584 lines
21 KiB
Lua
584 lines
21 KiB
Lua
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------------------------------------------------------------
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-- _____ _ _ _ --
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-- |_ _| |_ (_)_ _ __| |_ _ _ --
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-- | | | ' \| | '_(_-< _| || | --
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-- |_| |_||_|_|_| /__/\__|\_, | --
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-- |__/ --
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------------------------------------------------------------
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-- Thirsty mod [functions] --
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------------------------------------------------------------
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-- See init.lua for license --
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------------------------------------------------------------
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--------------------------
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-- Tier 0 API Functions --
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--------------------------
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-- regen_from_node is a table defining, for each node type, the
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-- amount of hydro per second a player drinks by standing in it.
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-- Default is 0.5 of a hydration per second
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function thirsty.register_hydrate_node(node_name,drink_cup,regen)
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local drink_cup = drink_cup or true
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local regen = regen or 0.5
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thirsty.config.regen_from_node[node_name] = regen
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thirsty.config.fountain_type[node_name] = "w"
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if drink_cup then
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thirsty.register_drinkable_node(node_name)
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end
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end
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--------------------------
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-- Tier 1 API Functions --
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--------------------------
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-- node_drinkable: which nodes can we drink from, given a
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-- container (a cup, a bowl etc.)
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function thirsty.register_drinkable_node(node_name,max_hydrate)
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local max_hydrate = max_hydrate or nil
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thirsty.config.node_drinkable[node_name] = true
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if max_hydrate then
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thirsty.config.drink_from_node[node_name] = max_hydrate
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end
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end
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function thirsty.on_use( old_on_use )
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return function(itemstack, player, pointed_thing)
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local node = nil
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if pointed_thing and pointed_thing.type == 'node' then
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node = minetest.get_node(pointed_thing.under)
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end
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thirsty.drink_handler(player, itemstack, node)
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-- call original on_use, if provided
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if old_on_use ~= nil then
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return old_on_use(itemstack, player, pointed_thing)
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else
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return itemstack
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end
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end
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end
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function thirsty.augment_item_for_drinking( itemname, level )
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local new_definition = {}
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local level = level or thirsty.config.start
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-- we need to be able to point at the water
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new_definition.liquids_pointable = true
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-- call closure generator with original on_use handler
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new_definition.on_use = thirsty.on_use(
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minetest.registered_items[itemname].on_use
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)
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-- overwrite the node definition with almost the original
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minetest.override_item(itemname, new_definition)
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-- add configuration settings
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thirsty.config.drink_from_container[itemname] = level
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end
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--------------------------
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-- Tier 2 API Functions --
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--------------------------
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function thirsty.drink(player, value, max_hyd, empty_vessel)
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local max_hyd = max_hyd or 20
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local value = value or 2
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local pmeta = player:get_meta()
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local hydro = pmeta:get_float("thirsty_hydro")
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-- test whether we're not *above* max_hyd;
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-- this function should not remove any overhydration
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if hydro < max_hyd then
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hydro = math.min(hydro + value, max_hyd)
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--print("Drinking by "..value.." to "..hydro)
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pmeta:set_float("thirsty_hydro", hydro)
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minetest.sound_play("thirsty_breviceps_drink-drinking-liquid", { to_player = player:get_player_name(), gain = 2.0, })
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if empty_vessel then
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player:get_inventory():add_item("main", empty_vessel.." 1")
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end
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return true
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end
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return false
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end
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function thirsty.register_canteen(item_name,hydrate_capacity,max_hydrate,on_use)
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local on_use = on_use or true
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local max_hydrate = max_hydrate or thirsty.config.start
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thirsty.config.container_capacity[item_name] = hydrate_capacity
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thirsty.config.drink_from_container[item_name] = max_hydrate
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local def = table.copy(minetest.registered_items[item_name])
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def.liquids_pointable = true
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def.stack_max = 1
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def.type = "tool"
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if on_use then
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def.on_use = thirsty.on_use(nil)
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end
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minetest.register_tool(":"..item_name, def)
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end
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function thirsty.register_canteen_complex(item_name,hydrate_capacity,max_hydrate,full_image)
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local full_item_name = item_name.."_full"
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local max_hydrate = max_hydrate or thirsty.config.start
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-- register new full version of item into thirsty tables and as tool.
