stamina = {players = {}, mod = "redo"} STAMINA_TICK = tonumber(minetest.settings:get("stamina_tick")) or 800 -- time in seconds after that 1 stamina point is taken STAMINA_TICK_MIN = 4 -- stamina ticks won't reduce stamina below this level STAMINA_HEALTH_TICK = 4 -- time in seconds after player gets healed/damaged STAMINA_MOVE_TICK = 0.5 -- time in seconds after the movement is checked STAMINA_POISON_TICK = 1.25 -- time in seconds after player is poisoned STAMINA_EXHAUST_DIG = 2 -- exhaustion increased this value after digged node STAMINA_EXHAUST_PLACE = 1 -- .. after digging node STAMINA_EXHAUST_MOVE = 1.5 -- .. if player movement detected STAMINA_EXHAUST_JUMP = 5 -- .. if jumping STAMINA_EXHAUST_CRAFT = 2 -- .. if player crafts STAMINA_EXHAUST_PUNCH = 40 -- .. if player punches another player STAMINA_EXHAUST_LVL = 160 -- at what exhaustion player saturation gets lowered STAMINA_HEAL = 1 -- number of HP player gets healed after STAMINA_HEALTH_TICK STAMINA_HEAL_LVL = 5 -- lower level of saturation needed to get healed STAMINA_STARVE = 1 -- number of HP player gets damaged by stamina after -- STAMINA_HEALTH_TICK STAMINA_STARVE_LVL = 3 -- level of staturation that causes starving STAMINA_VISUAL_MAX = 20 -- hud bar extends only to 20 SPRINT_SPEED = 0.3 -- how much faster player can run if satiated SPRINT_JUMP = 0.1 -- how much higher player can jump if satiated SPRINT_DRAIN = 0.35 -- how fast to drain satation while sprinting (0-1) local function get_int_attribute(player) -- pipeworks fake player check if not player or not player.get_attribute then return nil end local meta = player:get_meta() local level = meta and meta:get_string("stamina:level") if level then return tonumber(level) end return nil end local stamina_enabled = minetest.settings:get_bool("enable_stamina") ~= false local function stamina_update_level(player, level) -- pipeworks fake player check if not player.get_attribute or not stamina_enabled then return nil end local old = get_int_attribute(player) if level == old then -- To suppress HUD update return end -- players without interact priv cannot eat if not minetest.check_player_privs(player, {interact = true}) then return end 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 stamina.change = function(player, change) local name = player:get_player_name() if not name or not change or change == 0 then return false end local level = get_int_attribute(player) + change if level < 0 then level = 0 end if level > STAMINA_VISUAL_MAX then level = STAMINA_VISUAL_MAX end stamina_update_level(player, level) return true end local function exhaust_player(player, v) if not player or not player.is_player or not player:is_player() or not player.set_attribute then return end local name = player:get_player_name() if not name then return end local exhaustion = stamina.players[name].exhaustion + v if exhaustion > STAMINA_EXHAUST_LVL then exhaustion = 0 local h = get_int_attribute(player) if h > 0 then stamina_update_level(player, h - 1) end end stamina.players[name].exhaustion = exhaustion end -- Sprint settings and function local enable_sprint = minetest.settings:get_bool("sprint") ~= false local enable_sprint_particles = minetest.settings:get_bool("sprint_particles") ~= false local monoids = minetest.get_modpath("player_monoids") local pova_mod = minetest.get_modpath("pova") local function set_sprinting(name, sprinting) local player = minetest.get_player_by_name(name) -- get player physics local def = player:get_physics_override() --print ("---", def.speed, def.jump) if sprinting == true and not stamina.players[name].sprint then if monoids then stamina.players[name].sprint = player_monoids.speed:add_change( player, def.speed + SPRINT_SPEED) stamina.players[name].jump = player_monoids.jump:add_change( player, def.jump + SPRINT_JUMP) elseif