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- -- loss probabilities array (one in X will be lost)
- local loss_prob = {}
- loss_prob["default:cobble"] = 3
- loss_prob["default:dirt"] = 4
- -- Fill a list with data for content IDs, after all nodes are registered
- local cid_data = {}
- minetest.after(0, function()
- for name, def in pairs(minetest.registered_nodes) do
- cid_data[minetest.get_content_id(name)] = {
- name = name,
- drops = def.drops,
- flammable = def.groups.flammable,
- on_blast = def.on_blast,
- }
- end
- end)
- local function rand_pos(center, pos, radius)
- local def
- local reg_nodes = minetest.registered_nodes
- local i = 0
- repeat
- -- Give up and use the center if this takes too long
- if i > 4 then
- pos.x, pos.z = center.x, center.z
- break
- end
- pos.x = center.x + math.random(-radius, radius)
- pos.z = center.z + math.random(-radius, radius)
- def = reg_nodes[minetest.get_node(pos).name]
- i = i + 1
- until def and not def.walkable
- end
- local function eject_drops(drops, pos, radius)
- local drop_pos = vector.new(pos)
- for _, item in pairs(drops) do
- local count = math.min(item:get_count(), item:get_stack_max())
- while count > 0 do
- local take = math.max(1,math.min(radius * radius,
- count,
- item:get_stack_max()))
- rand_pos(pos, drop_pos, radius)
- local dropitem = ItemStack(item)
- dropitem:set_count(take)
- local obj = minetest.add_item(drop_pos, dropitem)
- if obj then
- obj:get_luaentity().collect = true
- obj:set_acceleration({x = 0, y = -10, z = 0})
- obj:set_velocity({x = math.random(-3, 3),
- y = math.random(0, 10),
- z = math.random(-3, 3)})
- end
- count = count - take
- end
- end
- end
- local function add_drop(drops, item)
- item = ItemStack(item)
- local name = item:get_name()
- if loss_prob[name] ~= nil and math.random(1, loss_prob[name]) == 1 then
- return
- end
- local drop = drops[name]
- if drop == nil then
- drops[name] = item
- else
- drop:set_count(drop:get_count() + item:get_count())
- end
- end
- local basic_flame_on_construct -- cached value
- local function destroy(drops, npos, cid, c_air, c_fire,
- on_blast_queue, on_construct_queue,
- ignore_protection, ignore_on_blast, owner)
- if not ignore_protection and minetest.is_protected(npos, owner) then
- return cid
- end
- local def = cid_data[cid]
- if not def then
- return c_air
- elseif not ignore_on_blast and def.on_blast then
- on_blast_queue[#on_blast_queue + 1] = {
- pos = vector.new(npos),
- on_blast = def.on_blast
- }
- return cid
- elseif def.flammable then
- on_construct_queue[#on_construct_queue + 1] = {
- fn = basic_flame_on_construct,
- pos = vector.new(npos)
- }
- return c_fire
- else
- local node_drops = minetest.get_node_drops(def.name, "")
- for _, item in pairs(node_drops) do
- add_drop(drops, item)
- end
- return c_air
- end
- end
- local function ignite(drops, npos, cid, c_air, c_fire,
- on_blast_queue, on_construct_queue,
- ignore_protection, ignore_on_blast, owner)
- if not ignore_protection and minetest.is_protected(npos, owner) then
- return cid
- end
- local def = cid_data[cid]
- if not def then
- return c_air
- elseif not ignore_on_blast and def.on_blast then
- on_blast_queue[#on_blast_queue + 1] = {
- pos = vector.new(npos),
- on_blast = def.on_blast
- }
- return cid
- elseif def.flammable then
- on_construct_queue[#on_construct_queue + 1] = {
- fn = basic_flame_on_construct,
- pos = vector.new(npos)
- }
- return c_fire
- else
- return cid
- end
- end
- local function calc_velocity(pos1, pos2, old_vel, power)
- -- Avoid errors caused by a vector of zero length
- if vector.equals(pos1, pos2) then
- return old_vel
- end
- local vel = vector.direction(pos1, pos2)
- vel = vector.normalize(vel)
- vel = vector.multiply(vel, power)
- -- Divide by distance
- local dist = vector.distance(pos1, pos2)
- dist = math.max(dist, 1)
- vel = vector.divide(vel, dist)
- -- Add old velocity
- vel = vector.add(vel, old_vel)
- -- randomize it a bit
- vel = vector.add(vel, {
- x = math.random() - 0.5,
- y = math.random() - 0.5,
- z = math.random() - 0.5,
- })
- -- Limit to terminal velocity
- dist = vector.length(vel)
