Create an API for stamina with player_monoids compatbility (#26)

master
fluxionary 2019-07-31 17:45:37 +00:00 committed by SmallJoker
parent 7a6b6f13c0
commit 5bb5417867
6 changed files with 501 additions and 288 deletions

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@ -3,7 +3,7 @@ allow_defined_top = true
read_globals = {
"DIR_DELIM",
"minetest", "core",
"minetest",
"dump",
"vector", "nodeupdate",
"VoxelManip", "VoxelArea",
@ -11,9 +11,10 @@ read_globals = {
"intllib",
"default",
"armor",
"player_monoids",
}
globals = {
core = { fields = { "do_item_eat" }},
minetest = { fields = { "do_item_eat" }},
}

64
API.txt Normal file
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@ -0,0 +1,64 @@
stamina.get_saturation(player)
Gets a player's saturation
stamina.set_saturation(player, level)
Set a player's saturation.
Updates the HUD to reflect saturation level.
stamina.update_saturation(player, level)
Update's a player's saturation.
Callbacks are processed first.
stamina.change_saturation(player, change)
Update a player's saturation by a delta, instead of an absolute value.
stamina.register_on_update_saturation(function(player, level))
Register a callback for when saturation is updated.
If the callback returns True, no further callbacks are called,
and the default behavior is bypassed.
-----------------------
stamina.is_poisoned(player)
Check if a player is poisoned
stamina.set_poisoned(player, poisoned)
Set a player's "poisoned" status (boolean)
Updates the HUD to reflect poison status.
stamina.poison(player, ticks, interval)
Poison a player for a certain amount of time.
Ticks is how many times to poison the player.
Interval is the time between poison ticks.
Processes callbacks before changing status.
stamina.register_on_poison(function(player, ticks, interval))
Register a callback for when a player is poisoned.
If the callback returns True, no further callbacks are called,
and the default behavior is bypassed.
-------------------------
stamina.get_exhaustion(player)
Gets a player's exhaustion level.
Value is between 0 and `stamina.exhaust_lvl` (default: 160)
stamina.set_exhaustion(player, level)
Sets a player's exhaustion level.
stamina.exhaust_player(player, change, cause)
Update a player's exhaustion by "change".
If the player's exhaustion exceeds `stamina.exhaust_lvl`, stamina
is taken and exhaustion is reset.
Cause is an optional argument indicating the origin of the exhaustion.
Callbacks are processed before exhausting the player.
stamina.register_on_exhaust_player(function(player, change, cause))
Register a callback for when exhaustion is updated.
If the callback returns True, no further callbacks are called,
and the default behavior is bypassed.
------------------------
stamina.set_sprinting(name, sprinting)
Sets whether a player is sprinting or not.
Callbacks are processed before setting sprint status.
stamina.register_on_sprinting(function(player, sprinting))
Register a callback for when a player's sprinting status is updated.
If the callback returns True, no further callbacks are called,
and the default behavior is bypassed.

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@ -35,11 +35,7 @@ This mod intercepts minetest.item_eat(), and applies the hp_change
as stamina change. The value can be positive (increase stamina) or
negative (periodically damage the player by 1 hp).
Callbacks that are registered via minetest.register_on_item_eat()
are called after this mod, so the itemstack will have changed already
when callbacks are called. You can get the original itemstack as 6th
parameter of your function then.
See API.txt for information on the API.
License:
--------

