-- Translation support & localize math functions local S = core.get_translator("stamina") local math_max, math_min = math.max, math.min local math_floor, math_random = math.floor, math.random local get_node = core.get_node local mod_armor = core.get_modpath("3d_armor") -- clamp values helper local function clamp(val, minval, maxval) return math_max(math_min(val, maxval), minval) end -- special privelage core.register_privilege("no_hunger", { description = "Stops the player from experiencing hunger", give_to_singleplayer = false }) -- global stamina = { players = {}, mod = "redo", -- time in seconds after that 1 stamina point is taken TICK = tonumber(core.settings:get("stamina_tick")) or 800, -- stamina ticks won't reduce stamina below this level TICK_MIN = 4, -- time in seconds after player gets healed/damaged HEALTH_TICK = 4, -- time in seconds after the movement is checked MOVE_TICK = 0.5, -- time in seconds after player is poisoned POISON_TICK = 1.25, -- time in seconds after player has drunk effects DRUNK_TICK = 1.0, -- length of drunk effects DRUNK_INTERVAL = tonumber(core.settings:get("stamina_drunk_interval")) or 60, -- exhaustion increased this value after digged node EXHAUST_DIG = 2, -- after placing node EXHAUST_PLACE = 1, -- if player movement detected EXHAUST_MOVE = 1.5, -- if jumping EXHAUST_JUMP = 5, -- if player crafts EXHAUST_CRAFT = 2, -- if player punches another player EXHAUST_PUNCH = 40, -- at what exhaustion player saturation gets lowered EXHAUST_LVL = 160, -- number of HP player gets healed after stamina.HEALTH_TICK HEAL = 1, -- lower level of saturation needed to get healed HEAL_LVL = 5, -- number of HP player gets damaged by stamina after stamina.HEALTH_TICK STARVE = 1, -- level of staturation that causes starving STARVE_LVL = 3, -- hud bar extends only to 20 VISUAL_MAX = 20, -- how much faster players can run if satiated. SPRINT_SPEED = clamp(tonumber( core.settings:get("stamina_sprint_speed")) or 0.5, 0.0, 1.0), -- how much higher player can jump if satiated SPRINT_JUMP = clamp(tonumber( core.settings:get("stamina_sprint_jump")) or 0.1, 0.0, 1.0), -- how fast to drain satation while sprinting (0-1) SPRINT_DRAIN = clamp(tonumber( core.settings:get("stamina_sprint_drain")) or 0.35, 0.0, 1.0), enable_sprint = core.settings:get_bool("sprint") ~= false, enable_sprint_particles = core.settings:get_bool("sprint_particles") ~= false, -- fov change fov_change = tonumber(core.settings:get("stamina_fov_multiplier") or 0.9), -- double tap time double_tap_time = tonumber(core.settings:get("stamina_double_tap_time") or 0.4), -- do we disable aux1 to sprint can_use_aux1 = core.settings:get_bool("stamina_disable_aux1") ~= true } -- are we a real player ? local function is_player(player) if player and type(player) == "userdata" and core.is_player(player) then return true end end -- grab stamina level function stamina.get_saturation(player) -- are we a real player? if not is_player(player) then return end local meta = player:get_meta() local level = meta and meta:get_string("stamina:level") if level then return tonumber(level) end end -- is player stamina & damage enabled local stamina_enabled = core.settings:get_bool("enable_stamina") ~= false local damage_enabled = core.settings:get_bool("enable_damage") -- update stamina level function stamina.update_saturation(player, level) -- pipeworks fake player check if not is_player(player) then return end local old = stamina.get_saturation(player) if level == old then return end -- To suppress HUD update -- no change in saturation if player has no_hunger priv if core.check_player_privs(player, {no_hunger = true}) then return end local meta = player and player:get_meta() ; if not meta then return end meta:set_string("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 function stamina.change_saturation(player, change) local name = player:get_player_name() if not damage_enabled or not name or not change or change == 0 then return end local level = stamina.get_saturation(player) + change level = clamp(level, 0, stamina.VISUAL_MAX) stamina.update_saturation(player, level) return true end stamina.change = stamina.change_saturation -- for backwards compatibility -- check for poisoned player function stamina.is_poisoned(player) local name = player and player:get_player_name() local data = stamina.players[name] return data and data.poisoned and data.poisoned > 0 end -- check for drunk player function stamina.is_drunk(player) local name = player and player:get_player_name() local data = stamina.players[name] return data and data.drunk and data.drunk > 0 end -- reduce stamina level function stamina.exhaust_player(player, v) if not is_player(player) or not