stamina-cd2025/init.lua
Auke Kok 8f8956e9b7 Update stamina max handling
There no longer is a real stamina cap. Any food eaten while stamina
is not at the visual max(20) will have its stamina value added
entirely to the stamina value, exceeding the visual max, so
no food value is ever lost. However, you can't eat foods anymore
when the stamina value is at or over the visual cap.
2016-02-16 22:04:43 -08:00

293 lines
7.9 KiB
Lua

stamina = {}
local stamina_players = {}
STAMINA_TICK = 800 -- time in seconds after that 1 stamina point is taken
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 digging node
STAMINA_EXHAUST_MOVE = 1.5 -- .. if player movement detected
STAMINA_EXHAUST_JUMP = 5 -- .. if jumping
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
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
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
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
-- 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 ipairs(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
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 name = player:get_player_name()
local tab = stamina_players[name]
if tab then
local h = tab.level
if h > 0 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 ipairs(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 or dead
-- TODO: don't heal if poisoned?
local h = tonumber(tab.level)
if h >= STAMINA_HEAL_LVL and h >= hp and hp > 0 and air > 0 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)
if elapsed <= ticks then
minetest.after(time, poison_player, ticks, time, elapsed + 1, user)
else
local name = user:get_player_name()
user:hud_change(stamina_players[name].hud_id, "text", "stamina_hud_fg.png")
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})
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
else
itemstack:take_item()
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
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},
background = "stamina_hud_bg.png",
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