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

690
init.lua
View File

@ -1,29 +1,70 @@
if not minetest.settings:get_bool("enable_damage") then
minetest.log("warning", "[stamina] Stamina will not load if damage is disabled (enable_damage=false)")
return
end
stamina = {}
local modname = minetest.get_current_modname()
local armor_mod = minetest.get_modpath("3d_armor") and minetest.global_exists("armor") and armor.def
local player_monoids_mod = minetest.get_modpath("player_monoids") and minetest.global_exists("player_monoids")
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
function stamina.log(level, message, ...)
return minetest.log(level, ("[%s] %s"):format(modname, message:format(...)))
end
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
local function get_setting(key, default)
local setting = minetest.settings:get("stamina." .. key)
if setting and not tonumber(setting) then
stamina.log("warning", "Invalid value for setting %s: %q. Using default %q.", key, setting, default)
end
return tonumber(setting) or default
end
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.settings = {
-- see settingtypes.txt for descriptions
eat_particles = minetest.settings:get_bool("stamina.eat_particles", true),
sprint = minetest.settings:get_bool("stamina.sprint", true),
sprint_particles = minetest.settings:get_bool("stamina.sprint_particles", true),
sprint_lvl = get_setting("sprint_lvl", 6),
sprint_speed = get_setting("sprint_speed", 0.8),
sprint_jump = get_setting("sprint_jump", 0.1),
tick = get_setting("tick", 800),
tick_min = get_setting("tick_min", 4),
health_tick = get_setting("health_tick", 4),
move_tick = get_setting("move_tick", 0.5),
poison_tick = get_setting("poison_tick", 2.0),
exhaust_dig = get_setting("exhaust_dig", 3),
exhaust_place = get_setting("exhaust_place", 1),
exhaust_move = get_setting("exhaust_move", 1.5),
exhaust_jump = get_setting("exhaust_jump", 5),
exhaust_craft = get_setting("exhaust_craft", 20),
exhaust_punch = get_setting("exhaust_punch", 40),
exhaust_sprint = get_setting("exhaust_sprint", 28),
exhaust_lvl = get_setting("exhaust_lvl", 160),
heal = get_setting("heal", 1),
heal_lvl = get_setting("heal_lvl", 5),
starve = get_setting("starve", 1),
starve_lvl = get_setting("starve_lvl", 3),
visual_max = get_setting("visual_max", 20),
}
local settings = stamina.settings
STAMINA_VISUAL_MAX = 20 -- hud bar extends only to 20
local attribute = {
saturation = "stamina:level",
hud_id = "stamina:hud_id",
poisoned = "stamina:poisoned",
exhaustion = "stamina:exhaustion",
}
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 is_player(player)
return (
player and
not player.is_fake_player and
player.get_attribute and -- check for pipeworks fake player
player.is_player and
player:is_player()
)
end
local function get_int_attribute(player, key)
local level = player:get_attribute(key)
@ -33,111 +74,309 @@ local function get_int_attribute(player, key)
return nil
end
end
--- SATURATION API ---
function stamina.get_saturation(player)
return get_int_attribute(player, attribute.saturation)
end
local function stamina_update_level(player, level)
local old = get_int_attribute(player, "stamina:level")
function stamina.set_saturation(player, level)
player:set_attribute(attribute.saturation, level)
player:hud_change(
player:get_attribute(attribute.hud_id),
"number",
math.min(settings.visual_max, level)
)
end
stamina.registered_on_update_saturations = {}
function stamina.register_on_update_saturation(fun)
table.insert(stamina.registered_on_update_saturations, fun)
end
function stamina.update_saturation(player, level)
for _, callback in ipairs(stamina.registered_on_update_saturations) do
local result = callback(player, level)
if result then
return result
end
end
local old = stamina.get_saturation(player)
if level == old then -- To suppress HUD update
return
end
-- players without interact priv cannot eat
if old < STAMINA_HEAL_LVL and not minetest.check_player_privs(player, {interact=true}) then
if old < settings.heal_lvl and not minetest.check_player_privs(player, {interact=true}) then
return
end
player:set_attribute("stamina:level", level)
player:hud_change(player:get_attribute("stamina:hud_id"), "number", math.min(STAMINA_VISUAL_MAX, level))
stamina.set_saturation(player, 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
function stamina.change_saturation(player, change)
if not is_player(player) 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)
local level = stamina.get_saturation(player) + change
level = math.max(level, 0)
level = math.min(level, settings.visual_max)
stamina.update_saturation(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
stamina.change = stamina.change_saturation -- for backwards compatablity
--- END SATURATION API ---
--- POISON API ---
function stamina.is_poisoned(player)
return player:get_attribute(attribute.poisoned) == "yes"
end
function stamina.set_poisoned(player, poisoned)
if poisoned then
player:hud_change(player:get_attribute(attribute.hud_id), "text", "stamina_hud_poison.png")
player:set_attribute(attribute.poisoned, "yes")
else
player:hud_change(player:get_attribute(attribute.hud_id), "text", "stamina_hud_fg.png")
player:set_attribute(attribute.poisoned, "no")
end
end
local function poison_tick(player, ticks, interval, elapsed)
if not stamina.is_poisoned(player) then
return
elseif elapsed > ticks then
stamina.set_poisoned(player, false)
else
local hp = player:get_hp() - 1
if hp > 0 then
player:set_hp(hp)
end
minetest.after(interval, poison_tick, player, ticks, interval, elapsed + 1)
end
end
stamina.registered_on_poisons = {}
function stamina.register_on_poison(fun)
table.insert(stamina.registered_on_poisons, fun)
end