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thirsty.config.container_capacity[full_item_name] = hydrate_capacity
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thirsty.config.drink_from_container[full_item_name] = max_hydrate
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local def_f = table.copy(minetest.registered_items[item_name])
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def_f.inventory_image = full_image or def_f.inventory_image
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def_f.wield_image = full_image or def_f.inventory_image
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def_f.liquids_pointable = true
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def_f.stack_max = 1
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def_f.type = "tool"
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def_f.description = "Full "..def_f.description
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def_f.on_use = thirsty.on_use(nil)
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def_f.thirsty_empty = item_name
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minetest.register_tool(":"..full_item_name, def_f)
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-- modify empty_vessel registration
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local def_e = table.copy(minetest.registered_items[item_name])
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def_e.on_use = thirsty.on_use_empty()
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def_e.liquids_pointable = true
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def_e.name = nil
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def_e.type = nil
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minetest.override_item(item_name, def_e)
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end
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-- note not offically exposed to API yet, use with caution may change
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function thirsty.on_use_empty()
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return function(itemstack, player, pointed_thing)
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local node = nil
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if pointed_thing and pointed_thing.type == 'node' then
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node = minetest.get_node(pointed_thing.under)
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end
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if node and thirsty.config.node_drinkable[node.name] then
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local new_stack = {name = itemstack:get_name().."_full", count=1, wear=1, metadata=""}
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player:get_inventory():add_item("main", new_stack)
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itemstack:take_item()
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return itemstack
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end
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end
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end
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--------------------------
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-- Tier 3 API Functions --
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--------------------------
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function thirsty.on_rightclick( old_on_rightclick )
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return function(pos, node, player, itemstack, pointed_thing)
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thirsty.drink_handler(player, itemstack, node)
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-- call original on_rightclick, if provided
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if old_on_rightclick ~= nil then
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return old_on_rightclick(pos, node, player, itemstack, pointed_thing)
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else
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return itemstack
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end
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end
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end
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--------------------------
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-- Tier 4 API Functions --
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--------------------------
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function thirsty.register_water_fountain(node_name)
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thirsty.config.fountain_type[node_name] = "f"
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end
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--------------------------
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-- Tier 5 API Functions --
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--------------------------
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function thirsty.register_amulet_extractor(item_name,value)
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thirsty.config.extraction_for_item[item_name] = value
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end
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function thirsty.register_amulet_supplier(item_name,value)
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thirsty.config.injection_for_item[item_name] = value
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end
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function thirsty.register_amulet_thirst(item_name,value)
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thirsty.config.thirst_adjust_item[item_name] = value
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end
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function thirsty.get_thirst_factor(player)
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local name = player:get_player_name()
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local pmeta = player:get_meta()
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local pl = minetest.deserialize(pmeta:get_string("thirsty_values"))
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return pl.thirst_factor
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end
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function thirsty.set_thirst_factor(player, factor)
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local name = player:get_player_name()
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local pmeta = player:get_meta()
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local pl = minetest.deserialize(pmeta:get_string("thirsty_values"))
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pl.thirst_factor = factor
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pmeta:set_string("thirsty_values",minetest.serialize(pl))
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end
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-------------------------
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-- Other API Functions --
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-------------------------
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function thirsty.get_hydro(player)
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local pmeta = player:get_meta()
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local hydro = pmeta:get_float("thirsty_hydro")
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return hydro
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end
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----------------------------
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-- Mod Internal Functions --
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----------------------------
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local damage_enabled = minetest.settings:get_bool("enable_damage")
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function thirsty.on_joinplayer(player)
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local name = player:get_player_name()
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local pmeta = player:get_meta()
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-- setup initial thirst player meta value if not present
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if pmeta:get_float("thirsty_hydro") == 0 then
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pmeta:set_float("thirsty_hydro", thirsty.config.start)
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end
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-- default entry for joining players
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if pmeta:get_string("thirsty_values") == "" then
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local pos = player:get_pos()
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pmeta:set_string("thirsty_values", minetest.serialize({
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last_pos = math.floor(pos.x) .. ':' .. math.floor(pos.z),
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time_in_pos = 0.0,
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pending_dmg = 0.0,
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thirst_factor = 1.0
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}))
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end
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thirsty.hud_init(player)
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end
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function thirsty.on_dieplayer(player)
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local name = player:get_player_name()
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local pos = player:get_pos()
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local pmeta = player:get_meta()
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pmeta:set_float("thirsty_hydro", thirsty.config.start)
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pmeta:set_string("thirsty_values", minetest.serialize({
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last_pos = math.floor(pos.x) .. ':' .. math.floor(pos.z),
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time_in_pos = 0.0,
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pending_dmg = 0.0,
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thirst_factor = 1.0
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}))
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end
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function thirsty.main_loop(dtime)
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-- get thirsty
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thirsty.time_next_tick = thirsty.time_next_tick - dtime
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while thirsty.time_next_tick < 0.0 do
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-- time for thirst
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thirsty.time_next_tick = thirsty.time_next_tick + thirsty.config.tick_time
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for _,player in ipairs(minetest.get_connected_players()) do
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-- dead players don't get thirsty, or full for that matter :-P
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if player:get_hp() <= 0 then
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break
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end
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local name = player:get_player_name()
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local pos = player:get_pos()
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local pmeta = player:get_meta()
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local hydro = pmeta:get_float("thirsty_hydro")
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local pl = minetest.deserialize(pmeta:get_string("thirsty_values"))
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-- how long have we been standing "here"?
