349 lines
No EOL
13 KiB
Markdown
349 lines
No EOL
13 KiB
Markdown
# Thirsty [thirsty]
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A Minetest mod that adds a "thirst" mechanic.
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Version: 0.10.2
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## *License*
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**Code**
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LGPL 2.1 (see included LICENSE file)
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**Textures**
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vessels_glass_bottle_full_cc_by_sa_3.png
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Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
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modified from vessels_glass_bottle.png
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Copyright (C) 2012-2016 Vanessa Ezekowitz
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Copyright (C) 2016 Thomas-S
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thirsty_drop_100_24_cc0.png +.xcf
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thirsty_drop_100_16_cc0.png
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thirsty_wooden_bowl_cc0.png +.xcf
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thirsty_bronze_canteen_cc0.png +.xcf
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thirsty_steel_canteen_cc0.png
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thirsty_amulet_moisture_cc0.png +.xcf
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thirsty_amulet_hydration_cc0.png +.xcf
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Public Domain CC0 1.0 Universal
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Sirrobzeroone
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All other Images CC BY-SA 4.0
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(see http://creativecommons.org/licenses/by-sa/4.0/)
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**Sounds**
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thirsty_breviceps_drink-drinking-liquid.ogg
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https://freesound.org/people/Breviceps/sounds/445970/
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Public Domain CC0 1.0 Universal
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Report bugs or request help on the forum topic.
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# Description
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This is a mod for MineTest. It adds a thirst mechanic to the
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game, similar to many hunger mods (but independent of them).
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Players will slowly get thirstier over time, and will need to
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drink or suffer damage.
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The point of this mod is not to make the game more realistic,
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or harder. The point is to have another mechanic that rewards
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preparation and infrastructure. Players will now have an incentive
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to build their base next to water (or add some water to their base),
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and/or take some water with them when mining or travelling.
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# Terminology: "Thirst" vs. "hydration"
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"Thirst" is the absence of "hydration" (a term suggested by
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everamzah on the Minetest forums, thanks!). The overall mechanic
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is still called "thirst", but the visible bar is that of
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"hydration", meaning a full bar represents full hydration, not full
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thirst. Players lose hydration (or "hydro points") over time, and
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gain hydration when drinking.
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# Current behavior
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## *Tier 0*
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stand in water (running or standing) to slowly drink.
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You may not move during drinking (or you could cross an ocean without
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getting thirsty).
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To register additional drinkable nodes use the function:
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**thirsty.register_hydrate_node(node_name,also_drinkable_with_cup,regen_rate_per_second)**
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**"node_name"** - registered node name
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**"also_drinkable_with_cup"** - optional will default to true, if true
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registers as per thirsty.register_drinkable_node() with max_hydration
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equal to thirsty.config.start (default 20)
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**"regen_rate_per_second"** - optional will default to 0.5 hydration
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points per second standing still in the liquid.
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**Example**
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thirsty.register_hydrate_node("default:water_source")
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## *Tier 1*
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Use a container (e.g. from `vessels`) on water to instantly
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fill your hydration. Craftable wooden bowl included.
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**NODES**
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Configure nodes that can be drunk from using a cup/glass etc assuming this was
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not done as part of Tier 0 or if you wish to override max_hydration to be more
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than the default value (normally 20):
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**thirsty.register_drinkable_node(node_name,max_hydration)**
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**"item_name"** registered node name
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**"max_hydration"** optional will default to thirsty.config.start (default 20)
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max hydration can be set above 20 to encourage use of drinking fountains or
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hydration/drinking infrastructure.
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**Example**
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thirsty.register_drinkable_node("thirsty:drinking_fountain",30)
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**ITEMS**
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Configure cups/glasses/bowls etc that can be used to scoop up water and then
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drink from:
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**thirsty.augment_item_for_drinking(item_name, max_hydration)**
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**"item_name"** registered item name
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**"max_hydration"** optional will default to thirsty.config.start (default 20)
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max hydration can be set above 20 to encourage use of items to drink with.
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This will overide/replace any existing code the item may have in it's
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item_name.on_use. So not recommended for items with custom on_use
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code already.