pova_mod then pova.add_override(name, "sprint", {speed = SPRINT_SPEED, jump = SPRINT_JUMP}) pova.do_override(player) stamina.players[name].sprint = true else player:set_physics_override({ speed = def.speed + SPRINT_SPEED, jump = def.jump + SPRINT_JUMP, }) stamina.players[name].sprint = true end elseif sprinting == false and stamina.players[name] and stamina.players[name].sprint then if monoids then player_monoids.speed:del_change(player, stamina.players[name].speed) player_monoids.jump:del_change(player, stamina.players[name].jump) stamina.players[name].sprint = nil stamina.players[name].jump = nil elseif pova_mod then pova.del_override(name, "sprint") pova.do_override(player) stamina.players[name].sprint = nil else player:set_physics_override({ speed = def.speed - SPRINT_SPEED, jump = def.jump - SPRINT_JUMP, }) stamina.players[name].sprint = nil end end end local function head_particle(player, texture) local prop = player:get_properties() local pos = player:get_pos() ; pos.y = pos.y + prop.eye_height -- mouth level local dir = player:get_look_dir() minetest.add_particlespawner({ amount = 5, time = 0.1, minpos = pos, maxpos = pos, minvel = {x = dir.x - 1, y = dir.y, z = dir.z - 1}, maxvel = {x = dir.x + 1, y = dir.y, z = dir.z + 1}, minacc = {x = 0, y = -5, z = 0}, maxacc = {x = 0, y = -9, z = 0}, minexptime = 1, maxexptime = 1, minsize = 1, maxsize = 2, texture = texture }) end local function drunk_tick() for _,player in ipairs(minetest.get_connected_players()) do local name = player:get_player_name() if name and stamina.players[name] and stamina.players[name].drunk then -- play burp sound every 20 seconds when drunk local num = stamina.players[name].drunk if num and num > 0 and math.floor(num / 20) == num / 20 then head_particle(player, "bubble.png") minetest.sound_play("stamina_burp", {to_player = name, gain = 0.7}, true) end stamina.players[name].drunk = stamina.players[name].drunk - 1 if stamina.players[name].drunk < 1 then stamina.players[name].drunk = nil stamina.players[name].units = 0 if not stamina.players[name].poisoned then player:hud_change(stamina.players[name].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 end local function health_tick() for _,player in ipairs(minetest.get_connected_players()) do local air = player:get_breath() or 0 local hp = player:get_hp() local h = get_int_attribute(player) local name = player:get_player_name() if name then -- 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 stamina.players[name].poisoned then player:set_hp(hp + STAMINA_HEAL) stamina_update_level(player, h - 1) end end end end local function action_tick() for _,player in ipairs(minetest.get_connected_players()) do local controls = player and player:get_player_control() -- Determine if the player is walking or jumping if controls then if controls.jump then exhaust_player(player, STAMINA_EXHAUST_JUMP) elseif controls.up or controls.down or controls.left or controls.right then exhaust_player(player, STAMINA_EXHAUST_MOVE) end end --- START sprint if enable_sprint then local name = player and player:get_player_name() -- check if player can sprint (stamina must be over 6 points) if name and stamina.players[name] and not stamina.players[name].poisoned and not stamina.players[name].drunk and controls and controls.aux1 and controls.up and not minetest.check_player_privs(player, {fast = true}) and get_int_attribute(player) > 6 then set_sprinting(name, true) -- create particles behind player when sprinting if enable_sprint_particles then local pos = player:get_pos() local node = minetest.get_node({ x = pos.x, y = pos.y - 1, z = pos.z }) if node.name ~= "air" then minetest.add_particlespawner({ amount = 5, time = 0.01, minpos = {x = pos.x - 0.25, y = pos.y + 0.1, z = pos.z - 0.25}, maxpos = {x = pos.x + 0.25, y = pos.y + 0.1, z = pos.z + 0.25}, minvel = {x = -0.5, y = 1, z = -0.5}, maxvel = {x = 0.5, y = 2, z = 0.5}, minacc = {x = 0, y = -5, z = 0}, maxacc = {x = 0, y = -12, z = 0}, minexptime = 0.25, maxexptime = 0.5, minsize = 0.5, maxsize = 1.0, vertical = false, collisiondetection = false, texture = "default_dirt.png" }) end end -- Lower the player's stamina when sprinting local level = get_int_attribute(player) stamina_update_level(player, level - (SPRINT_DRAIN * STAMINA_MOVE_TICK)) elseif name then set_sprinting(name, false) end end -- END sprint end end local function poison_tick() for _,player in ipairs(minetest.get_connected_players()) do local name = player and player:get_player_name() if name and stamina.players[name] and stamina.players[name].poisoned and stamina.players[name].poisoned > 0 then stamina.players[name].poisoned = stamina.players[name].poisoned - 1 local hp = player:get_hp() - 1 head_particle(player, "stamina_poison_particle.png") if hp > 0 then player:set_hp(hp, {poison = true}) end elseif name and stamina.players[name] and stamina.players[name].poisoned then if not stamina.players[name].drunk then player:hud_change(stamina.players[name].hud_id, "text", "stamina_hud_fg.png") end stamina.players[name].poisoned = nil end end end local function stamina_tick() for _,player in ipairs(minetest.get_connected_players()) do local h = get_int_attribute(player) if h and h > STAMINA_TICK_MIN then stamina_update_level(player, h - 1) end end 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 -- simulate drunk walking (thanks LumberJ) if drunk_timer > 1.0 then drunk_tick() ; drunk_timer = 0 end -- hurt player when poisoned if poison_timer > STAMINA_POISON_TICK then poison_tick() ; poison_timer = 0 end -- sprint control and particle animation if action_timer > STAMINA_MOVE_TICK then action_tick() ; action_timer = 0 end -- lower saturation by 1 point after STAMINA_TICK if stamina_timer > STAMINA_TICK then stamina_tick() ; stamina_timer = 0 end -- heal or damage player, depending on saturation if health_timer > STAMINA_HEALTH_TICK then health_tick() ; health_timer = 0 end end -- override core.do_item_eat() so we can redirect hp_change to stamina core.do_item_eat = function(hp_change, replace_with_item, itemstack, user, pointed_thing) if user.is_fake_player then return -- abort if called by fake player (eg. pipeworks-wielder) end local old_itemstack = itemstack itemstack = stamina.eat( hp_change, replace_with_item, itemstack, user, pointed_thing) for _, callback in pairs(core.registered_on_item_eats) do local result = callback(hp_change, replace_with_item, itemstack, user, pointed_thing, old_itemstack) if result then return result end end return itemstack end -- not local since it's called from within core context function stamina.eat(hp_change, replace_with_item, itemstack, user, pointed_thing) if not itemstack or not user then return itemstack end local level = get_int_attribute(user) or 0 if level >= STAMINA_VISUAL_MAX then return itemstack end local name = user:get_player_name() if hp_change > 0 then stamina_update_level(user, level + hp_change) elseif hp_change < 0 then -- assume hp_change < 0 user:hud_change(stamina.players[name].hud_id, "text", "stamina_hud_poison.png") stamina.players[name].poisoned = -hp_change end -- if {drink=1} group set then use sip sound instead of default eat local snd = "stamina_eat" local itemname = itemstack:get_name() local def = minetest.registered_items[itemname] if def and def.groups and def.groups.drink then snd = "stamina_sip" end minetest.sound_play(snd, {to_player = name, gain = 0.7}, true) -- particle effect when eating local texture = minetest.registered_items[itemname].inventory_image head_particle(user, texture) -- if player drinks milk then stop poison and being drunk local item_name = itemstack:get_name() or "" if item_name == "mobs:bucket_milk" or item_name == "mobs:glass_milk" or item_name == "farming:soy_milk" then stamina.players[name].poisoned = 0 stamina.players[name].