player.set_attribute then return end local name = player:get_player_name() local data = stamina.players[name] ; if not data then return end local exhaustion = data.exhaustion + v if exhaustion > stamina.EXHAUST_LVL then exhaustion = 0 local h = stamina.get_saturation(player) if h > 0 then stamina.update_saturation(player, h - 1) end end data.exhaustion = exhaustion end -- physics mod check local mod_monoids = core.get_modpath("player_monoids") local mod_pova = core.get_modpath("pova") local mod_playerphysics = core.get_modpath("playerphysics") -- attach helpers local function is_attached(player) if player:get_attach() then return true end -- check attached children entities that would disallow sprinting for _, obj in pairs(player:get_children()) do local ent = obj:get_luaentity() or {} if ent.name == "hangglider:glider" then return true end end end -- turn sprint on/off function stamina.set_sprinting(player, sprinting) if not player or is_attached(player) then return end local name = player:get_player_name() local data = stamina.players[name] local def = player:get_physics_override() -- get player physics --print ("---", def.speed, def.jump) if sprinting == true and not data.sprint then if mod_pova then pova.add_override(name, "sprint", { speed = stamina.SPRINT_SPEED, jump = stamina.SPRINT_JUMP}) pova.do_override(player) elseif mod_monoids then player_monoids.speed:add_change( player, def.speed + stamina.SPRINT_SPEED, "stamina:speed") player_monoids.jump:add_change( player, def.jump + stamina.SPRINT_JUMP, "stamina:jump") elseif mod_playerphysics then playerphysics.add_physics_factor(player, "speed", "stamina:sprint", def.speed + stamina.SPRINT_SPEED) playerphysics.add_physics_factor(player, "jump", "stamina:jump", def.jump + stamina.SPRINT_JUMP) else player:set_physics_override({ speed = def.speed + stamina.SPRINT_SPEED, jump = def.jump + stamina.SPRINT_JUMP, }) end data.sprint = true if stamina.fov_change ~= 0 then player:set_fov(stamina.fov_change, true, 0.2) end elseif sprinting == false and data.sprint then if mod_pova then pova.del_override(name, "sprint") pova.do_override(player) elseif mod_monoids then player_monoids.speed:del_change(player, "stamina:speed") player_monoids.jump:del_change(player, "stamina:jump") elseif mod_playerphysics then playerphysics.remove_physics_factor(player, "stamina:sprint") playerphysics.remove_physics_factor(player, "stamina:jump") else player:set_physics_override({ speed = def.speed - stamina.SPRINT_SPEED, jump = def.jump - stamina.SPRINT_JUMP, }) end data.sprint = nil if stamina.fov_change ~= 0 then player:set_fov(0, true, 0.4) end end end -- particle effect when eating local function head_particle(player, texture) local prop = player and player:get_properties() ; if not prop then return end local pos = player:get_pos() ; pos.y = pos.y + (prop.eye_height or 1.23) local dir = player:get_look_dir() core.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 -- drunk check local function drunk_tick(player, name, data) if data.drunk then -- play burp sound every 20 seconds when drunk local num = data.drunk if num and num > 0 and math_floor(num / 20) == num / 20 then head_particle(player, "bubble.png") core.sound_play("stamina_burp", {to_player = name, gain = 0.7}, true) end data.drunk = data.drunk - stamina.DRUNK_TICK if data.drunk < 1 then data.drunk = nil ; data.units = 0 if not data.poisoned then player:hud_change(data.hud_id, "text", "stamina_hud_fg.png") end end -- effect only works when not riding boat/cart/horse etc. if not player:get_attach() then local yaw = player:get_look_horizontal() + math_random(-0.5, 0.5) player:set_look_horizontal(yaw) end end end -- health check local function health_tick(player, name, data) local air = player:get_breath() or 0 local hp = player:get_hp() local h = stamina.get_saturation(player) -- if wearing hunger charm increase saturation by 1 if mod_armor then local level = math_min(armor.def[name].hunger, 4) if level > 0 then stamina.update_saturation(player, h + level) end end -- damage player by 1 hp if saturation is < 2 if h and h < stamina.STARVE_LVL and hp > 0 then player:set_hp(hp - stamina.STARVE, {hunger = true}) end -- don't heal if drowning or dead or poisoned if h and h >= stamina.HEAL_LVL and h >= hp and hp > 0 and air > 0 and not data.poisoned then player:set_hp(hp + stamina.HEAL) stamina.update_saturation(player, h - 1) end end -- movement check local function action_tick(player, name, data) local controls = player and player:get_player_control() if controls then if controls.jump then stamina.exhaust_player(player, stamina.EXHAUST_JUMP) elseif controls.up or controls.down or controls.left or controls.right then