)
local id = player:hud_add(
{
local level = STAMINA_VISUAL_MAX -- TODO
if get_int_attribute(player, "stamina:level") then
level = math.min(get_int_attribute(player, "stamina:level"), STAMINA_VISUAL_MAX)
else
player:set_attribute("stamina:level", level)
end
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,
direciton = 0,
size = {x = 24, y = 24},
alignment = {x = -1, y = -1},
offset = {x = -266, y = -110},
max = 0,
})
stamina_players[name].hud_id = id
player:set_attribute("stamina:hud_id", id)
end)
minetest.register_globalstep(stamina_globaltimer)
@ -507,20 +366,17 @@ if minetest.setting_getbool("enable_damage")
minetest.register_on_placenode(function(pos, oldnode, player, ext)
exhaust_player(player, STAMINA_EXHAUST_PLACE)
end)
minetest.register_on_dignode(function(pos, oldnode, player, ext)
exhaust_player(player, STAMINA_EXHAUST_DIG)
end)
minetest.register_on_craft(function(itemstack, player, old_craft_grid, craft_inv)
exhaust_player(player, STAMINA_EXHAUST_CRAFT)
end)
minetest.register_on_punchplayer(function(player, hitter, time_from_last_punch, tool_capabilities, dir, damage)
exhaust_player(hitter, STAMINA_EXHAUST_PUNCH)
end)
minetest.register_on_respawnplayer(function(player)
stamina_update(player, STAMINA_VISUAL_MAX)
stamina_update_level(player, STAMINA_VISUAL_MAX)
end)
end

View File

@ -1,409 +0,0 @@
stamina = {}
local stamina_players = {}
STAMINA_TICK = 800 -- time in seconds after that 1 stamina point is taken
STAMINA_TICK_MIN = 4 -- stamina ticks won't reduce stamina below this level
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 -- .. after placing node
STAMINA_EXHAUST_MOVE = 1.5 -- .. if player movement detected
STAMINA_EXHAUST_JUMP = 5 -- .. if jumping
STAMINA_EXHAUST_CRAFT = 10 -- .. if player crafts (was 20)
STAMINA_EXHAUST_PUNCH = 20 -- .. if player punches another player (was 40)
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_VISUAL_MAX = 20 -- hud bar extends only to 20
SPRINT_SPEED = 0.8 -- how much faster player can run if satiated
SPRINT_JUMP = 0.1 -- how much higher player can jump if satiated
SPRINT_DRAIN = 0.35 -- how fast to drain satation while sprinting (0-1)
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 v = inv:get_stack("stamina", 1):get_count()
if v == 0 then
v = 21
inv:set_stack("stamina", 1, ItemStack({name = ":", count = v}))
end
return v - 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.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
stamina.change = function(player, change)
local name = player:get_player_name()
if not name or not change or change == 0 then
return false
end
local level = stamina_players[name].level
level = level + change
if level < 0 then level = 0 end
if level > STAMINA_VISUAL_MAX then level = STAMINA_VISUAL_MAX end
stamina_update(player, level)
end
local function exhaust_player(player, v)
if not player or not player:is_player() then
return
end
local name = player:get_player_name()
if not name then
return
end
local s = stamina_players[name]
if not s then
return
end
local e = s.exhaust
if not e then
s.exhaust = 0
end
e = e + v
if e > STAMINA_EXHAUST_LVL then
e = 0
local h = tonumber(stamina_players[name].level)
if h > 0 then
stamina_update(player, h - 1)
end
end
s.exhaust = e
end
-- Sprint settings and function
local enable_sprint = minetest.setting_getbool("sprint") ~= false
local enable_sprint_particles = minetest.setting_getbool("sprint_particles") ~= false
local armor_mod = minetest.get_modpath("3d_armor")
function set_sprinting(name, sprinting)
if stamina_players[name] then
local player = minetest.get_player_by_name(name)
local def = {}
if armor_mod and armor and armor.def then
-- get player physics from armor
def.speed = armor.def[name].speed
def.jump = armor.def[name].jump
def.gravity = armor.def[name].gravity
end
def.speed = def.speed or 1
def.jump = def.jump or 1
def.gravity = def.gravity or 1
if sprinting == true then
