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Tweak hunger/health mechanics:

Ensure hunger is always ticking away, and ensure that health regen
is quicker when hunger bar is full.
And, tweak saturation to partially use up hunger to heal; instead
of healing on top of hunger.
This commit is contained in:
MysticTempest 2022-06-24 05:38:26 -05:00
parent bb413bfdb1
commit a6e2c94028
2 changed files with 16 additions and 5 deletions

View File

@ -33,8 +33,9 @@ if mcl_hunger.active then
hunger = math.min(20, math.max(0, hunger)) hunger = math.min(20, math.max(0, hunger))
player:get_meta():set_string("mcl_hunger:hunger", tostring(hunger)) player:get_meta():set_string("mcl_hunger:hunger", tostring(hunger))
if update_hudbars ~= false then if update_hudbars ~= false then
hb.change_hudbar(player, "hunger", hunger) -- math.floor(hunger) to stop the hunger float value from breaking the hud.
mcl_hunger.update_saturation_hud(player, nil, hunger) hb.change_hudbar(player, "hunger", math.floor(hunger))
mcl_hunger.update_saturation_hud(player, nil, math.floor(hunger))
end end
return true return true
end end
@ -68,6 +69,9 @@ if mcl_hunger.active then
local s = mcl_hunger.get_saturation(player) local s = mcl_hunger.get_saturation(player)
if s > 0 then if s > 0 then
mcl_hunger.set_saturation(player, math.max(s - 1.0, 0)) mcl_hunger.set_saturation(player, math.max(s - 1.0, 0))
h = mcl_hunger.get_hunger(player)
h = math.max(h-0.25, 0)
mcl_hunger.set_hunger(player, h)
satuchanged = true satuchanged = true
elseif s <= 0.0001 then elseif s <= 0.0001 then
h = mcl_hunger.get_hunger(player) h = mcl_hunger.get_hunger(player)

View File

@ -28,6 +28,7 @@ mcl_hunger.EXHAUST_SWIM = 10 -- player movement in water
mcl_hunger.EXHAUST_SPRINT = 100 -- sprint (per node) mcl_hunger.EXHAUST_SPRINT = 100 -- sprint (per node)
mcl_hunger.EXHAUST_DAMAGE = 100 -- taking damage (protected by armor) mcl_hunger.EXHAUST_DAMAGE = 100 -- taking damage (protected by armor)
mcl_hunger.EXHAUST_REGEN = 6000 -- Regenerate 1 HP mcl_hunger.EXHAUST_REGEN = 6000 -- Regenerate 1 HP
mcl_hunger.EXHAUST_HUNGER = 5 -- Natural hunger overtime.
mcl_hunger.EXHAUST_LVL = 4000 -- at what exhaustion player saturation gets lowered mcl_hunger.EXHAUST_LVL = 4000 -- at what exhaustion player saturation gets lowered
mcl_hunger.SATURATION_INIT = 5 -- Initial saturation for new/respawning players mcl_hunger.SATURATION_INIT = 5 -- Initial saturation for new/respawning players
@ -147,7 +148,13 @@ minetest.register_globalstep(function(dtime)
if food_tick_timer > 4.0 then if food_tick_timer > 4.0 then
food_tick_timer = 0 food_tick_timer = 0
if food_level >= 18 then -- slow regenration -- let hunger work always
if player_health > 0 and player_health <= 20 then
mcl_hunger.exhaust(player_name, mcl_hunger.EXHAUST_HUNGER) --natural hunger overtime always ticking.
mcl_hunger.update_exhaustion_hud(player, mcl_hunger.get_exhaustion(player))
end
if food_level >= 18 and food_level < 20 then -- slow regenration
if player_health > 0 and player_health < 20 then if player_health > 0 and player_health < 20 then
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)
@ -164,10 +171,10 @@ minetest.register_globalstep(function(dtime)
end end
end end
elseif food_tick_timer > 0.5 and food_level == 20 and food_saturation_level >= 6 then -- fast regeneration elseif food_tick_timer > 0.5 and food_level == 20 or food_saturation_level > 0 then -- fast regeneration
if player_health > 0 and player_health < 20 then if player_health > 0 and player_health < 20 then
food_tick_timer = 0 food_tick_timer = 0
player:set_hp(player_health+1) player:set_hp(player_health+1.5)
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))
end end