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-- (the node coordinates in X and Z should be enough)
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local pos_hash = math.floor(pos.x) .. ':' .. math.floor(pos.z)
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if pl.last_pos == pos_hash then
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pl.time_in_pos = pl.time_in_pos + thirsty.config.tick_time
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else
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-- you moved!
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pl.last_pos = pos_hash
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pl.time_in_pos = 0.0
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end
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local pl_standing = pl.time_in_pos > thirsty.config.stand_still_for_drink
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local pl_afk = pl.time_in_pos > thirsty.config.stand_still_for_afk
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--print("Standing: " .. (pl_standing and 'true' or 'false' ) .. ", AFK: " .. (pl_afk and 'true' or 'false'))
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pos.y = pos.y + 0.1
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local node = minetest.get_node(pos)
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local drink_per_second = thirsty.config.regen_from_node[node.name] or 0
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-- fountaining (uses pos, slight changes ok)
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for k, fountain in pairs(thirsty.fountains) do
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local dx = fountain.pos.x - pos.x
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local dy = fountain.pos.y - pos.y
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local dz = fountain.pos.z - pos.z
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local dist2 = dx * dx + dy * dy + dz * dz
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local fdist = fountain.level * thirsty.config.fountain_distance_per_level -- max 100 nodes radius
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--print (string.format("Distance from %s (%d): %f out of %f", k, fountain.level, math.sqrt(dist2), fdist ))
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if dist2 < fdist * fdist then
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-- in range, drink as if standing (still) in water
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drink_per_second = math.max(thirsty.config.regen_from_fountain or 0, drink_per_second)
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pl_standing = true
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break -- no need to check the other fountains
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end
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end
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-- amulets
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-- TODO: I *guess* we need to optimize this, but I haven't
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-- measured it yet. No premature optimizations!
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local pl_inv = player:get_inventory()
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local extractor_max = 0.0
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local injector_max = 0.0
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local amulet_thirst = false
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local container_not_full = nil
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local container_not_empty = nil
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local inv_main = player:get_inventory():get_list('main')
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for i, itemstack in ipairs(inv_main) do
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local name = itemstack:get_name()
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-- Amulets Hydration/Moisture
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local injector_this = thirsty.config.injection_for_item[name]
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if injector_this and injector_this > injector_max then
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injector_max = injector_this
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end
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local extractor_this = thirsty.config.extraction_for_item[name]
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if extractor_this and extractor_this > extractor_max then
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extractor_max = extractor_this
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end
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if thirsty.config.container_capacity[name] then
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local wear = itemstack:get_wear()
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-- can be both!
