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