def.speed = def.speed + SPRINT_SPEED
def.jump = def.jump + SPRINT_JUMP
end
player:set_physics_override({
speed = def.speed,
jump = def.jump,
gravity = def.gravity
})
--print ("Speed:", def.speed, "Jump:", def.jump, "Gravity:", def.gravity)
return true
end
return false
end
-- 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 pairs(minetest.get_connected_players()) do
local controls = player:get_player_control()
-- Determine if the player is walking
if controls.jump then
exhaust_player(player, STAMINA_EXHAUST_JUMP)
elseif controls.up or controls.down or controls.left or controls.right then
exhaust_player(player, STAMINA_EXHAUST_MOVE)
end
--- START sprint
if enable_sprint then
local name = player:get_player_name()
-- check if player can sprint (stamina must be over 6 points)
if controls.aux1 and controls.up
and not minetest.check_player_privs(player, {fast = true})
and stamina_players[name].level > 6 then
set_sprinting(name, true)
-- create particles behind player when sprinting
if enable_sprint_particles then
local pos = player:getpos()
local node = minetest.get_node({
x = pos.x,
y = pos.y - 1,
z = pos.z
})
if node.name ~= "air" then
minetest.add_particlespawner({
amount = 5,
time = 0.01,
minpos = {x = pos.x - 0.25, y = pos.y + 0.1, z = pos.z - 0.25},
maxpos = {x = pos.x + 0.25, y = pos.y + 0.1, z = pos.z + 0.25},
minvel = {x = -0.5, y = 1, z = -0.5},
maxvel = {x = 0.5, y = 2, z = 0.5},
minacc = {x = 0, y = -5, z = 0},
maxacc = {x = 0, y = -12, z = 0},
minexptime = 0.25,
maxexptime = 0.5,
minsize = 0.5,
maxsize = 1.0,
vertical = false,
collisiondetection = false,
texture = "default_dirt.png",
})
end
end
-- Lower the player's stamina when sprinting
local level = tonumber(stamina_players[name].level)
stamina_update(player, level - (SPRINT_DRAIN * STAMINA_MOVE_TICK))
else
set_sprinting(name, false)
end
end
-- END sprint
end
action_timer = 0
end
-- lower saturation by 1 point after STAMINA_TICK second(s)
if stamina_timer > STAMINA_TICK then
for _,player in pairs(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 > STAMINA_TICK_MIN 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 pairs(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, dead or poisoned
local h = tonumber(tab.level)
if h >= STAMINA_HEAL_LVL and h >= hp and hp > 0 and air > 0
and tab.poison == false 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)
local name = user:get_player_name()
if elapsed <= ticks then
minetest.after(time, poison_player, ticks, time, elapsed + 1, user)
stamina_players[name].poison = true
else
user:hud_change(stamina_players[name].hud_id, "text", "stamina_hud_fg.png")
stamina_players[name].poison = false
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_VISUAL_MAX then
return itemstack
end
if hp_change > 0 then
level = level + hp_change
stamina_update(user, level)
else
-- assume hp_change < 0.
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, max_hear_distance = 5})
itemstack:take_item()
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
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
stamina_players[name].poison = false
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},
max = 0,
})
stamina_players[name].hud_id = id
end)
minetest.register_globalstep(stamina_globaltimer)
minetest.register_on_placenode(function(pos, oldnode, player, ext)
exhaust_player(player, STAMINA_EXHAUST_PLACE)
end)
minetest.register_on_dignode(function(pos, oldnode, player, ext)
exhaust_player(player, STAMINA_EXHAUST_DIG)
end)
minetest.register_on_craft(function(itemstack, player, old_craft_grid, craft_inv)
exhaust_player(player, STAMINA_EXHAUST_CRAFT)
end)
minetest.register_on_punchplayer(function(player, hitter, time_from_last_punch, tool_capabilities, dir, damage)
exhaust_player(hitter, STAMINA_EXHAUST_PUNCH)
end)
minetest.register_on_respawnplayer(function(player)
stamina_update(player, STAMINA_VISUAL_MAX)
end)
end