stamina.exhaust_player(player, stamina.EXHAUST_MOVE) end end --- START sprint if stamina.enable_sprint and controls then -- check if player can sprint (stamina must be over 6 points) if not data.poisoned and not data.drunk and controls.up and not controls.down and ((controls.aux1 and stamina.can_use_aux1) or data.double_tap) and not core.check_player_privs(player, {fast = true}) and stamina.get_saturation(player) > 6 then stamina.set_sprinting(player, true) -- create particles behind player when sprinting if stamina.enable_sprint_particles then local pos = player:get_pos() local node = get_node({x = pos.x, y = pos.y - 1, z = pos.z}) local def = minetest.registered_nodes[node.name] or {} if def.drawtype ~= "airlike" and def.drawtype ~= "liquid" and def.drawtype ~= "flowingliquid" then local particle_def = { amount = 5, time = 0.5, minpos = {x = -0.3, y = 0.1, z = -0.3}, maxpos = {x = 0.3, y = 0.1, z = 0.3}, minvel = {x = 0, y = 4, z = 0}, maxvel = {x = 0, y = 4, z = 0}, minacc = {x = 0, y = -13, z = 0}, maxacc = {x = 0, y = -13, z = 0}, minexptime = 0.1, maxexptime = 1, minsize = 0.5, maxsize = 1.5, vertical = false, collisiondetection = false, attached = player, texture = "stamina_sprint_particle.png" } if def.type == "node" then particle_def.node = {name = node.name, param2 = 0} end core.add_particlespawner(particle_def) end end -- Lower the player's stamina when sprinting local level = stamina.get_saturation(player) stamina.update_saturation(player, level - (stamina.SPRINT_DRAIN * stamina.MOVE_TICK)) else stamina.set_sprinting(player, false) ; data.double_tap = false end end end -- poisoned check local function poison_tick(player, name, data) if data.poisoned and data.poisoned > 0 then data.poisoned = data.poisoned - 1 local hp = player:get_hp() - 1 head_particle(player, "stamina_poison_particle.png") if hp > 0 then player:set_hp(hp, {poison = true}) end elseif data.poisoned then if not data.drunk then player:hud_change(data.hud_id, "text", "stamina_hud_fg.png") end data.poisoned = nil end end -- stamina check local function stamina_tick(player, name, data) local h = player and stamina.get_saturation(player) if h and h > stamina.TICK_MIN then stamina.update_saturation(player, h - 1) end if data.units and data.units > 0 then data.units = data.units - 1 end end -- check for double tap forward (thanks xXOsielXx) local function check_for_double_tap(controls, data) if stamina.double_tap_time == 0 then return end if controls and controls.up and not data.was_pressing_forward and not controls.down and not controls.sneak and not data.sprint then local current_time = core.get_us_time() / 1e6 if (current_time - (data.last_key_time or 0)) < stamina.double_tap_time then return true end data.double_tap = false data.last_key_time = current_time end end -- check if player double taps local function double_tap_tick(player, name, data) local control = player:get_player_control() local double_tap = check_for_double_tap(control, data) if double_tap then data.double_tap = true end data.was_pressing_forward = control.up end -- Time based stamina functions local stamina_timer, health_timer, action_timer, poison_timer, drunk_timer = 0,0,0,0,0 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 -- loop through all players once only for _, player in pairs(core.get_connected_players()) do local name = player and player:get_player_name() local data = stamina.players[name] if data then -- nil check -- check for double taps double_tap_tick(player, name, data) -- simulate drunk walking (thanks LumberJ) if drunk_timer > stamina.DRUNK_TICK then drunk_tick(player, name, data) end -- hurt player when poisoned if poison_timer > stamina.POISON_TICK then poison_tick(player, name, data) end -- sprint control and particle animation if action_timer > stamina.MOVE_TICK then action_tick(player, name, data) end -- lower saturation by 1 point after stamina.TICK if stamina_timer > stamina.TICK then stamina_tick(player, name, data) end -- heal or damage player, depending on saturation if health_timer > stamina.HEALTH_TICK then health_tick(player, name, data) end end end -- reset timers where needed if drunk_timer > stamina.DRUNK_TICK then drunk_timer = 0 end if poison_timer > stamina.POISON_TICK then poison_timer = 0 end if action_timer > stamina.MOVE_TICK then action_timer = 0 end if stamina_timer > stamina.TICK then stamina_timer = 0 end if health_timer > stamina.HEALTH_TICK then health_timer = 0 end end -- stamina and eating functions disabled if damage is disabled if damage_enabled and core.settings:get_bool("enable_stamina") ~= false then -- 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 not is_player(user) then return end -- abort if called by fake