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**Example**
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thirsty.augment_item_for_drinking('vessels:drinking_glass', 20)
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**Integrate thirsty into item custom on_use code**
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thirsty.on_use()
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**Example**
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minetest.register_craftitem("mod_name:empty_cup", {
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description = S("Empty Cup"),
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inventory_image = "mod_name_empty_cup.png",
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liquids_pointable = true,
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on_use = function(itemstack,player,pointed_thing)
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local pos = pointed_thing.under
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local node_name
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if pointed_thing.type == "node" then
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local node = minetest.get_node(pos)
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node_name = node.name
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end
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if thirsty.config.node_drinkable[node_name] then
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thirsty.on_use()
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else
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-- do something else
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end
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end,
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})*
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## *Tier 2*
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Pre-made drinks and craftable canteens
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**PREMADE DRINKS**
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Pre-made drinks can include anything the player may have had to craft
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or cook and you wish the player to restore some hydration on_use:
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**thirsty.drink(player, amount, max_hydration, empty_vessel)**
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**"player"** player object see minetest player object
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**"amount"** number of hydration points to restore
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**"max hydration"** - optional will default to thirsty.config.start (default 20)
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max hydration can be set above 20 to encourage use of items to drink with.
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**"empty_vessel"** - optional empty vessel or item to return to player.
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**Example**
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minetest.register_craftitem("mod_name:cup_of_soup", {
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description = S("Cup of Soup"),
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inventory_image = "mod_name_cup_of_soup.png",
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on_use = function(itemstack,player,pointed_thing)
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thirsty.drink(player, 2, 20, "mod_name:empty_cup")
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itemstack:take_item()
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return itemstack
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end,
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})
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**CANTEENS, FLASKS or BOTTLES**
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Craftable items that you may wish to configure to hold a certain amount of
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liquid hydration points. If used these items are converted to registered tools
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rather than straight regsitered items with stack maximum of 1 so that current
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full/empty value is displayed to the player (using wear). Thirsty includes a
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Steel canteen with 40 hydration point capacity and a Bronze canteen with 60
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hydration point capacity. These can be refilled by clicking on any thirsty
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registered hydrate_node.
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**thirsty.register_canteen(item_name,hydrate_capacity,max_hydration,on_use)**
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**"item_name"** Registered item name to convert to canteen type container
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**"hydrate_capacity"** How many hydration points the container holds 1 full bar = 20
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**"max hydration"** Optional will default to thirsty.config.start (default 20)
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max hydration can be set above 20 to encourage use of items to drink with.
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**"on_use"** Optional default is true. Will set item.on_use function to; thirsty.on_use(), however if set to false on_use wont be over written. Mod registering item will need to manually include "thirsty.on_use()" inside its on_use item definition or canteen will not work note see Tier 1 - thirsty.on_use()
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**Example**
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thirsty.register_canteen("thirsty:bronze_canteen",60,25)
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**COMPLEX CANTEENS, FLASKS or BOTTLES**
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Using the above will mean items can no longer be stacked most importantly when they are empty. The below function will overcome this as it will register a full version
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of the empty vessel as a tool. Naturally if you do not wish or need the empty containers to stack just use thirsty.register_canteen. Once a container is empty it will be replaced with the empty version.
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**thirsty.register_canteen_complex(item/node_name,hydrate_capacity,max_hydration,full_image)**
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**"item_name" or "node_name"** Registered item name to convert to canteen type tool container
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**"hydrate_capacity"** How many hydration points the container holds 1 full bar = 20
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**"max hydration"** Optional will default to thirsty.config.start (default 20)
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max hydration can be set above 20 to encourage use of items to drink with.
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**"full_image"** The full image of the empty item used for inventory image and wield image
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**Example**
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thirsty.register_canteen_complex("vessels:glass_bottle",10,22,"vessels_glass_bottle_full.png")
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## *Tier 3*
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Placeable drinking fountain / wash basin node: instantly
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fills your hydration when used.
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Add the below to the on_rightclick function inside your node definition,
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you'll also need to register the node as a drinkable node so you'll need
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to also run - thirsty.register_drinkable_node(node_name). Recommended that
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the node.drop for your node dosen't equal itself otherwise players will simply
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use these as endless canteens/bottles.
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**thirsty.on_rightclick()**
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minetest.register_node('thirsty:drinking_fountain', {
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description = 'Drinking fountain',
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....
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def info
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....