function stamina.poison(player, ticks, interval)
for _, fun in ipairs(stamina.registered_on_poisons) do
local rv = fun(player, ticks, interval)
if rv == true then
return
end
end
if not is_player(player) then
return
end
stamina.set_poisoned(player, true)
poison_tick(player, ticks, interval, 0)
end
--- END POISON API ---
--- EXHAUSTION API ---
stamina.exhaustion_reasons = {
craft = "craft",
dig = "dig",
heal = "heal",
jump = "jump",
move = "move",
place = "place",
punch = "punch",
sprint = "sprint",
}
local name = player:get_player_name()
if not name then
return
end
function stamina.get_exhaustion(player)
return get_int_attribute(player, attribute.exhaustion)
end
local exhaustion = stamina_get_exhaustion(player) or 0
function stamina.set_exhaustion(player, exhaustion)
player:set_attribute(attribute.exhaustion, exhaustion)
end
exhaustion = exhaustion + v
stamina.registered_on_exhaust_players = {}
function stamina.register_on_exhaust_player(fun)
table.insert(stamina.registered_on_exhaust_players, fun)
end
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)
function stamina.exhaust_player(player, change, cause)
for _, callback in ipairs(stamina.registered_on_exhaust_players) do
local result = callback(player, change, cause)
if result then
return result
end
end
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")
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
if not is_player(player) then
return
end
def.speed = def.speed or 1
def.jump = def.jump or 1
def.gravity = def.gravity or 1
local exhaustion = stamina.get_exhaustion(player) or 0
if sprinting == true then
exhaustion = exhaustion + change
def.speed = def.speed + SPRINT_SPEED
def.jump = def.jump + SPRINT_JUMP
if exhaustion >= settings.exhaust_lvl then
exhaustion = exhaustion - settings.exhaust_lvl
stamina.change(player, -1)
end
player:set_physics_override({
speed = def.speed,
jump = def.jump,
gravity = def.gravity
})
stamina.set_exhaustion(player, exhaustion)
end
--- END EXHAUSTION API ---
--- SPRINTING API ---
stamina.registered_on_sprintings = {}
function stamina.register_on_sprinting(fun)
table.insert(stamina.registered_on_sprintings, fun)
end
function stamina.set_sprinting(player, sprinting)
for _, fun in ipairs(stamina.registered_on_sprintings) do
local rv = fun(player, sprinting)
if rv == true then
return
end
end
if player_monoids_mod then
if sprinting then
player_monoids.speed:add_change(player, 1 + settings.sprint_speed, "stamina:physics")
player_monoids.jump:add_change(player, 1 + settings.sprint_jump, "stamina:physics")
else
player_monoids.speed:del_change(player, "stamina:physics")
player_monoids.jump:del_change(player, "stamina:physics")
end
else
local def
if armor_mod then
-- Get player physics from 3d_armor mod
local name = player:get_player_name()
def = {
speed=armor.def[name].speed,
jump=armor.def[name].jump,
gravity=armor.def[name].gravity
}
else
def = {
speed=1,
jump=1,
gravity=1
}
end
if sprinting then
def.speed = def.speed + settings.sprint_speed
def.jump = def.jump + settings.sprint_jump
end
player:set_physics_override(def)
end
if settings.sprint_particles and sprinting then
local pos = player:getpos()
local node = minetest.get_node({x = pos.x, y = pos.y - 1, z = pos.z})
local def = minetest.registered_nodes[node.name] or {}
local drawtype = def.drawtype
if drawtype ~= "airlike" and drawtype ~= "liquid" and drawtype ~= "flowingliquid" 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
end
--- END SPRINTING API ---
-- Time based stamina functions
local function move_tick()
for _,player in ipairs(minetest.get_connected_players()) do
local controls = player:get_player_control()
local is_moving = controls.up or controls.down or controls.left or controls.right
local velocity = player:get_player_velocity()
velocity.y = 0
local horizontal_speed = vector.length(velocity)
local has_velocity = horizontal_speed > 0.05
if controls.jump then
stamina.exhaust_player(player, settings.exhaust_jump, stamina.exhaustion_reasons.jump)
elseif is_moving and has_velocity then
stamina.exhaust_player(player, settings.exhaust_move, stamina.exhaustion_reasons.move)
end
if settings.sprint then
local can_sprint = (
controls.aux1 and
not player:get_attach() and
not minetest.check_player_privs(player, {fast = true}) and
stamina.get_saturation(player) > settings.sprint_lvl
)
if can_sprint then
stamina.set_sprinting(player, true)
if is_moving and has_velocity then
stamina.exhaust_player(player, settings.exhaust_sprint, stamina.exhaustion_reasons.sprint)
end
else
stamina.set_sprinting(player, false)
end
end
end
end
local function stamina_tick()
-- lower saturation by 1 point after settings.tick second(s)
for _,player in ipairs(minetest.get_connected_players()) do
local saturation = stamina.get_saturation(player)
if saturation > settings.tick_min then
stamina.update_saturation(player, saturation - 1)
end
end
end
local function health_tick()
-- heal or damage player, depending on saturation
for _,player in ipairs(minetest.get_connected_players()) do
local air = player:get_breath() or 0
local hp = player:get_hp()
local saturation = stamina.get_saturation(player)
-- don't heal if dead, drowning, or poisoned
local should_heal = (
saturation >= settings.heal_lvl and
saturation >= hp and
hp > 0 and
air > 0
and not stamina.is_poisoned(player)
)
-- or damage player by 1 hp if saturation is < 2 (of 30)
local is_starving = (
saturation < settings.starve_lvl and
hp > 0
)
if should_heal then
player:set_hp(hp + settings.heal)
stamina.exhaust_player(player, settings.exhaust_lvl, stamina.exhaustion_reasons.heal)
elseif is_starving then
player:set_hp(hp - settings.starve)
end
end
end
local stamina_timer = 0
local health_timer = 0
local action_timer = 0