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if wear == 0 or wear > 1 then
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container_not_full = { i, itemstack }
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end
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if wear > 0 and wear < 65534 then
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container_not_empty = { i, itemstack }
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end
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end
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-- Amulets of Thirst
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local is_thirst_amulet = thirsty.config.thirst_adjust_item[name]
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if is_thirst_amulet then
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amulet_thirst = true
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pl.thirst_factor = thirsty.config.thirst_adjust_item[name]
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end
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end
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if amulet_thirst ~= true and pl.thirst_factor ~= 1.0 then
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pl.thirst_factor = 1.0
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end
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if extractor_max > 0.0 and container_not_full then
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local i = container_not_full[1]
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local itemstack = container_not_full[2]
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local capacity = thirsty.config.container_capacity[itemstack:get_name()]
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local wear = itemstack:get_wear()
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if wear == 0 then wear = 65535.0 end
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local drink = extractor_max * thirsty.config.tick_time
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local drinkwear = drink / capacity * 65535.0
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wear = wear - drinkwear
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if wear < 1 then wear = 1 end
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itemstack:set_wear(wear)
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player:get_inventory():set_stack("main", i, itemstack)
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end
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if injector_max > 0.0 and container_not_empty then
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local i = container_not_empty[1]
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local itemstack = container_not_empty[2]
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local capacity = thirsty.config.container_capacity[itemstack:get_name()]
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local wear = itemstack:get_wear()
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if wear == 0 then wear = 65535.0 end
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local drink = injector_max * thirsty.config.tick_time
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local drink_missing = 20 - hydro
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drink = math.max(math.min(drink, drink_missing), 0)
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local drinkwear = drink / capacity * 65535.0
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wear = wear + drinkwear
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if wear > 65534 then wear = 65534 end
|
||
|
itemstack:set_wear(wear)
|
||
|
thirsty.drink(player, drink, 20)
|
||
|
hydro = pmeta:get_float("thirsty_hydro")
|
||
|
player:get_inventory():set_stack("main", i, itemstack)
|
||
|
end
|
||
|
|
||
|
|
||
|
if drink_per_second > 0 and pl_standing then
|
||
|
-- Drinking from the ground won't give you more than max
|
||
|
thirsty.drink(player, (drink_per_second * thirsty.config.tick_time)*2, 20)
|
||
|
pl.time_in_pos = 0.0
|
||
|
--print("Raising hydration by "..(drink_per_second*thirsty.config.tick_time).." to "..PPA.get_value(player, 'thirsty_hydro'))
|
||
|
else
|
||
|
if not pl_afk then
|
||
|
-- only get thirsty if not AFK
|
||
|
local amount = thirsty.config.thirst_per_second * thirsty.config.tick_time * pl.thirst_factor
|
||
|
pmeta:set_float("thirsty_hydro",(hydro - amount))
|
||
|
|
||
|
hydro = pmeta:get_float("thirsty_hydro")
|
||
|
--print("Lowering hydration by "..amount.." to "..hydro)
|
||
|
end
|
||
|
end
|
||
|
|
||
|
|
||
|
-- should we only update the hud on an actual change?
|
||
|
-- minetest.debug(player:get_player_name().." "..hydro)
|
||
|
thirsty.hud_update(player, hydro)
|
||
|
|
||
|
-- damage, if enabled
|
||
|
if damage_enabled then
|
||
|
-- maybe not the best way to do this, but it does mean
|
||
|
-- we can do anything with one tick loop
|
||
|
if hydro <= 0.0 and not pl_afk then
|
||
|
pl.pending_dmg = pl.pending_dmg + thirsty.config.damage_per_second * thirsty.config.tick_time
|
||
|
--print("Pending damage at " .. pl.pending_dmg)
|
||
|
if pl.pending_dmg > 1.0 then
|
||
|
local dmg = math.floor(pl.pending_dmg)
|
||
|
pl.pending_dmg = pl.pending_dmg - dmg
|
||
|
player:set_hp( player:get_hp() - dmg )
|
||
|
end
|
||
|
else
|
||
|
-- forget any pending damage when not thirsty
|
||
|
pl.pending_dmg = 0.0
|
||
|
end
|
||
|
end
|
||
|
pmeta:set_string("thirsty_values",minetest.serialize(pl))
|
||
|
end -- for players
|
||
|
|
||
|
-- check fountains for expiration
|
||
|
for k, fountain in pairs(thirsty.fountains) do
|
||
|
fountain.time_until_check = fountain.time_until_check - thirsty.config.tick_time
|
||
|
if fountain.time_until_check <= 0 then
|
||
|
-- remove fountain, the abm will set it again
|
||
|
--print("Removing fountain at " .. k)
|
||
|
thirsty.fountains[k] = nil
|
||
|
end
|
||
|
end
|
||
|
|
||
|
end
|
||
|
end
|
||
|
|
||
|
|
||
|
function thirsty.drink_handler(player, itemstack, node)
|
||
|
local pmeta = player:get_meta()
|
||
|
local hydro = pmeta:get_float("thirsty_hydro")
|
||
|
local pl = minetest.deserialize(pmeta:get_string("thirsty_values"))
|
||
|
local old_hydro = hydro
|
||
|
|
||
|
-- selectors, always true, to make the following code easier
|
||
|
local item_name = itemstack and itemstack:get_name() or ':'
|
||
|
local node_name = node and node.name or ':'
|
||
|
|
||
|
if thirsty.config.node_drinkable[node_name] then
|
||
|
-- we found something to drink!
