tidy and tweak code, add some nil checks

This commit is contained in:
tenplus1 2021-02-19 16:22:43 +00:00
parent d597cf488c
commit aacc11d64c

215
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
@ -204,27 +204,14 @@ 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)
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 players = minetest.get_connected_players()
-- simulate drunk walking (thanks LumberJ)
if drunk_timer > 1.0 then
for _,player in pairs(players) do
for _,player in ipairs(minetest.get_connected_players()) do
local name = player:get_player_name()
if stamina.players[name]
if name
and stamina.players[name]
and stamina.players[name].drunk then
-- play burp sound every 20 seconds when drunk
@ -242,66 +229,63 @@ local function stamina_globaltimer(dtime)
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
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)
local yaw = player:get_look_horizontal() + math.random(-0.5, 0.5)
player:set_look_horizontal(yaw)
end
end
drunk_timer = 0
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 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})
-- 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})
end
elseif stamina.players[name]
and stamina.players[name].poisoned then
-- don't heal if drowning or dead or poisoned
if h and h >= STAMINA_HEAL_LVL
and h >= hp
and hp > 0
and air > 0
and not stamina.players[name].poisoned then
player:hud_change(stamina.players[name].hud_id,
"text", "stamina_hud_fg.png")
player:set_hp(hp + STAMINA_HEAL)
stamina.players[name].poisoned = nil
end
poison_timer = 0
stamina_update_level(player, h - 1)
end
end
end
end
-- sprint control and particle animation
if action_timer > STAMINA_MOVE_TICK then
local function action_tick()
for _,player in pairs(players) do
for _,player in ipairs(minetest.get_connected_players()) do
local controls = player:get_player_control()
local controls = player and player:get_player_control()
-- Determine if the player is walking or jumping
if controls then
@ -320,10 +304,11 @@ local function stamina_globaltimer(dtime)
--- START sprint
if enable_sprint then
local name = player:get_player_name()
local name = player and player:get_player_name()
-- check if player can sprint (stamina must be over 6 points)
if stamina.players[name]
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
@ -337,7 +322,10 @@ local function stamina_globaltimer(dtime)
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
@ -367,65 +355,100 @@ local function stamina_globaltimer(dtime)
stamina_update_level(player,
level - (SPRINT_DRAIN * STAMINA_MOVE_TICK))
else
elseif name then
set_sprinting(name, false)
end
end
-- END sprint
action_timer = 0
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
for _,player in pairs(players) do
local h = get_int_attribute(player)
if h > STAMINA_TICK_MIN then
stamina_update_level(player, h - 1)
stamina_tick() ; stamina_timer = 0
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)
if h and h < STAMINA_STARVE_LVL
and hp > 0 then
player:set_hp(hp - STAMINA_STARVE, {hunger = true})
health_tick() ; health_timer = 0
end
-- don't heal if drowning or dead or poisoned
if h and h >= STAMINA_HEAL_LVL
and h >= hp
and hp > 0
and air > 0
and not stamina.players[name].poisoned then
player:set_hp(hp + STAMINA_HEAL)
stamina_update_level(player, h - 1)
end
health_timer = 0
end
end
end