tidy and tweak code, add some nil checks

main
tenplus1 2021-02-19 16:22:43 +00:00
parent d597cf488c
commit aacc11d64c
1 changed files with 207 additions and 184 deletions

391
init.lua
View File

@ -31,7 +31,7 @@ SPRINT_DRAIN = 0.35 -- how fast to drain satation while sprinting (0-1)
local function get_int_attribute(player)
-- pipeworks fake player check
if not player.get_attribute then
if not player or not player.get_attribute then
return nil
end
@ -204,207 +204,62 @@ local function set_sprinting(name, sprinting)
end
-- Time based stamina functions
local stamina_timer, health_timer, action_timer, poison_timer, drunk_timer = 0,0,0,0,0
local function drunk_tick()
local function stamina_globaltimer(dtime)
for _,player in ipairs(minetest.get_connected_players()) do
stamina_timer = stamina_timer + dtime
health_timer = health_timer + dtime
action_timer = action_timer + dtime
poison_timer = poison_timer + dtime
drunk_timer = drunk_timer + dtime
local name = player:get_player_name()
local players = minetest.get_connected_players()
if name
and stamina.players[name]
and stamina.players[name].drunk then
-- simulate drunk walking (thanks LumberJ)
if drunk_timer > 1.0 then
-- play burp sound every 20 seconds when drunk
local num = stamina.players[name].drunk
for _,player in pairs(players) do
if num and num > 0 and math.floor(num / 20) == num / 20 then
minetest.sound_play("stamina_burp",
{to_player = name, gain = 0.7}, true)
end
local name = player:get_player_name()
stamina.players[name].drunk = stamina.players[name].drunk - 1
if stamina.players[name]
and stamina.players[name].drunk then
if stamina.players[name].drunk < 1 then
-- play burp sound every 20 seconds when drunk
local num = stamina.players[name].drunk
stamina.players[name].drunk = nil
stamina.players[name].units = 0
if num and num > 0 and math.floor(num / 20) == num / 20 then
minetest.sound_play("stamina_burp",
{to_player = name, gain = 0.7}, true)
end
stamina.players[name].drunk = stamina.players[name].drunk - 1
if stamina.players[name].drunk < 1 then
stamina.players[name].drunk = nil
stamina.players[name].units = 0
if not stamina.players[name].poisoned then
player:hud_change(stamina.players[name].hud_id,
"text", "stamina_hud_fg.png")
end
-- effect only works when not riding boat/cart/horse etc.
if not player:get_attach() then
local yaw = player:get_look_horizontal()
yaw = yaw + math.random(-0.5, 0.5)
player:set_look_horizontal(yaw)
"text", "stamina_hud_fg.png")
end
end
drunk_timer = 0
-- effect only works when not riding boat/cart/horse etc.
if not player:get_attach() then
local yaw = player:get_look_horizontal() + math.random(-0.5, 0.5)
player:set_look_horizontal(yaw)
end
end
end
end
-- hurt player when poisoned
if poison_timer > STAMINA_POISON_TICK then
local function health_tick()
for _,player in pairs(players) do
for _,player in ipairs(minetest.get_connected_players()) do
local name = player:get_player_name()
local air = player:get_breath() or 0
local hp = player:get_hp()
local h = get_int_attribute(player)
local name = player:get_player_name()
if stamina.players[name]
and stamina.players[name].poisoned
and stamina.players[name].poisoned > 0 then
if name then
stamina.players[name].poisoned =
stamina.players[name].poisoned - 1
local hp = player:get_hp() - 1
if hp > 0 then
player:set_hp(hp, {poison = true})
end
elseif stamina.players[name]
and stamina.players[name].poisoned then
player:hud_change(stamina.players[name].hud_id,
"text", "stamina_hud_fg.png")
stamina.players[name].poisoned = nil
end
poison_timer = 0
end
end
-- sprint control and particle animation
if action_timer > STAMINA_MOVE_TICK then
for _,player in pairs(players) do
local controls = player:get_player_control()
-- Determine if the player is walking or jumping
if controls then
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
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 stamina.players[name]
and not stamina.players[name].poisoned
and not stamina.players[name].drunk
and controls and controls.aux1 and controls.up
and not minetest.check_player_privs(player, {fast = true})
and get_int_attribute(player) > 6 then
set_sprinting(name, true)
-- create particles behind player when sprinting
if enable_sprint_particles then
local pos = player:get_pos()
