Alpha-v0.0.2a #1

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thunderdog1138 wants to merge 321 commits from Alpha-v0.0.2a into master
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20
mods/stamina/.luacheckrc Normal file
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unused_args = false
allow_defined_top = true
read_globals = {
"DIR_DELIM",
"minetest",
"dump",
"vector", "nodeupdate",
"VoxelManip", "VoxelArea",
"PseudoRandom", "ItemStack",
"intllib",
"default",
"armor",
"player_monoids",
}
globals = {
minetest = { fields = { "do_item_eat" }},
}

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mods/stamina/API.txt Normal file
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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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mods/stamina/README.txt Normal file
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Minetest mod "Stamina"
=====================
(C) 2015 - BlockMen
(C) 2016 - Auke Kok <sofar@foo-projects.org>
About this mod:
---------------
This mod adds a stamina, or "hunger" mechanic to Minetest. Actions like
crafting, walking, digging or fighting make the player exhausted. When
enough exhaustion has been accumulated, the player gets more hungry,
and loses stamina.
If a player is low on stamina, they start taking periodical damage,
and ultimately will die if they do not eat food.
Eating food no longer heals the player. Instead, it increases the
stamina of the player. The stamina bar shows how well fed the player
is. More bread pieces means more stamina.
Q&A time: Why won't I move the stamina bar to the right?
Answer: this conflicts with the builtin breath bar. To move the
builtin breath bar, I basically have to entirely re-implement it
in lua including timers to catch breath changes for each online
player, which is all a waste of time, just to move a few pixels
around.
For Modders:
------------
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).
See API.txt for information on the API.
License:
--------
Code:
- all code LGPL-2.1+
Textures:
- stamina_hud_poison.png - BlockMen (CC-BY 3.0)
- stamina_hud_fg.png - PilzAdam (WTFPL), modified by BlockMen
- stamina_hud_bg.png - PilzAdam (WTFPL), modified by BlockMen
Sounds:
- stamina_eat.*.ogg - http://www.freesound.org/people/sonictechtonic/sounds/242215/ CC-BY-3.0

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mods/stamina/bower.json Normal file
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{
"name": "stamina",
"description": "This mod adds a stamina, or hunger mechanic to Minetest. Actions like crafting, walking, digging or fighting make the player exhausted.",
"homepage": "https://github.com/minetest-mods/stamina",
"authors": [
"BlockMen - 2015",
"Auke Kok - 2016"
],
"license": "LGPL-2.1+",
"keywords": [
"hunger",
"stamina"
]
}

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mods/stamina/depends.txt Normal file
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default
3d_armor?
player_monoids?

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Adds stamina and hunger effects.

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mods/stamina/init.lua Normal file
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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")
function stamina.log(level, message, ...)
return minetest.log(level, ("[%s] %s"):format(modname, message:format(...)))
end
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.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
local attribute = {
saturation = "stamina:level",
hud_id = "stamina:hud_id",
poisoned = "stamina:poisoned",
exhaustion = "stamina:exhaustion",
}
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)
if level then
return tonumber(level)
else
return nil
end
end
--- SATURATION API ---
function stamina.get_saturation(player)
return get_int_attribute(player, attribute.saturation)
end
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 < settings.heal_lvl and not minetest.check_player_privs(player, {interact=true}) then
return
end
stamina.set_saturation(player, level)
end
function stamina.change_saturation(player, change)
if not is_player(player) or not change or change == 0 then
return false
end
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
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",
}
function stamina.get_exhaustion(player)
return get_int_attribute(player, attribute.exhaustion)
end
function stamina.set_exhaustion(player, exhaustion)
player:set_attribute(attribute.exhaustion, exhaustion)
end
stamina.registered_on_exhaust_players = {}
function stamina.register_on_exhaust_player(fun)
table.insert(stamina.registered_on_exhaust_players, fun)
end
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
if not is_player(player) then
return
end
local exhaustion = stamina.get_exhaustion(player) or 0
exhaustion = exhaustion + change
if exhaustion >= settings.exhaust_lvl then
exhaustion = exhaustion - settings.exhaust_lvl
stamina.change(player, -1)
end
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
local function stamina_globaltimer(dtime)
stamina_timer = stamina_timer + dtime
health_timer = health_timer + dtime
action_timer = action_timer + dtime
if action_timer > settings.move_tick then
action_timer = 0
move_tick()
end
if stamina_timer > settings.tick then
stamina_timer = 0
stamina_tick()
end
if health_timer > settings.health_tick then
health_timer = 0
health_tick()
end
end
-- 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
if not is_player(player) or not itemstack then
return itemstack
end
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 itemname = itemstack:get_name()
if replace_with_item then
stamina.log("action", "%s eats %s for %s stamina, replace with %s",
player:get_player_name(), itemname, hp_change, replace_with_item)
else
stamina.log("action", "%s eats %s for %s stamina",
player:get_player_name(), itemname, hp_change)
end
minetest.sound_play("stamina_eat", {to_player = player:get_player_name(), gain = 0.7})
if hp_change > 0 then
stamina.change_saturation(player, hp_change)
stamina.set_exhaustion(player, 0)
else
-- assume hp_change < 0.
stamina.poison(player, -hp_change, settings.poison_tick)
end
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()
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()
if replace_with_item then
if itemstack:is_empty() then
itemstack:add_item(replace_with_item)
else
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)
minetest.add_item(pos, replace_with_item)
end
end
end
return itemstack
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_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)

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name = stamina

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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