forked from LizzyFleckenstein03/Memeclone
Code style for #1890
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@ -134,10 +134,7 @@ minetest.register_on_player_hpchange(function(player, hp_change)
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end
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end)
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local food_tick_timers = {} --one food_tick_timer per player, keys are the player-objects
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local food_tick_timers = {} -- one food_tick_timer per player, keys are the player-objects
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minetest.register_globalstep(function(dtime)
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for _,player in pairs(minetest.get_connected_players()) do
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@ -150,22 +147,24 @@ minetest.register_globalstep(function(dtime)
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if food_tick_timer > 4.0 then
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food_tick_timer = 0
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if food_level >= 18 then --slow regenration
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if food_level >= 18 then -- slow regenration
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if player_health > 0 and player_health < 20 then
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player:set_hp(player_health+1)
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mcl_hunger.exhaust(player_name, mcl_hunger.EXHAUST_REGEN)
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mcl_hunger.update_exhaustion_hud(player, mcl_hunger.get_exhaustion(player))
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end
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elseif food_level == 0 then --starvation
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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)
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elseif food_level == 0 then -- starvation
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-- the amount of health at which a player will stop to get
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-- harmed by starvation (10 for Easy, 1 for Normal, 0 for Hard)
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local maximum_starvation = 1
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-- TODO: implement Minecraft-like difficulty modes and the update maximumStarvation here
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if player_health > maximum_starvation then
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mcl_util.deal_damage(player, 1, {type = "starve"})
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end
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end
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elseif food_tick_timer > 0.5 and food_level == 20 and food_saturation_level >= 6 then --fast regeneration
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elseif food_tick_timer > 0.5 and food_level == 20 and food_saturation_level >= 6 then -- fast regeneration
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if player_health > 0 and player_health < 20 then
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food_tick_timer = 0
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player:set_hp(player_health+1)
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@ -174,7 +173,7 @@ minetest.register_globalstep(function(dtime)
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end
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end
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food_tick_timers[player] = food_tick_timer --update food_tick_timer table
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food_tick_timers[player] = food_tick_timer -- update food_tick_timer table
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end
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end)
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