Combine slowFoodTickTimer and fastFoodTickTimer to a single food_tick_timer
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@ -136,57 +136,42 @@ end)
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local fastFoodTickTimer = 0 -- 0.5 second cycle
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local slowFoodTickTimer = 0 -- 4 second cycle
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local food_tick_timer = 0
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minetest.register_globalstep(function(dtime)
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fastFoodTickTimer = fastFoodTickTimer + dtime
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slowFoodTickTimer = slowFoodTickTimer + dtime
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food_tick_timer = food_tick_timer + dtime
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local fastTimerWrapped = false -- if the fastFoodTickTimer wrapped around and everything dependent should be updated
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local slowTimerWrapped = false
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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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local player_name = player:get_player_name()
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local food_level = mcl_hunger.get_hunger(player)
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local food_saturation_level = mcl_hunger.get_saturation(player)
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local player_health = 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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end
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elseif foodLevel >= 18 then -- slow regeneration (1 health every 4 seconds)
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if slowTimerWrapped 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 food_tick_timer > 4.0 then
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food_tick_timer = 0
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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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if food_level >= 18 and player_health < 20 then --slow regenration
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food_tick_timer = 0
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player:set_hp(player_health+1)
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mcl_hunger.exhaust(player_name, mcl_hunger.EXHAUST_REGEN)
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mcl_hunger.update_exhaustion_hud(player, mcl_hunger.get_exhaustion(player))
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elseif food_level == 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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if player_health > maximumStarvation then
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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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elseif food_tick_timer > 0.5 and food_level == 20 and food_saturation_level >= 6 then --fast regeneration
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food_tick_timer = 0
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player:set_hp(player_health+1)
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mcl_hunger.exhaust(player_name, 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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