|
||
|
local cont_level = thirsty.config.drink_from_container[item_name] or 0
|
||
|
local node_level = thirsty.config.drink_from_node[node_name] or 0
|
||
|
-- drink until level
|
||
|
local level = math.max(cont_level, node_level)
|
||
|
--print("Drinking to level " .. level)
|
||
|
thirsty.drink(player, level, level)
|
||
|
|
||
|
-- fill container, if applicable
|
||
|
if thirsty.config.container_capacity[item_name] then
|
||
|
--print("Filling a " .. item_name .. " to " .. thirsty.config.container_capacity[item_name])
|
||
|
itemstack:set_wear(1) -- "looks full"
|
||
|
end
|
||
|
|
||
|
elseif thirsty.config.container_capacity[item_name] then
|
||
|
-- drinking from a container
|
||
|
if itemstack:get_wear() ~= 0 then
|
||
|
local capacity = thirsty.config.container_capacity[item_name]
|
||
|
local hydro_missing = 20 - hydro;
|
||
|
if hydro_missing > 0 then
|
||
|
local wear_missing = hydro_missing / capacity * 65535.0;
|
||
|
local wear = itemstack:get_wear()
|
||
|
local new_wear = math.ceil(math.max(wear + wear_missing, 1))
|
||
|
if (new_wear > 65534) then
|
||
|
wear_missing = 65534 - wear
|
||
|
new_wear = 65534
|
||
|
end
|
||
|
|
||
|
-- deal with full/empty vessels, when empty remove
|
||
|
-- tool version and supply empty name to thirsty.drink
|
||
|
-- so player recieves empty version back
|
||
|
local empty_vessel_name
|
||
|
|
||
|
if new_wear >= 65534 then
|
||
|
|
||
|
if minetest.registered_items[item_name].thirsty_empty then
|
||
|
itemstack:take_item(1)
|
||
|
empty_vessel_name = minetest.registered_items[item_name].thirsty_empty
|
||
|
else
|
||
|
itemstack:set_wear(new_wear)
|
||
|
end
|
||
|
-- end full/empty vessel code block
|
||
|
else
|
||
|
itemstack:set_wear(new_wear)
|
||
|
end
|
||
|
|
||
|
if wear_missing > 0 then -- rounding glitches?
|
||
|
thirsty.drink(player, wear_missing * capacity / 65535.0, 20, empty_vessel_name)
|
||
|
hydro = pmeta:get_float("thirsty_hydro")
|
||
|
end
|
||
|
end
|
||
|
end
|
||
|
end
|
||
|
|
||
|
-- update HUD if value changed
|
||
|
if hydro ~= old_hydro then
|
||
|
thirsty.hud_update(player, hydro)
|
||
|
end
|
||
|
end
|
||
|
|
||
|
|
||
|
function thirsty.fountain_abm(pos, node)
|
||
|
local fountain_count = 0
|
||
|
local water_count = 0
|
||
|
local total_count = 0
|
||
|
for y = 0, thirsty.config.fountain_height do
|
||
|
for x = -y, y do
|
||
|
for z = -y, y do
|
||
|
local n = minetest.get_node({
|
||
|
x = pos.x + x,
|
||
|
y = pos.y - y + 1, -- start one *above* the fountain
|
||
|
z = pos.z + z
|
||
|
})
|
||
|
if n then
|
||
|
--print(string.format("%s at %d:%d:%d", n.name, pos.x+x, pos.y-y+1, pos.z+z))
|
||
|
total_count = total_count + 1
|
||
|
local type = thirsty.config.fountain_type[n.name] or ''
|
||
|
if type == 'f' then
|
||
|
fountain_count = fountain_count + 1
|
||
|
elseif type == 'w' then
|
||
|
water_count = water_count + 1
|
||
|
end
|
||
|
end
|
||
|
end
|
||
|
end
|
||
|
end
|
||
|
local level = math.min(thirsty.config.fountain_max_level, math.min(fountain_count, water_count))
|
||
|
--print(string.format("Fountain (%d): %d + %d / %d", level, fountain_count, water_count, total_count))
|
||
|
thirsty.fountains[string.format("%d:%d:%d", pos.x, pos.y, pos.z)] = {
|
||
|
pos = { x=pos.x, y=pos.y, z=pos.z },
|
||
|
level = level,
|
||
|
-- time until check is 20 seconds, or twice the average
|
||
|
-- time until the abm ticks again. Should be enough.
|
||
|
time_until_check = 20,
|
||
|
}
|
||
|
end
|