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 = minetest.registered_items[itemname].groups and minetest.registered_items[itemname].groups.alcohol or 0 if units > 0 then stamina.players[name].units = (stamina.players[name].units or 0) + 1 if stamina.players[name].units > 3 then stamina.players[name].drunk = 60 stamina.players[name].units = 0 user:hud_change(stamina.players[name].hud_id, "text", "stamina_hud_poison.png") minetest.chat_send_player(name, minetest.get_color_escape_sequence("#1eff00") .. "You suddenly feel tipsy!") end end return itemstack end -- stamina is disabled if damage is disabled if minetest.settings:get_bool("enable_damage") and minetest.settings:get_bool("enable_stamina") ~= false then minetest.register_on_joinplayer(function(player) local level = STAMINA_VISUAL_MAX -- TODO if get_int_attribute(player) then level = math.min(get_int_attribute(player), STAMINA_VISUAL_MAX) else local meta = player:get_meta() meta:set_string("stamina:level", level) end local name = player:get_player_name() local id = player:hud_add({ name = "stamina", hud_elem_type = "statbar", position = {x = 0.5, y = 1}, size = {x = 24, y = 24}, text = "stamina_hud_fg.png", number = level, alignment = {x = -1, y = -1}, offset = {x = -266, y = -110}, max = 0 }) stamina.players[name] = { hud_id = id, exhaustion = 0, poisoned = nil, drunk = nil, sprint = nil } end) minetest.register_on_respawnplayer(function(player) local name = player:get_player_name() if stamina.players[name].poisoned or stamina.players[name].drunk then player:hud_change(stamina.players[name].hud_id, "text", "stamina_hud_fg.png") end stamina.players[name].exhaustion = 0 stamina.players[name].poisoned = nil stamina.players[name].drunk = nil stamina.players[name].sprint = nil stamina_update_level(player, STAMINA_VISUAL_MAX) end) minetest.register_globalstep(stamina_globaltimer) minetest.register_on_placenode(function(pos, oldnode, player, ext) exhaust_player(player, STAMINA_EXHAUST_PLACE) end) minetest.register_on_dignode(function(pos, oldnode, player, ext) exhaust_player(player, STAMINA_EXHAUST_DIG) end) minetest.register_on_craft(function(itemstack, player, old_craft_grid, craft_inv) exhaust_player(player, STAMINA_EXHAUST_CRAFT) end) minetest.register_on_punchplayer(function(player, hitter, time_from_last_punch, tool_capabilities, dir, damage) exhaust_player(hitter, STAMINA_EXHAUST_PUNCH) end) else -- create player table on join minetest.register_on_joinplayer(function(player) stamina.players[player:get_player_name()] = { poisoned = nil, sprint = nil, drunk = nil, exhaustion = 0} end) end -- clear when player leaves minetest.register_on_leaveplayer(function(player) stamina.players[player:get_player_name()] = nil end) --lucky blocks (if damage and stamina active) if minetest.get_modpath("lucky_block") and minetest.settings:get_bool("enable_damage") and minetest.settings:get_bool("enable_stamina") ~= false then local effect_me = function(pos, player, def) local green = minetest.get_color_escape_sequence("#bada55") local name = player:get_player_name() if def.poison or def.drunk then player:hud_change(stamina.players[name].hud_id, "text", "stamina_hud_poison.png") end if def.poison and def.poison > 0 then stamina.players[name].poisoned = def.poison minetest.chat_send_player(name, green .. "Seems you have been poisoned!") elseif def.drunk and def.drunk > 0 then stamina.players[name].drunk = def.drunk minetest.chat_send_player(name, green .. "You seem a little tipsy!") end end lucky_block:add_blocks({ {"cus", effect_me, {poison = 5} }, {"cus", effect_me, {poison = 10} }, {"cus", effect_me, {drunk = 30} }, }) end