minor changes, ipairs() replaced with pairs()

This commit is contained in:
Dieter44 2021-11-08 19:15:56 +01:00
parent 2f05388541
commit e82d21040c
1 changed files with 4 additions and 11 deletions

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@ -139,15 +139,9 @@ end)
local food_tick_timers = {} --one food_tick_timer per player, keys are the player-objects local food_tick_timers = {} --one food_tick_timer per player, keys are the player-objects
minetest.register_globalstep(function(dtime) minetest.register_globalstep(function(dtime)
for _,player in ipairs(minetest.get_connected_players()) do for _,player in pairs(minetest.get_connected_players()) do
local food_tick_timer = food_tick_timers[player]
if food_tick_timer == nil then
food_tick_timer = 0
else
food_tick_timer = food_tick_timer + dtime
end
local food_tick_timer = food_tick_timers[player] and food_tick_timers[player] + dtime or 0
local player_name = player:get_player_name() local player_name = player:get_player_name()
local food_level = mcl_hunger.get_hunger(player) local food_level = mcl_hunger.get_hunger(player)
local food_saturation_level = mcl_hunger.get_saturation(player) local food_saturation_level = mcl_hunger.get_saturation(player)
@ -157,15 +151,14 @@ minetest.register_globalstep(function(dtime)
food_tick_timer = 0 food_tick_timer = 0
if food_level >= 18 and player_health < 20 then --slow regenration if food_level >= 18 and player_health < 20 then --slow regenration
food_tick_timer = 0
player:set_hp(player_health+1) player:set_hp(player_health+1)
mcl_hunger.exhaust(player_name, mcl_hunger.EXHAUST_REGEN) mcl_hunger.exhaust(player_name, mcl_hunger.EXHAUST_REGEN)
mcl_hunger.update_exhaustion_hud(player, mcl_hunger.get_exhaustion(player)) mcl_hunger.update_exhaustion_hud(player, mcl_hunger.get_exhaustion(player))
elseif food_level == 0 then --starvation elseif food_level == 0 then --starvation
maximumStarvation = 1 --the amount of health at which a player will stop to get harmed by starvation (10 for Easy, 1 for Normal, 0 for Hard) local maximum_starvation = 1 --the amount of health at which a player will stop to get harmed by starvation (10 for Easy, 1 for Normal, 0 for Hard)
-- TODO: implement Minecraft-like difficulty modes and the update maximumStarvation here -- TODO: implement Minecraft-like difficulty modes and the update maximumStarvation here
if player_health > maximumStarvation then if player_health > maximum_starvation then
mcl_util.deal_damage(player, 1, {type = "starve"}) mcl_util.deal_damage(player, 1, {type = "starve"})
end end
end end