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mirror of https://github.com/p2r3/bareiron.git synced 2025-10-01 23:25:09 +02:00

implement hunger system

This commit is contained in:
p2r3
2025-08-26 02:29:00 +03:00
parent 297047b6dd
commit 84fda79901
6 changed files with 206 additions and 51 deletions

View File

@@ -47,6 +47,7 @@ int getClientIndex (int client_fd) {
void resetPlayerData (PlayerData *player) {
player->health = 20;
player->hunger = 20;
player->saturation = 2500;
player->x = 8;
player->z = 8;
player->y = 80;
@@ -571,7 +572,62 @@ uint8_t getItemStackSize (uint16_t item) {
return 64;
}
void handlePlayerAction (PlayerData *player, int action, short x, short y, short z) {
// Handles the player eating their currently held item
// Returns whether the operation was succesful (item was consumed)
// If `just_check` is set to true, the item doesn't get consumed
uint8_t handlePlayerEating (PlayerData *player, uint8_t just_check) {
// Exit early if player is unable to eat
if (player->hunger >= 20) return false;
uint16_t *held_item = &player->inventory_items[player->hotbar];
uint8_t *held_count = &player->inventory_count[player->hotbar];
// Exit early if player isn't holding anything
if (*held_item == 0 || *held_count == 0) return false;
uint8_t food = 0;
uint16_t saturation = 0;
// The saturation ratio from vanilla to here is about 1:500
switch (*held_item) {
case I_chicken: food = 2; saturation = 600; break;
case I_beef: food = 3; saturation = 900; break;
case I_porkchop: food = 3; saturation = 300; break;
case I_mutton: food = 2; saturation = 600; break;
case I_cooked_chicken: food = 6; saturation = 3600; break;
case I_cooked_beef: food = 8; saturation = 6400; break;
case I_cooked_porkchop: food = 8; saturation = 6400; break;
case I_cooked_mutton: food = 6; saturation = 4800; break;
case I_rotten_flesh: food = 4; saturation = 0; break;
default: break;
}
// If just checking the item, return before making any changes
if (just_check) return food != 0;
// Apply saturation and food boost
player->saturation += saturation;
player->hunger += food;
if (player->hunger > 20) player->hunger = 20;
// Consume held item
*held_count -= 1;
if (*held_count == 0) *held_item = 0;
// Update the client of these changes
sc_setHealth(player->client_fd, player->health, player->hunger);
sc_entityEvent(player->client_fd, player->client_fd, 9);
sc_setContainerSlot(
player->client_fd, 0,
serverSlotToClientSlot(0, player->hotbar),
*held_count, *held_item
);
return true;
}
void handlePlayerAction(PlayerData *player, int action, short x, short y, short z) {
// Re-sync slot when player drops an item
if (action == 3 || action == 4) {
@@ -584,6 +640,13 @@ void handlePlayerAction (PlayerData *player, int action, short x, short y, short
return;
}
// "Finish eating" action, called any time eating stops
if (action == 5) {
// Reset eating timer and clear eating flag
player->flagval_16 = 0;
player->flags &= ~0x10;
}
// Ignore further actions not pertaining to mining blocks
if (action != 0 && action != 2) return;
@@ -621,11 +684,43 @@ void handlePlayerAction (PlayerData *player, int action, short x, short y, short
y_offset ++;
block_above = getBlockAt(x, y + y_offset, z);
}
}
void handlePlayerUseItem (PlayerData *player, short x, short y, short z, uint8_t face) {
// If the selected slot doesn't hold any items, exit
uint8_t *count = &player->inventory_count[player->hotbar];
if (*count == 0) return;
// Check special item handling
uint16_t *item = &player->inventory_items[player->hotbar];
if (*item == I_bone_meal) {
uint8_t target = getBlockAt(x, y, z);