player 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 = stamina.get_saturation(user) or 0 if level >= stamina.VISUAL_MAX then return itemstack end local name = user:get_player_name() local data = stamina.players[name] if hp_change > 0 then stamina.update_saturation(user, level + hp_change) elseif hp_change < 0 then user:hud_change(data.hud_id, "text", "stamina_hud_poison.png") data.poisoned = -hp_change end -- if {drink=1} or {food=3} groups set then use sip sound instead of eat local snd, gain = "stamina_eat", 0.7 local item_name = itemstack:get_name() or "" local item_def = core.registered_items[item_name] or {groups = {}} if item_def.groups.drink == 1 or item_def.groups.food == 3 then snd = "stamina_sip" ; gain = 1.0 end core.sound_play(snd, {to_player = name, gain = gain}, true) -- particle effect when eating head_particle(user, (item_def.inventory_image or item_def.wield_image)) -- if player drinks any milk food groups they stop being poisoned or drunk if item_def.groups.food_milk == 1 or item_def.groups.food_milk_glass == 1 then data.poisoned = 0 ; data.drunk = 0 end 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 local pos = user:get_pos() if pos then core.add_item(pos, replace_with_item) end end end end -- check for alcohol local units = item_def.groups.alcohol or 0 if units > 0 then data.units = (data.units or 0) + 1 if data.units > 3 then data.drunk = stamina.DRUNK_INTERVAL ; data.units = 0 user:hud_change(data.hud_id, "text", "stamina_hud_poison.png") core.chat_send_player(name, core.get_color_escape_sequence("#4b5320") .. S("You suddenly feel tipsy!")) end end return itemstack end core.register_on_joinplayer(function(player) if not player then return end local level = stamina.VISUAL_MAX -- TODO if stamina.get_saturation(player) then level = math_min(stamina.get_saturation(player), stamina.VISUAL_MAX) end local meta = player:get_meta() if meta then meta:set_string("stamina:level", level) end local off = { x = (tonumber(core.settings:get("stamina_hud_x")) or -266), y = (tonumber(core.settings:get("stamina_hud_y")) or -110) } local name = player:get_player_name() local hud_style = core.has_feature("hud_def_type_field") local hud_tab = { name = "stamina", position = {x = 0.5, y = 1}, size = {x = 24, y = 24}, text = "stamina_hud_fg.png", number = level, alignment = {x = -1, y = -1}, offset = off, max = 0 } if hud_style then hud_tab["type"] = "statbar" else hud_tab["hud_elem_type"] = "statbar" end local id = player:hud_add(hud_tab) stamina.players[name] = { hud_id = id, exhaustion = 0, poisoned = nil, drunk = nil, sprint = nil} end) core.register_on_respawnplayer(function(player) local name = player and player:get_player_name() ; if not name then return end local data = stamina.players[name] if data.poisoned or data.drunk then player:hud_change(data.hud_id, "text", "stamina_hud_fg.png") end data.exhaustion = 0 data.poisoned = nil data.drunk = nil data.sprint = nil stamina.update_saturation(player, stamina.VISUAL_MAX) if stamina.fov_change ~= 0 then player:set_fov(1, true, 0.2) end end) core.register_globalstep(stamina_globaltimer) core.register_on_placenode(function(pos, oldnode, player, ext) stamina.exhaust_player(player, stamina.EXHAUST_PLACE) end) core.register_on_dignode(function(pos, oldnode, player, ext) stamina.exhaust_player(player, stamina.EXHAUST_DIG) end) core.register_on_craft(function(itemstack, player, old_craft_grid, craft_inv) stamina.exhaust_player(player, stamina.EXHAUST_CRAFT) end) core.register_on_punchplayer(function(player, hitter, tflp, toolcaps, dir, damage) stamina.exhaust_player(hitter, stamina.EXHAUST_PUNCH) end) else -- create player table on join core.register_on_joinplayer(function(player) if player then stamina.players[player:get_player_name()] = { poisoned = nil, sprint = nil, drunk = nil, exhaustion = 0} end end) end -- clear data when player leaves core.register_on_leaveplayer(function(player) if player then stamina.players[player:get_player_name()] = nil end end) -- add lucky blocks (if damage and stamina active) if core.get_modpath("lucky_block") and core.settings:get_bool("enable_damage") and core.settings:get_bool("enable_stamina") ~= false then dofile(core.get_modpath(core.get_current_modname()) .. "/lucky_block.lua") end -- hunger charm if mod_armor then table.insert(armor.elements, "charm") table.insert(armor.attributes, "hunger") armor:register_armor("stamina:charm_hunger", { description = S("Hunger Charm\n(wear to slowly increase stamina)"), inventory_image = "stamina_hunger_charm.png", -- armor_groups = {fleshy=100}, groups = {armor_charm = 1, armor_hunger = 1}, preview = "blank.png", texture = "blank.png" }) end print("[MOD] Stamina loaded")