@ -147,182 +386,78 @@ local function stamina_globaltimer(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
--- 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 get_int_attribute(player, "stamina: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 = get_int_attribute(player, "stamina:level")
stamina_update_level(player, level - (SPRINT_DRAIN * STAMINA_MOVE_TICK))
else
set_sprinting(name, false)
end
end
-- END sprint
end
if action_timer > settings.move_tick then
action_timer = 0
move_tick()
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
if stamina_timer > settings.tick then
stamina_timer = 0
stamina_tick()
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?
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
player:set_hp(hp + STAMINA_HEAL)
stamina_update_level(player, h - 1)
end
-- or damage player by 1 hp if saturation is < 2 (of 30)
if get_int_attribute(player, "stamina:level") < STAMINA_STARVE_LVL and hp > 0 then
player:set_hp(hp - STAMINA_STARVE)
end
end
if health_timer > settings.health_tick then
health_timer = 0
health_tick()
end
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)
-- override minetest.do_item_eat() so we can redirect hp_change to stamina
stamina.core_item_eat = minetest.do_item_eat
function minetest.do_item_eat(hp_change, replace_with_item, itemstack, player, pointed_thing)
for _, callback in ipairs(minetest.registered_on_item_eats) do
local result = callback(hp_change, replace_with_item, itemstack, player, pointed_thing)
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
if not is_player(player) or not itemstack then
return itemstack
end
if not user then
local level = stamina.get_saturation(player) or 0
if level >= settings.visual_max then
-- don't eat if player is full
return itemstack
end
local level = get_int_attribute(user, "stamina:level") or 0
if level >= STAMINA_VISUAL_MAX then
return itemstack
end
local itemname = itemstack:get_name()
stamina.log("action", "%s eats %s for %s stamina, replace with %s",
player:get_player_name(), itemname, hp_change, replace_with_item)
minetest.sound_play("stamina_eat", {to_player = player:get_player_name(), gain = 0.7})
if hp_change > 0 then
level = level + hp_change
stamina_update_level(user, level)
stamina.change_saturation(player, hp_change)
stamina.set_exhaustion(player, 0)
else
-- 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.poison(player, -hp_change, settings.poison_tick)
end
minetest.sound_play("stamina_eat", {to_player = user:get_player_name(), gain = 0.7})
if settings.eat_particles then
-- particle effect when eating
local pos = player:getpos()
pos.y = pos.y + 1.5 -- mouth level
local texture = minetest.registered_items[itemname].inventory_image
local dir = player:get_look_dir()
-- particle effect when eating
local pos = user:getpos()
pos.y = pos.y + 1.5 -- mouth level
local itemname = itemstack:get_name()
local texture = minetest.registered_items[itemname].inventory_image
local dir = user:get_look_dir()
minetest.add_particlespawner({
amount = 5,
time = 0.1,
minpos = pos,
maxpos = pos,
minvel = {x = dir.x - 1, y = dir.y, z = dir.z - 1},
maxvel = {x = dir.x + 1, y = dir.y, z = dir.z + 1},
minacc = {x = 0, y = -5, z = 0},
maxacc = {x = 0, y = -9, z = 0},
minexptime = 1,
maxexptime = 1,
minsize = 1,
maxsize = 2,
texture = texture,
})
minetest.add_particlespawner({
amount = 5,
time = 0.1,
minpos = pos,
maxpos = pos,
minvel = {x = dir.x - 1, y = dir.y, z = dir.z - 1},
maxvel = {x = dir.x + 1, y = dir.y, z = dir.z + 1},
minacc = {x = 0, y = -5, z = 0},
maxacc = {x = 0, y = -9, z = 0},
minexptime = 1,
maxexptime = 1,
minsize = 1,
maxsize = 2,
texture = texture,
})
end
itemstack:take_item()
@ -330,12 +465,13 @@ function stamina.eat(hp_change, replace_with_item, itemstack, user, pointed_thin
if itemstack:is_empty() then
itemstack:add_item(replace_with_item)
else
local inv = user:get_inventory()
local inv = player:get_inventory()
if inv:room_for_item("main", {name=replace_with_item}) then
inv:add_item("main", replace_with_item)
else
local pos = player:getpos()
pos.y = math.floor(pos.y - 1.0)
core.add_item(pos, replace_with_item)
minetest.add_item(pos, replace_with_item)
end
end
end
@ -343,47 +479,39 @@ 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
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",
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,
})
player:set_attribute("stamina:hud_id", id)
-- reset poisoned
player:set_attribute("stamina:poisoned", "no")
end)
minetest.register_on_joinplayer(function(player)
local level = stamina.get_saturation(player) or settings.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.set_saturation(player, level)
player:set_attribute(attribute.hud_id, id)
-- reset poisoned
stamina.set_poisoned(player, false)
end)
minetest.register_globalstep(stamina_globaltimer)
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_level(player, STAMINA_VISUAL_MAX)
end)
end
minetest.register_on_placenode(function(pos, oldnode, player, ext)
stamina.exhaust_player(player, settings.exhaust_place, stamina.exhaustion_reasons.place)
end)
minetest.register_on_dignode(function(pos, oldnode, player, ext)
stamina.exhaust_player(player, settings.exhaust_dig, stamina.exhaustion_reasons.dig)
end)
minetest.register_on_craft(function(itemstack, player, old_craft_grid, craft_inv)
stamina.exhaust_player(player, settings.exhaust_craft, stamina.exhaustion_reasons.craft)
end)
minetest.register_on_punchplayer(function(player, hitter, time_from_last_punch, tool_capabilities, dir, damage)
stamina.exhaust_player(hitter, settings.exhaust_punch, stamina.exhaustion_reasons.punch)
end)
minetest.register_on_respawnplayer(function(player)
stamina.update_saturation(player, settings.visual_max)
end)