uint8_t target_below = getBlockAt(x, y - 1, z);
if (target == B_oak_sapling) {
// Consume the bone meal (yes, even before checks)
// Wasting bone meal on misplanted saplings is vanilla behavior
if ((*count -= 1) == 0) *item = 0;
sc_setContainerSlot(player->client_fd, 0, serverSlotToClientSlot(0, player->hotbar), *count, *item);
if ( // Saplings can only grow when placed on these blocks
target_below == B_dirt ||
target_below == B_grass_block ||
target_below == B_snowy_grass_block ||
target_below == B_mud
) {
// Bone meal has a 25% chance of growing a tree from a sapling
if ((fast_rand() & 3) == 0) placeTreeStructure(x, y, z);
}
}
} else if (handlePlayerEating(player, true)) {
// Reset eating timer and set eating flag
player->flagval_16 = 0;
player->flags |= 0x10;
}
// Exit if no coordinates were provided
if (face == 255) return;
// Check interaction with containers when not sneaking
if (!(player->flags & 0x04)) {
uint8_t target = getBlockAt(x, y, z);
@@ -655,32 +750,6 @@ void handlePlayerUseItem (PlayerData *player, short x, short y, short z, uint8_t
}
}
// If the selected slot doesn't hold any items, exit
uint8_t *count = &player->inventory_count[player->hotbar];
if (*count == 0) return;
// Check special item handling
uint16_t *item = &player->inventory_items[player->hotbar];
if (*item == I_bone_meal) {
uint8_t target = getBlockAt(x, y, z);
uint8_t target_below = getBlockAt(x, y - 1, z);
if (target == B_oak_sapling) {
// Consume the bone meal (yes, even before checks)
// Wasting bone meal on misplanted saplings is vanilla behavior
if ((*count -= 1) == 0) *item = 0;
sc_setContainerSlot(player->client_fd, 0, serverSlotToClientSlot(0, player->hotbar), *count, *item);
if ( // Saplings can only grow when placed on these blocks
target_below == B_dirt ||
target_below == B_grass_block ||
target_below == B_snowy_grass_block ||
target_below == B_mud
) {
// Bone meal has a 25% chance of growing a tree from a sapling
if ((fast_rand() & 3) == 0) placeTreeStructure(x, y, z);
}
}
}
// If the selected item doesn't correspond to a block, exit
uint8_t block = I_to_B(*item);
if (block == 0) return;
@@ -817,16 +886,35 @@ void hurtEntity (int entity_id, int attacker_id, uint8_t damage_type, uint8_t da
// Takes the time since the last tick in microseconds as the only arguemnt
void handleServerTick (int64_t time_since_last_tick) {
// Send Keep Alive and Update Time packets to all in-game clients
// Update world time
world_time = (world_time + time_since_last_tick / 50000) % 24000;
// Update player events
for (int i = 0; i < MAX_PLAYERS; i ++) {
if (player_data[i].client_fd == -1) continue;
// Send Keep Alive and Update Time packets
sc_keepAlive(player_data[i].client_fd);
sc_updateTime(player_data[i].client_fd, world_time);
// Reset attack cooldown if at least a second has passed
if (time_since_last_tick >= 1000000) {
player_data[i].flags &= ~0x01;
// Reset player attack cooldown
player_data[i].flags &= ~0x01;
// Handle eating animation
if (player_data[i].flags & 0x10) {
if (player_data[i].flagval_16 >= TICKS_TO_EAT) {
handlePlayerEating(&player_data[i], false);
player_data[i].flags &= ~0x10;
player_data[i].flagval_16 = 0;
} else player_data[i].flagval_16 ++;
}
// Heal from saturation
if (player_data[i].health >= 20) continue;
if (player_data[i].saturation >= 600) {
player_data[i].saturation -= 600;
player_data[i].health ++;
} else if (player_data[i].hunger > 17) {
player_data[i].hunger --;
player_data[i].health ++;
}
sc_setHealth(player_data[i].client_fd, player_data[i].health, player_data[i].hunger);
}
/**