- if dist > 250 then
- vel = vector.divide(vel, dist / 250)
- end
- return vel
- end
- local function entity_physics(pos, radius, drops)
- local objs = minetest.get_objects_inside_radius(pos, radius)
- for _, obj in pairs(objs) do
- local obj_pos = obj:get_pos()
- local dist = math.max(1, vector.distance(pos, obj_pos))
- local damage = (4 / dist) * radius
- if obj:is_player() then
- -- currently the engine has no method to set
- -- player velocity. See #2960
- -- instead, we knock the player back 1.0 node, and slightly upwards
- local dir = vector.normalize(vector.subtract(obj_pos, pos))
- local moveoff = vector.multiply(dir, dist + 1.0)
- local newpos = vector.add(pos, moveoff)
- newpos = vector.add(newpos, {x = 0, y = 0.2, z = 0})
- obj:set_pos(newpos)
- obj:set_hp(obj:get_hp() - damage)
- else
- local do_damage = true
- local do_knockback = true
- local entity_drops = {}
- local luaobj = obj:get_luaentity()
- local objdef = minetest.registered_entities[luaobj.name]
- if objdef and objdef.on_blast then
- do_damage, do_knockback, entity_drops = objdef.on_blast(luaobj, damage)
- end
- if do_knockback then
- local obj_vel = obj:get_velocity()
- obj:set_velocity(calc_velocity(pos, obj_pos,
- obj_vel, radius * 10))
- end
- if do_damage then
- if not obj:get_armor_groups().immortal then
- obj:punch(obj, 1.0, {
- full_punch_interval = 1.0,
- damage_groups = {fleshy = damage},
- }, nil)
- end
- end
- for _, item in pairs(entity_drops) do
- add_drop(drops, item)
- end
- end
- end
- end
- local function add_effects(pos, radius, drops)
- minetest.add_particle({
- pos = pos,
- velocity = vector.new(),
- acceleration = vector.new(),
- expirationtime = 0.4,
- size = radius * 10,
- collisiondetection = false,
- vertical = false,
- texture = "tnt_boom.png",
- glow = 15,
- })
- minetest.add_particlespawner({
- amount = 64,
- time = 0.5,
- minpos = vector.subtract(pos, radius / 2),
- maxpos = vector.add(pos, radius / 2),
- minvel = {x = -10, y = -10, z = -10},
- maxvel = {x = 10, y = 10, z = 10},
- minacc = vector.new(),
- maxacc = vector.new(),
- minexptime = 1,
- maxexptime = 2.5,
- minsize = radius * 3,
- maxsize = radius * 5,
- texture = "tnt_smoke.png",
- })
- -- we just dropped some items. Look at the items entities and pick
- -- one of them to use as texture
- local texture = "tnt_blast.png" --fallback texture
- local most = 0
- for name, stack in pairs(drops) do
- local count = stack:get_count()
- if count > most then
- most = count
- local def = minetest.registered_nodes[name]
- if def and def.tiles and def.tiles[1] then
- texture = def.tiles[1]
- end
- end
- end
- minetest.add_particlespawner({
- amount = 64,
- time = 0.1,
- minpos = vector.subtract(pos, radius / 2),
- maxpos = vector.add(pos, radius / 2),
- minvel = {x = -3, y = 0, z = -3},
- maxvel = {x = 3, y = 5, z = 3},
- minacc = {x = 0, y = -10, z = 0},
- maxacc = {x = 0, y = -10, z = 0},
- minexptime = 0.8,
- maxexptime = 2.0,
- minsize = radius * 0.66,
- maxsize = radius * 2,
- texture = texture,
- collisiondetection = true,
- })
- end
- function tnt.burn(pos, nodename)
- local name = nodename or minetest.get_node(pos).name
- local def = minetest.registered_nodes[name]
- if not def then
- return
- elseif def.on_ignite then
- def.on_ignite(pos)
- elseif minetest.get_item_group(name, "tnt") > 0 then
- minetest.swap_node(pos, {name = name .. "_burning"})
- minetest.sound_play("tnt_ignite", {pos = pos})
- minetest.get_node_timer(pos):start(1)
- end
- end
- local function tnt_explode(pos, radius, ignore_protection, ignore_on_blast, owner, explode_center, ignite_only)
- pos = vector.round(pos)
- -- scan for adjacent TNT nodes first, and enlarge the explosion
- local vm1 = VoxelManip()
- local p1 = vector.subtract(pos, 2)
- local p2 = vector.add(pos, 2)
- local minp, maxp = vm1:read_from_map(p1, p2)
- local a = VoxelArea:new({MinEdge = minp, MaxEdge = maxp})
- local data = vm1:get_data()
- local count = 0
- local c_tnt = minetest.get_content_id("tnt:tnt")
- local c_tnt_burning = minetest.get_content_id("tnt:tnt_burning")
- local c_tnt_boom = minetest.get_content_id("tnt:boom")
