added support for POVA, player_monoids, and poisoning lasts n seconds depending on -number from food.

This commit is contained in:
TenPlus1 2018-04-26 12:30:26 +01:00
parent 3136a2c4b2
commit caac9047fd
3 changed files with 173 additions and 76 deletions

View File

@ -47,6 +47,9 @@ A global function is available for mods to change player stamina levels:
stamina.change(player, change)
This mod has added support for POVA and player_monoids for overrides to play
nicely.
License:
--------

View File

@ -1,2 +1,4 @@
default
3d_armor?
player_monoids?
pova?

214
init.lua
View File

@ -5,6 +5,7 @@ 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_POISON_TICK = 1.25 -- time in seconds after player is poisoned
STAMINA_EXHAUST_DIG = 3 -- exhaustion increased this value after digged node
STAMINA_EXHAUST_PLACE = 1 -- .. after digging node
@ -21,12 +22,15 @@ 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_SPEED = 0.3 -- 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 get_int_attribute(player, key)
local level = player:get_attribute(key)
if level then
return tonumber(level)
else
@ -34,7 +38,9 @@ local function get_int_attribute(player, key)
end
end
local function stamina_update_level(player, level)
local old = get_int_attribute(player, "stamina:level")
if level == old then -- To suppress HUD update
@ -46,52 +52,50 @@ local function stamina_update_level(player, level)
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 = 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_level(player, level)
return true
end
local function exhaust_player(player, v)
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 exhaustion = stamina_get_exhaustion(player) or 0
local exhaustion = get_int_attribute(player, "stamina:exhaustion") or 0
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_level(player, h - 1)
end
@ -100,51 +104,115 @@ local function exhaust_player(player, v)
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")
local monoids = minetest.get_modpath("player_monoids")
local pova_mod = minetest.get_modpath("pova")
stamina.players = {}
local function set_sprinting(name, sprinting)
function set_sprinting(name, sprinting)
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
def.speed = def.speed or 1
def.jump = def.jump or 1
def.gravity = def.gravity or 1
-- get player physics
local def = player:get_physics_override()
if sprinting == true then
--print ("---", def.speed, def.jump)
def.speed = def.speed + SPRINT_SPEED
def.jump = def.jump + SPRINT_JUMP
end
if sprinting == true and not stamina.players[name].sprint then
if monoids then
stamina.players[name].sprint = player_monoids.speed:add_change(
player, def.speed + SPRINT_SPEED)
stamina.players[name].jump = player_monoids.jump:add_change(
player, def.jump + SPRINT_JUMP)
elseif pova_mod then
pova.add_override(name, "sprint", {speed = SPRINT_SPEED, jump = SPRINT_JUMP})
pova.do_override(player)
stamina.players[name].sprint = true
else
player:set_physics_override({
speed = def.speed,
jump = def.jump,
gravity = def.gravity
speed = def.speed + SPRINT_SPEED,
jump = def.jump + SPRINT_JUMP,
})
stamina.players[name].sprint = true
end
elseif sprinting == false and stamina.players[name].sprint then
if monoids then
player_monoids.speed:del_change(player, stamina.players[name].speed)
stamina.players[name].sprint = nil
player_monoids.jump:del_change(player, stamina.players[name].jump)
stamina.players[name].jump = nil
elseif pova_mod then
pova.del_override(name, "sprint")
pova.do_override(player)
stamina.players[name].sprint = nil
else
player:set_physics_override({
speed = def.speed - SPRINT_SPEED,
jump = def.jump - SPRINT_JUMP,
})
stamina.players[name].sprint = nil
end
end
end
-- Time based stamina functions
local stamina_timer = 0
local health_timer = 0
local action_timer = 0
local poison_timer = 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
if action_timer > STAMINA_MOVE_TICK then
for _,player in ipairs(minetest.get_connected_players()) do
-- hurt player when poisoned
if poison_timer > STAMINA_POISON_TICK then