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drop = "default:stone 4",
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on_rightclick = thirsty.on_rightclick(),
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})
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minetest.register_craft({
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output = "thirsty:drinking_fountain",
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recipe = {
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{ "default:stone", "bucket:bucket_water", "default:stone"},
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{ "" , "default:stone" , ""},
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{ "" , "default:stone" , ""}
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},
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replacements = {
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{"bucket:bucket_water", "bucket:bucket_empty"}
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}
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})
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thirsty.register_drinkable_node("thirsty:drinking_fountain",30)
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## *Tier 4*
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Placeable fountain node(s) to fill the hydration of all
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players within range. Placing more nodes increases the range.
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**thirsty.register_water_fountain(node_name)**
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**Example**
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thirsty.register_water_fountain("thirsty:water_fountain")
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**HOW TO USE WATER FOUNTAINS** *(Taken from forum posts)*
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Water fountains are placeable, but these are not usable. Instead,
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they constantly fill the hydration of all players within a 5 node
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radius, as if they were standing in water. Water fountains need
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actual water (source or flowing) near them to work.
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You can extend the radius of water fountains with "water extenders",
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placeable nodes without any function of their own.
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Specifically, a water fountain will check all the nodes in a
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5-node-high pyramid starting one node above itself. It will count all
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water nodes (source or flowing), and count all water fountains /
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water extenders. The smaller of these numbers is the "level" of the fountain,
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up to 20 (in other words, you need an equal amount of water and fountain blocks).
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Each level adds 5 more nodes to the working radius. A large fountain
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should cover a city block or two.
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I'd recommend placing one water source above the "fountain" node, and
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arranging extenders under it, but the plan is to allow many working designs.
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## *Tier 5*
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Craftable trinkets/gadgets/amulets that constantly keep your
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hydration filled when in your inventory, solving your thirst problem
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once and for all.
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**thirsty.register_amulet_extractor(item_name,value)**
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**"item_name"** Registered item name
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**"value"** Number of Hydration points extracted per half second (thirsty.config.tick_time)
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*Note: Container must be avaliable in Inventory with avaliable space to add hydration points to.*
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**Example**
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thirsty.register_amulet_extractor("thirsty:amulet_of_moisture", 0.6)
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**Amulet of Moisture** - Absorbs moisture from the surronding environment places it into a canteen or other water holding item. Must be held in Inventory.
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**thirsty.register_amulet_supplier(item_name,value)**
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**"item_name"** Registered item name
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**"value"** Number of Hydration points supplied to player per half second.(thirsty.config.tick_time)
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*Note: Container must be avaliable in Inventory with avaliable space to add hydration points to.*
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**Example**
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thirsty.register_amulet_supplier("thirsty:amulet_of_hydration", 0.5)
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**Amulet of Hydration** - Feeds water from a Canteen or other water holding
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item directly into the player to keep them always hydrated. Must be held in Inventory.
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The above two Amulets can be used in combination with each other plus a
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canteen. However this does permenantly fill 3 inventory slots the delibrate
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downside to offset the significant bonus.
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**Amulets of Thirst** - Three versions lesser,normal and greater each will slower the rate at which
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a player becomes thirsty. Normal thirst factor is 1, however a "cursed" version could be created
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which makes a player become thirsty faster.
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thirsty.register_amulet_thirst(item_name, thirst_factor)
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**"item_name"** Registered item name
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**"thirst_factor"** Float value that represents the speed at which a player uses hydration points
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**Example**
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minetest.register_craftitem("thirsty:greater_amulet_thirst", {
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description = "Greater Amulet of Thirst",
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inventory_image = "thirsty_amulet_of_thirst_greater_cc0.png",
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})
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thirsty.register_amulet_thirst("thirsty:lesser_amulet_thirst",0.85)
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*Note: Included Amulets of Thirst have no craft recipes and are only avaliable as
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*dungeon loot with more powerful versions only found in deeper dungeons.
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## *Additional Functions*
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*thirsty.get_hydro(player) : returns the current hydration of a player*
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"player" refers to a player object, i.e. with a get_player_name() method.
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Future plans
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------------
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Continued tidy and updating
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Dependencies
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------------
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* default (optional but needed for included components)
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* bucket (optional but needed for some included components)
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* hudbars (optional): https://forum.minetest.net/viewtopic.php?f=11&t=11153
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* vessels (optional): https://forum.minetest.net/viewtopic.php?id=2574 |