- local c_air = minetest.get_content_id("air")
- -- make sure we still have explosion even when centre node isnt tnt related
- if explode_center then
- count = 1
- end
- for z = pos.z - 2, pos.z + 2 do
- for y = pos.y - 2, pos.y + 2 do
- local vi = a:index(pos.x - 2, y, z)
- for x = pos.x - 2, pos.x + 2 do
- local cid = data[vi]
- if cid == c_tnt or cid == c_tnt_boom or cid == c_tnt_burning then
- count = count + 1
- data[vi] = c_air
- end
- vi = vi + 1
- end
- end
- end
- vm1:set_data(data)
- vm1:write_to_map()
- -- recalculate new radius
- radius = math.floor(radius * math.pow(count, 1/3))
- -- perform the explosion
- local vm = VoxelManip()
- local pr = PseudoRandom(os.time())
- p1 = vector.subtract(pos, radius)
- p2 = vector.add(pos, radius)
- minp, maxp = vm:read_from_map(p1, p2)
- a = VoxelArea:new({MinEdge = minp, MaxEdge = maxp})
- data = vm:get_data()
- local drops = {}
- local on_blast_queue = {}
- local on_construct_queue = {}
- basic_flame_on_construct = minetest.registered_nodes["fire:basic_flame"].on_construct
- local c_fire = minetest.get_content_id("fire:basic_flame")
- for z = -radius, radius do
- for y = -radius, radius do
- local vi = a:index(pos.x + (-radius), pos.y + y, pos.z + z)
- for x = -radius, radius do
- local r = vector.length(vector.new(x, y, z))
- if (radius * radius) / (r * r) >= (pr:next(80, 125) / 100) then
- local cid = data[vi]
- local p = {x = pos.x + x, y = pos.y + y, z = pos.z + z}
- if cid ~= c_air then
- if ignite_only then
- data[vi] = ignite(drops, p, cid, c_air, c_fire,
- on_blast_queue, on_construct_queue,
- ignore_protection, ignore_on_blast, owner)
- else
- data[vi] = destroy(drops, p, cid, c_air, c_fire,
- on_blast_queue, on_construct_queue,
- ignore_protection, ignore_on_blast, owner)
- end
- end
- end
- vi = vi + 1
- end
- end
- end
- vm:set_data(data)
- vm:write_to_map()
- vm:update_map()
- vm:update_liquids()
- -- call check_single_for_falling for everything within 1.5x blast radius
- for y = -radius * 1.5, radius * 1.5 do
- for z = -radius * 1.5, radius * 1.5 do
- for x = -radius * 1.5, radius * 1.5 do
- local rad = {x = x, y = y, z = z}
- local s = vector.add(pos, rad)
- local r = vector.length(rad)
- if r / radius < 1.4 then
- minetest.check_single_for_falling(s)
- end
- end
- end
- end
- for _, queued_data in pairs(on_blast_queue) do
- local dist = math.max(1, vector.distance(queued_data.pos, pos))
- local intensity = (radius * radius) / (dist * dist)
- local node_drops = queued_data.on_blast(queued_data.pos, intensity)
- if node_drops then
- for _, item in pairs(node_drops) do
- add_drop(drops, item)
- end
- end
- end
- for _, queued_data in pairs(on_construct_queue) do
- queued_data.fn(queued_data.pos)
- end
- minetest.log("action", "TNT owned by " .. owner .. " detonated at " ..
- minetest.pos_to_string(pos) .. " with radius " .. radius)
- return drops, radius
- end
- function tnt.boom(pos, def)
- def = def or {}
- def.radius = def.radius or 1
- def.damage_radius = def.damage_radius or def.radius * 2
- local meta = minetest.get_meta(pos)
- local owner = meta:get_string("owner")
- if not def.explode_center then
- minetest.set_node(pos, {name = "tnt:boom"})
- end
- local sound = def.sound or "tnt_explode"
- minetest.sound_play(sound, {pos = pos, gain = 1.5,
- max_hear_distance = math.min(def.radius * 20, 128)})
- local drops, radius = tnt_explode(pos, def.radius, def.ignore_protection,
- def.ignore_on_blast, owner, def.explode_center, def.ignite_only)
- -- append entity drops
- local damage_radius = (radius / math.max(1, def.radius)) * def.damage_radius
- entity_physics(pos, damage_radius, drops)
- if not def.disable_drops then
- eject_drops(drops, pos, radius)
- end
- add_effects(pos, radius, drops)
- minetest.log("action", "A TNT explosion occurred at " .. minetest.pos_to_string(pos) ..
- " with radius " .. radius)
- end
- minetest.register_node("tnt:boom", {
- drawtype = "airlike",
- light_source = default.LIGHT_MAX,
- walkable = false,
- drop = "",
- groups = {dig_immediate = 3},
- -- unaffected by explosions
- on_blast = function() end,
- })
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