local name = player:get_player_name()
if stamina.players[name].poisoned
and stamina.players[name].poisoned > 0 then
stamina.players[name].poisoned = stamina.players[name].poisoned - STAMINA_POISON_TICK
local hp = player:get_hp() - 1 or 0
if hp > 0 then
player:set_hp(hp)
end
elseif stamina.players[name].poisoned then
player:hud_change(player:get_attribute("stamina:hud_id"), "text", "stamina_hud_fg.png")
stamina.players[name].poisoned = nil
end
poison_timer = 0
end
-- sprint control and particle animation
if action_timer > STAMINA_MOVE_TICK then
local controls = player:get_player_control()
-- Determine if the player is walking
if controls.jump then
exhaust_player(player, STAMINA_EXHAUST_JUMP)
@ -158,7 +226,8 @@ local function stamina_globaltimer(dtime)
local name = player:get_player_name()
-- check if player can sprint (stamina must be over 6 points)
if controls.aux1 and controls.up
if not stamina.players[name].poisoned
and controls.aux1 and controls.up
and not minetest.check_player_privs(player, {fast = true})
and get_int_attribute(player, "stamina:level") > 6 then
@ -196,6 +265,7 @@ local function stamina_globaltimer(dtime)
-- Lower the player's stamina when sprinting
local level = get_int_attribute(player, "stamina:level")
stamina_update_level(player, level - (SPRINT_DRAIN * STAMINA_MOVE_TICK))
else
set_sprinting(name, false)
@ -203,33 +273,35 @@ local function stamina_globaltimer(dtime)
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 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?
-- don't heal if drowning or dead or 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
and not stamina.players[player:get_player_name()].poisoned then
player:set_hp(hp + STAMINA_HEAL)
stamina_update_level(player, h - 1)
end
@ -237,41 +309,36 @@ local function stamina_globaltimer(dtime)
if get_int_attribute(player, "stamina:level") < STAMINA_STARVE_LVL then
player:set_hp(hp - STAMINA_STARVE)
end
end
health_timer = 0
end
end -- player loop
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
@ -281,6 +348,7 @@ function stamina.eat(hp_change, replace_with_item, itemstack, user, pointed_thin
end
local level = get_int_attribute(user, "stamina:level") or 0
if level >= STAMINA_VISUAL_MAX then
return itemstack
end
@ -288,10 +356,10 @@ function stamina.eat(hp_change, replace_with_item, itemstack, user, pointed_thin
if hp_change > 0 then
level = level + hp_change
stamina_update_level(user, level)
else
elseif hp_change < 0 then
-- assume hp_change < 0.
user:hud_change(user:get_attribute("stamina:hud_id"), "text", "stamina_hud_poison.png")
poison_player(2.0, -hp_change, 0, user)
stamina.players[user:get_player_name()].poisoned = -hp_change
end
minetest.sound_play("stamina_eat", {to_player = user:get_player_name(), gain = 0.7})
@ -322,10 +390,12 @@ function stamina.eat(hp_change, replace_with_item, itemstack, user, pointed_thin
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
@ -338,15 +408,22 @@ function stamina.eat(hp_change, replace_with_item, itemstack, user, pointed_thin
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
if minetest.setting_getbool("enable_damage")
--and minetest.is_yes(minetest.setting_get("enable_stamina") or "1") then
and minetest.setting_get("enable_stamina") ~= false then
minetest.register_on_joinplayer(function(player)
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",
@ -358,6 +435,7 @@ if minetest.setting_getbool("enable_damage") and minetest.is_yes(minetest.settin
offset = {x = -266, y = -110},
max = 0,
})
player:set_attribute("stamina:hud_id", id)
end)
@ -380,3 +458,17 @@ if minetest.setting_getbool("enable_damage") and minetest.is_yes(minetest.settin
stamina_update_level(player, STAMINA_VISUAL_MAX)
end)
end
-- create player table on join
minetest.register_on_joinplayer(function(player)
stamina.players[player:get_player_name()] = {poisoned = nil, sprint = nil}
end)
-- clear when player leaves
minetest.register_on_leaveplayer(function(player)
stamina.players[ player:get_player_name() ] = nil
end)