diff --git a/mods/CORE/mcl_explosions/init.lua b/mods/CORE/mcl_explosions/init.lua index a18f5651..225c2e77 100644 --- a/mods/CORE/mcl_explosions/init.lua +++ b/mods/CORE/mcl_explosions/init.lua @@ -24,16 +24,21 @@ local sphere_shapes = {} -- Saved node definitions in table using cid-keys for faster look-up. local node_br = {} +local node_on_blast = {} local AIR_CID = minetest.get_content_id('air') -- The step length for the rays (Minecraft uses 0.3) local STEP_LENGTH = 0.3 +-- How many rays to compute entity exposure to explosion +local N_EXPOSURE_RAYS = 16 + minetest.after(0, function() -- Store blast resistance values by content ids to improve performance. for name, def in pairs(minetest.registered_nodes) do node_br[minetest.get_content_id(name)] = def._mcl_blast_resistance or 0 + node_on_blast[minetest.get_content_id(name)] = def.on_blast end end) @@ -203,7 +208,7 @@ local function trace_explode(pos, strength, raydirs, radius, drop_chance) local data = vm:get_data() local destroy = {} - -- Trace rays + -- Trace rays for environment destruction for i = 1, #raydirs do local rpos_x = pos.x local rpos_y = pos.y @@ -237,23 +242,126 @@ local function trace_explode(pos, strength, raydirs, radius, drop_chance) end if cid ~= AIR_CID then - destroy[hash] = idx + destroy[hash] = idx + end + end + end + + -- Entities in radius of explosion + local punch_radius = 2 * strength + local objs = minetest.get_objects_inside_radius(pos, punch_radius) + + -- Trace rays for entity damage + for _, obj in pairs(objs) do + -- Object position and direction to explosion center + local opos = obj:get_pos() + + if obj:get_luaentity() ~= nil or obj:is_player() then + local collisionbox = nil + + if obj:is_player() then + collisionbox = { -0.3, 0.0, -0.3, 0.3, 1.77, 0.3 } + elseif obj:get_luaentity().name then + local def = minetest.registered_entities[obj:get_luaentity().name] + collisionbox = def.collisionbox + end + + if collisionbox then + -- Create rays from random points in the collision box + local x1 = collisionbox[1] * 2 + local y1 = collisionbox[2] * 2 + local z1 = collisionbox[3] * 2 + local x2 = collisionbox[4] * 2 + local y2 = collisionbox[5] * 2 + local z2 = collisionbox[6] * 2 + local x_len = math.abs(x2 - x1) + local y_len = math.abs(y2 - y1) + local z_len = math.abs(z2 - z1) + + -- Move object position to the center of its bounding box + opos.x = opos.x + x1 + x2 + opos.y = opos.y + y1 + y2 + opos.z = opos.z + z1 + z2 + + -- Count number of rays from collision box which are unobstructed + local count = N_EXPOSURE_RAYS + + for i = 1, N_EXPOSURE_RAYS do + local rpos_x = opos.x + math.random() * x_len - x_len / 2 + local rpos_y = opos.y + math.random() * y_len - y_len / 2 + local rpos_z = opos.z + math.random() * z_len - z_len / 2 + local rdir_x = pos.x - rpos_x + local rdir_y = pos.y - rpos_y + local rdir_z = pos.z - rpos_z + local rdir_len = math.hypot(rdir_x, math.hypot(rdir_y, rdir_z)) + rdir_x = rdir_x / rdir_len + rdir_y = rdir_y / rdir_len + rdir_z = rdir_z / rdir_len + + for i=0, rdir_len / STEP_LENGTH do + rpos_x = rpos_x + rdir_x * STEP_LENGTH + rpos_y = rpos_y + rdir_y * STEP_LENGTH + rpos_z = rpos_z + rdir_z * STEP_LENGTH + local npos_x = math.floor(rpos_x + 0.5) + local npos_y = math.floor(rpos_y + 0.5) + local npos_z = math.floor(rpos_z + 0.5) + local idx = (npos_z - emin_z) * zstride + (npos_y - emin_y) * ystride + + npos_x - emin_x + 1 + + + local cid = data[idx] + local br = node_br[cid] + + if br ~= 0 then + count = count - 1 + break + end + end + end + + -- Punch entity with damage depending on explosion exposure and + -- distance to explosion + local exposure = count / N_EXPOSURE_RAYS + local punch_vec = vector.subtract(pos, opos) + local punch_dir = vector.normalize(punch_vec) + local impact = (1 - vector.length(punch_vec) / punch_radius) * exposure + if impact < 0 then + impact = 0 + end + local damage = math.floor((impact * impact + impact) * 7 * strength + 1) + obj:punch(obj, nil, { damage_groups = { fleshy = damage } }, punch_dir) + + if obj:is_player() then + obj:add_player_velocity(vector.multiply(punch_dir, -exposure * 20)) + end end end end -- Remove destroyed blocks and drop items for hash, idx in pairs(destroy) do - if math.random() <= drop_chance then - local name = minetest.get_name_from_content_id(data[idx]) - local drop = minetest.get_node_drops(name, "") - for _, item in ipairs(drop) do - if type(item) == "string" then - minetest.add_item(get_position_from_hash(hash), item) - end + local do_drop = math.random() <= drop_chance + local on_blast = node_on_blast[data[idx]] + local remove = true + + if do_drop or on_blast ~= nil then + local npos = get_position_from_hash(hash) + if on_blast ~= nil then + remove = on_blast(npos, 1.0) + else + local name = minetest.get_name_from_content_id(data[idx]) + local drop = minetest.get_node_drops(name, "") + + for _, item in ipairs(drop) do + if type(item) == "string" then + minetest.add_item(npos, item) + end + end end end - data[idx] = AIR_CID + if remove then + data[idx] = AIR_CID + end end -- Log explosion diff --git a/mods/ITEMS/mcl_tnt/init.lua b/mods/ITEMS/mcl_tnt/init.lua index c63d118b..ed47f697 100644 --- a/mods/ITEMS/mcl_tnt/init.lua +++ b/mods/ITEMS/mcl_tnt/init.lua @@ -103,6 +103,11 @@ minetest.register_node("mcl_tnt:tnt", { _doc_items_usagehelp = S("Place the TNT and ignite it with one of the methods above. Quickly get in safe distance. The TNT will start to be affected by gravity and explodes in 4 seconds."), groups = { dig_immediate = 3, tnt = 1, enderman_takable=1 }, mesecons = tnt_mesecons, + on_blast = function(pos) + minetest.chat_send_all("on_blast " .. minetest.pos_to_string(pos)) + spawn_tnt(pos, "mcl_tnt:tnt") + return true + end, _on_ignite = function(player, pointed_thing) tnt.ignite(pointed_thing.under) return true