23
settingtypes.txt Normal file
View File

@ -0,0 +1,23 @@
stamina.enabled (Is stamina enabled?) bool true
stamina.sprint (Is sprint enabled?) bool true
stamina.sprint_particles (Are sprint particles enabled?) bool true
stamina.tick (time in seconds after that 1 saturation point is taken) float 800
stamina.tick_min (stamina ticks won't reduce saturation below this level) int 4
stamina.health_tick (time in seconds after player gets healed/damaged) float 4
stamina.move_tick (time in seconds after the movement is checked) float 0.5
stamina.exhaust_dig (exhaustion for digging a node) float 3
stamina.exhaust_place (exhaustion for placing a node) float 1
stamina.exhaust_move (exhaustion for moving) float 1.5
stamina.exhaust_jump (exhaustion for jumping) float 5
stamina.exhaust_craft (exhaustion for crafting) float 20
stamina.exhaust_punch (exhaustion for punching) float 40
stamina.exhaust_sprint (exhaustion for sprinting) float 28
stamina.exhaust_lvl (exhaustion level at which saturation gets lowered) float 160
stamina.heal (amount of HP a player gains per stamina.health_tick) int 1 0 20
stamina.heal_lvl (minimum saturation needed for healing) int 5 1 20
stamina.starve (amount of HP a player loses per stamina.health_tick) int 1 0 20
stamina.starve_lvl (maximum stamina needed for starving) int 3 0 19
stamina.visual_max (hud bar only extends to 20) int 20 2 20
stamina.sprint_speed (how much faster a player can run if satiated) float 0.8 0 2
stamina.sprint_jump (how much faster a player can jump if satiated) float 0.1 0 2
stamina.eat_particles (Whether to generate particles when eating) bool true