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 = get_int_attribute(player)
stamina_update_level(player,
level - (SPRINT_DRAIN * STAMINA_MOVE_TICK))
else
set_sprinting(name, false)
end
end
-- END sprint
action_timer = 0
end
end
-- lower saturation by 1 point after STAMINA_TICK
if stamina_timer > STAMINA_TICK then
for _,player in pairs(players) do
local h = get_int_attribute(player)
if h > STAMINA_TICK_MIN then
stamina_update_level(player, h - 1)
end
stamina_timer = 0
end
end
-- heal or damage player, depending on saturation
if health_timer > STAMINA_HEALTH_TICK then
for _,player in pairs(players) do
local air = player:get_breath() or 0
local hp = player:get_hp()
local h = get_int_attribute(player)
local name = player:get_player_name()
-- damage player by 1 hp if saturation is < 2 (of 30)
-- damage player by 1 hp if saturation is < 2
if h and h < STAMINA_STARVE_LVL
and hp > 0 then
player:set_hp(hp - STAMINA_STARVE, {hunger = true})
@ -421,11 +276,179 @@ local function stamina_globaltimer(dtime)
stamina_update_level(player, h - 1)
end
health_timer = 0
end
end
end
local function action_tick()
for _,player in ipairs(minetest.get_connected_players()) do
local controls = player and player:get_player_control()
-- Determine if the player is walking or jumping
if controls then
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
end
--- START sprint
if enable_sprint then
local name = player and player:get_player_name()
-- check if player can sprint (stamina must be over 6 points)
if name
and stamina.players[name]
and not stamina.players[name].poisoned
and not stamina.players[name].drunk
and controls and controls.aux1 and controls.up
and not minetest.check_player_privs(player, {fast = true})
and get_int_attribute(player) > 6 then
set_sprinting(name, true)
-- create particles behind player when sprinting
if enable_sprint_particles then
local pos = player:get_pos()
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 = get_int_attribute(player)
stamina_update_level(player,
level - (SPRINT_DRAIN * STAMINA_MOVE_TICK))
elseif name then
set_sprinting(name, false)
end
end
-- END sprint
end
end
local function poison_tick()
for _,player in ipairs(minetest.get_connected_players()) do
local name = player and player:get_player_name()
if name
and stamina.players[name]
and stamina.players[name].poisoned
and stamina.players[name].poisoned > 0 then
stamina.players[name].poisoned =
stamina.players[name].poisoned - 1
local hp = player:get_hp() - 1
if hp > 0 then
player:set_hp(hp, {poison = true})
end
elseif name
and stamina.players[name]
and stamina.players[name].poisoned then
if not stamina.players[name].drunk then
player:hud_change(stamina.players[name].hud_id,
"text", "stamina_hud_fg.png")
end
stamina.players[name].poisoned = nil
end
end
end
local function stamina_tick()
for _,player in ipairs(minetest.get_connected_players()) do
local h = get_int_attribute(player)
if h and h > STAMINA_TICK_MIN then
stamina_update_level(player, h - 1)
end
end
end
-- Time based stamina functions
local stamina_timer, health_timer, action_timer, poison_timer, drunk_timer = 0,0,0,0,0
local function stamina_globaltimer(dtime)
stamina_timer = stamina_timer + dtime
health_timer = health_timer + dtime
action_timer = action_timer + dtime
poison_timer = poison_timer + dtime
drunk_timer = drunk_timer + dtime
-- simulate drunk walking (thanks LumberJ)
if drunk_timer > 1.0 then
drunk_tick() ; drunk_timer = 0
end
-- hurt player when poisoned
if poison_timer > STAMINA_POISON_TICK then
poison_tick() ; poison_timer = 0
end
-- sprint control and particle animation
if action_timer > STAMINA_MOVE_TICK then
action_tick() ; action_timer = 0
end
-- lower saturation by 1 point after STAMINA_TICK
if stamina_timer > STAMINA_TICK then
stamina_tick() ; stamina_timer = 0
end
-- heal or damage player, depending on saturation
if health_timer > STAMINA_HEALTH_TICK then
health_tick() ; health_timer = 0
end
end
@ -559,8 +582,8 @@ function stamina.eat(hp_change, replace_with_item, itemstack, user, pointed_thin
"stamina_hud_poison.png")
minetest.chat_send_player(name,
minetest.get_color_escape_sequence("#1eff00")
.. "You suddenly feel tipsy!")
minetest.get_color_escape_sequence("#1eff00")
.. "You suddenly feel tipsy!")
end
end