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synced 2024-11-04 23:31:05 +01:00
Implemented health regeneration mechanics as described in minecraft wiki. Saturation values and different regeneration speeds now used.
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1 changed files with 48 additions and 36 deletions
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@ -134,48 +134,60 @@ minetest.register_on_player_hpchange(function(player, hp_change)
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end
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end
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end)
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end)
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local main_timer = 0
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local timer = 0 -- Half second timer
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local timerMult = 1 -- Cycles from 0 to 7, each time when timer hits half a second
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minetest.register_globalstep(function(dtime)
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main_timer = main_timer + dtime
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timer = timer + dtime
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if main_timer > mcl_hunger.HUD_TICK or timer > 0.25 then
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if main_timer > mcl_hunger.HUD_TICK then main_timer = 0 end
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for _,player in pairs(minetest.get_connected_players()) do
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local name = player:get_player_name()
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local h = tonumber(mcl_hunger.get_hunger(player))
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local hp = player:get_hp()
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local fastFoodTickTimer = 0 -- 0.5 second cycle
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if timer > 0.25 then
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local slowFoodTickTimer = 0 -- 4 second cycle
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-- Slow health regeneration, and hunger damage (every 4s).
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minetest.register_globalstep(function(dtime)
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-- Regeneration rate based on tutorial video <https://www.youtube.com/watch?v=zs2t-xCVHBo>.
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fastFoodTickTimer = fastFoodTickTimer + dtime
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-- Minecraft Wiki seems to be wrong in claiming that full hunger gives 0.5s regen rate.
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slowFoodTickTimer = slowFoodTickTimer + dtime
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if timerMult == 0 then
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if h >= 18 and hp > 0 and hp < 20 then
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local fastTimerWrapped = false -- if the fastFoodTickTimer wrapped around and everything dependent should be updated
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-- +1 HP, +exhaustion
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local slowTimerWrapped = false
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player:set_hp(hp+1)
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mcl_hunger.exhaust(name, mcl_hunger.EXHAUST_REGEN)
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if fastFoodTickTimer > 0.5 then
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fastFoodTickTimer = 0
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fastTimerWrapped = true
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end
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if slowFoodTickTimer > 4.0 then
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slowFoodTickTimer = 0
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slowTimerWrapped = true
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end
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if fastTimerWrapped or slowTimerWrapped then -- only update players if something must be updated
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for _,player in ipairs(minetest.get_connected_players()) do
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local playerName = player:get_player_name()
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local foodLevel = mcl_hunger.get_hunger(player)
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local foodSaturationLevel = mcl_hunger.get_saturation(player)
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local playerHealth = player:get_hp()
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if playerHealth < 20 then
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if foodLevel == 20 and foodSaturationLevel >= 6 then -- fast regeneration (2 health per second)
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if fastTimerWrapped then
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player:set_hp(playerHealth+1)
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mcl_hunger.exhaust(playerName, mcl_hunger.EXHAUST_REGEN)
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mcl_hunger.update_exhaustion_hud(player, mcl_hunger.get_exhaustion(player))
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mcl_hunger.update_exhaustion_hud(player, mcl_hunger.get_exhaustion(player))
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elseif h == 0 then
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end
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-- Damage hungry player down to 1 HP
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elseif foodLevel >= 18 then -- slow regeneration (1 health every 4 seconds)
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-- TODO: Allow starvation at higher difficulty levels
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if slowTimerWrapped then
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if hp-1 > 0 then
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player:set_hp(playerHealth+1)
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mcl_hunger.exhaust(playerName, mcl_hunger.EXHAUST_REGEN)
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mcl_hunger.update_exhaustion_hud(player, mcl_hunger.get_exhaustion(player))
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end
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end
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end
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if foodLevel == 0 then --starvation
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maximumStarvation = 1 -- the amount of health at which a player will stop to get harmed by starvation (10 for Easy, 1 for Normal, 0 for Hard)
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-- TODO: implement Minecraft-like difficulty modes and the update maximumStarvation here
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if playerHealth > maximumStarvation and slowTimerWrapped then
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mcl_util.deal_damage(player, 1, {type = "starve"})
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mcl_util.deal_damage(player, 1, {type = "starve"})
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end
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end
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end
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end
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end
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end
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end
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end
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end
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end
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if timer > 0.25 then
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timer = 0
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timerMult = timerMult + 2
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if timerMult > 7 then
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timerMult = 0
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end
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end
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end)
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end)
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--[[ IF HUNGER IS NOT ENABLED ]]
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--[[ IF HUNGER IS NOT ENABLED ]]
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