star_wars/mods/stamina/init.lua

622 lines
15 KiB
Lua

stamina = {players = {}}
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
STAMINA_POISON_TICK = 1.25 -- time in seconds after player is poisoned
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
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_VISUAL_MAX = 20 -- hud bar extends only to 20
SPRINT_SPEED = 0.3 -- 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 get_int_attribute(player, key)
-- pipeworks fake player check
if not player.get_attribute then
return nil
end
local level = player:get_attribute(key)
if level then
return tonumber(level)
end
return nil
end
local function stamina_update_level(player, level)
-- pipeworks fake player check
if not player.get_attribute then
return nil
end
local old = get_int_attribute(player, "stamina:level")
if level == old then -- To suppress HUD update
return
end
-- players without interact priv cannot eat
if not minetest.check_player_privs(player, {interact = true}) then
return
end
player:set_attribute("stamina:level", level)
player:hud_change(stamina.players[player:get_player_name()].hud_id,
"number", math.min(STAMINA_VISUAL_MAX, level))
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
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)
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
return
end
local name = player:get_player_name()
if not name then
return
end
local exhaustion = stamina.players[name].exhaustion + v
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)
end
end
stamina.players[name].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 monoids = minetest.get_modpath("player_monoids")
local pova_mod = minetest.get_modpath("pova")
local function set_sprinting(name, sprinting)
local player = minetest.get_player_by_name(name)
-- get player physics
local def = player:get_physics_override()
--print ("---", def.speed, def.jump)
if sprinting == true and not stamina.players[name].sprint then
if monoids then
stamina.players[name].sprint = player_monoids.speed:add_change(
player, def.speed + SPRINT_SPEED)
stamina.players[name].jump = player_monoids.jump:add_change(
player, def.jump + SPRINT_JUMP)
elseif pova_mod then
pova.add_override(name, "sprint",
{speed = SPRINT_SPEED, jump = SPRINT_JUMP})
pova.do_override(player)
stamina.players[name].sprint = true
else
player:set_physics_override({
speed = def.speed + SPRINT_SPEED,
jump = def.jump + SPRINT_JUMP,
})
stamina.players[name].sprint = true
end
elseif sprinting == false and stamina.players[name].sprint then
if monoids then
player_monoids.speed:del_change(player, stamina.players[name].speed)
player_monoids.jump:del_change(player, stamina.players[name].jump)
stamina.players[name].sprint = nil
stamina.players[name].jump = nil
elseif pova_mod then
pova.del_override(name, "sprint")
pova.do_override(player)
stamina.players[name].sprint = nil
else
player:set_physics_override({
speed = def.speed - SPRINT_SPEED,
jump = def.jump - SPRINT_JUMP,
})
stamina.players[name].sprint = nil
end
end
end
-- Time based stamina functions
local stamina_timer = 0
local health_timer = 0
local action_timer = 0
local poison_timer = 0
local drunk_timer = 0
local function stamina_globaltimer(dtime)
stamina_timer = stamina_timer + dtime
health_timer = health_timer + dtime
action_timer = action_timer + dtime
poison_timer = poison_timer + dtime
drunk_timer = drunk_timer + dtime
local players = minetest.get_connected_players()
-- simulate drunk walking (thanks LumberJ)
if drunk_timer > 1.0 then
for _,player in pairs(players) do
local name = player:get_player_name()
if stamina.players[name]
and stamina.players[name].drunk then
stamina.players[name].drunk = stamina.players[name].drunk - 1
if stamina.players[name].drunk < 1 then
stamina.players[name].drunk = nil
stamina.players[name].units = 0
player:hud_change(stamina.players[name].hud_id,
"text", "stamina_hud_fg.png")
end
-- effect only works when not riding boat/cart/horse etc.
