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825 lines
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Lua

-- 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")