if not player:get_attach() then
local yaw = player:get_look_horizontal()
yaw = yaw + math.random(-0.5, 0.5)
player:set_look_horizontal(yaw)
end
end
drunk_timer = 0
end
end
-- hurt player when poisoned
if poison_timer > STAMINA_POISON_TICK then
for _,player in pairs(players) do
local name = player:get_player_name()
if stamina.players[name].poisoned
and stamina.players[name].poisoned > 0 then
stamina.players[name].poisoned =
stamina.players[name].poisoned - 1
local hp = player:get_hp() - 1
if hp > 0 then
player:set_hp(hp)
end
elseif stamina.players[name].poisoned then
player:hud_change(stamina.players[name].hud_id,
"text", "stamina_hud_fg.png")
stamina.players[name].poisoned = nil
end
poison_timer = 0
end
end
-- sprint control and particle animation
if action_timer > STAMINA_MOVE_TICK then
for _,player in pairs(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 not stamina.players[name].poisoned
and not stamina.players[name].drunk
and 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:get_pos()
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
action_timer = 0
end
end
-- lower saturation by 1 point after STAMINA_TICK
if stamina_timer > STAMINA_TICK then
for _,player in pairs(players) do
local h = get_int_attribute(player, "stamina:level")
if h > STAMINA_TICK_MIN then
stamina_update_level(player, h - 1)
end
stamina_timer = 0
end
end
-- heal or damage player, depending on saturation
if health_timer > STAMINA_HEALTH_TICK then
for _,player in pairs(players) do
local air = player:get_breath() or 0
local hp = player:get_hp()
local h = get_int_attribute(player, "stamina:level")
local name = player:get_player_name()
-- damage player by 1 hp if saturation is < 2 (of 30)
if h < STAMINA_STARVE_LVL
and hp > 0 then
player:set_hp(hp - STAMINA_STARVE)
end
-- don't heal if drowning or dead or poisoned
if h >= STAMINA_HEAL_LVL
and h >= hp
and hp > 0
and air > 0
and not stamina.players[name].poisoned then
player:set_hp(hp + STAMINA_HEAL)
stamina_update_level(player, h - 1)
end
health_timer = 0
end
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)
if user.is_fake_player then
return -- abort if called by fake player (eg. pipeworks-wielder)
end
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)
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 or not user then
return itemstack
end
local level = get_int_attribute(user, "stamina:level") or 0
if level >= STAMINA_VISUAL_MAX then
return itemstack
end
local name = user:get_player_name()
if hp_change > 0 then
stamina_update_level(user, level + hp_change)
elseif hp_change < 0 then
-- assume hp_change < 0
user:hud_change(stamina.players[name].hud_id, "text",
"stamina_hud_poison.png")
stamina.players[name].poisoned = -hp_change
end
minetest.sound_play("stamina_eat", {to_player = name, gain = 0.7})
-- particle effect when eating
local pos = user:get_pos() ; 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,
})
itemstack:take_item()
if replace_with_item then
if itemstack:is_empty() then
itemstack:add_item(replace_with_item)
else
local inv = user:get_inventory()
if inv:room_for_item("main", {name = replace_with_item}) then
inv:add_item("main", replace_with_item)
else
pos.y = math.floor(pos.y - 1.0)
core.add_item(pos, replace_with_item)
end
end
end
-- check for alcohol
local units = minetest.registered_items[itemname].groups
and minetest.registered_items[itemname].groups.alcohol or 0
if units > 0 then
stamina.players[name].units = (stamina.players[name].units or 0) + 1
if stamina.players[name].units > 3 then
stamina.players[name].drunk = 60
stamina.players[name].units = 0
user:hud_change(stamina.players[name].hud_id, "text",
"stamina_hud_poison.png")
minetest.chat_send_player(name,
minetest.get_color_escape_sequence("#1eff00")
.. "You suddenly feel tipsy!")
end
end
return itemstack
end
-- stamina is disabled if damage is disabled
if minetest.setting_getbool("enable_damage")
and minetest.setting_get("enable_stamina") ~= false 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 name = player:get_player_name()
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.players[name] = {
hud_id = id,
exhaustion = 0,
poisoned = nil,
drunk = nil,
sprint = nil,
}
end)
minetest.register_on_respawnplayer(function(player)
local name = player:get_player_name()
if stamina.players[name].poisoned
or stamina.players[name].drunk then
player:hud_change(stamina.players[name].hud_id,
"text", "stamina_hud_fg.png")
end
stamina.players[name].exhaustion = 0
stamina.players[name].poisoned = nil
stamina.players[name].drunk = nil
stamina.players[name].sprint = nil
stamina_update_level(player, STAMINA_VISUAL_MAX)
end)
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)
else
-- create player table on join
minetest.register_on_joinplayer(function(player)
stamina.players[player:get_player_name()] = {
poisoned = nil, sprint = nil, drunk = nil, exhaustion = 0}
end)
end
-- clear when player leaves
minetest.register_on_leaveplayer(function(player)
stamina.players[player:get_player_name()] = nil
end)