--[[ Explosion API mod for Minetest (adapted to MineClone 2) This mod is based on the Minetest explosion API mod, but has been changed to have the same explosion mechanics as Minecraft and work with MineClone. The computation-intensive parts of the mod has been optimized to allow for larger explosions and faster world updating. This mod was created by Elias Astrom and is released under the LGPLv2.1 license. --]] mcl_explosions = {} local creative_mode = minetest.settings:get_bool("creative_mode") local mod_death_messages = minetest.get_modpath("mcl_death_messages") ~= nil local mod_fire = minetest.get_modpath("mcl_fire") ~= nil local CONTENT_FIRE = minetest.get_content_id("mcl_fire:fire") local S = minetest.get_translator("mcl_explosions") -- Saved sphere explosion shapes for various radiuses local sphere_shapes = {} -- Saved node definitions in table using cid-keys for faster look-up. local node_blastres = {} local node_on_blast = {} local node_walkable = {} -- 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.register_on_mods_loaded(function() -- Store blast resistance values by content ids to improve performance. for name, def in pairs(minetest.registered_nodes) do local id = minetest.get_content_id(name) node_blastres[id] = def._mcl_blast_resistance or 0 node_on_blast[id] = def.on_blast node_walkable[id] = def.walkable end end) -- Compute the rays which make up a sphere with radius. Returns a list of rays -- which can be used to trace explosions. This function is not efficient -- (especially for larger radiuses), so the generated rays for various radiuses -- should be cached and reused. -- -- Should be possible to improve by using a midpoint circle algorithm multiple -- times to create the sphere, currently uses more of a brute-force approach. local function compute_sphere_rays(radius) local rays = {} local sphere = {} for i=1, 2 do for y = -radius, radius do for z = -radius, radius do for x = -radius, 0, 1 do local d = x * x + y * y + z * z if d <= radius * radius then local pos = { x = x, y = y, z = z } sphere[minetest.hash_node_position(pos)] = pos break end end end end end for i=1,2 do for x = -radius, radius do for z = -radius, radius do for y = -radius, 0, 1 do local d = x * x + y * y + z * z if d <= radius * radius then local pos = { x = x, y = y, z = z } sphere[minetest.hash_node_position(pos)] = pos break end end end end end for i=1,2 do for x = -radius, radius do for y = -radius, radius do for z = -radius, 0, 1 do local d = x * x + y * y + z * z if d <= radius * radius then local pos = { x = x, y = y, z = z } sphere[minetest.hash_node_position(pos)] = pos break end end end end end for _, pos in pairs(sphere) do rays[#rays + 1] = vector.normalize(pos) end return rays end -- Add particles from explosion -- -- Parameters: -- pos - The position of the explosion -- radius - The radius of the explosion local function add_particles(pos, radius) minetest.add_particlespawner({ amount = 64, time = 0.125, minpos = pos, maxpos = pos, minvel = {x = -radius, y = -radius, z = -radius}, maxvel = {x = radius, y = radius, z = radius}, minacc = vector.new(), maxacc = vector.new(), minexptime = 0.5, maxexptime = 1.0, minsize = radius * 0.5, maxsize = radius * 1.0, texture = "tnt_smoke.png", }) end -- Traces the rays of an explosion, and updates the environment. -- -- Parameters: -- pos - Where the rays in the explosion should start from -- strength - The strength of each ray -- raydirs - The directions for each ray -- radius - The maximum distance each ray will go -- drop_chance - The chance that destroyed nodes will drop their items -- fire - If true, 1/3 of destroyed nodes become fire -- puncher - object that punches other objects (optional) -- -- Note that this function has been optimized, it contains code which has been -- inlined to avoid function calls and unnecessary table creation. This was -- measured to give a significant performance increase. local function trace_explode(pos, strength, raydirs, radius, drop_chance, fire, puncher) local vm = minetest.get_voxel_manip() local emin, emax = vm:read_from_map(vector.subtract(pos, radius), vector.add(pos, radius)) local emin_x = emin.x local emin_y = emin.y local emin_z = emin.z local ystride = (emax.x - emin_x + 1) local zstride = ystride * (emax.y - emin_y + 1) local pos_x = pos.x local pos_y = pos.y local pos_z = pos.z local area = VoxelArea:new { MinEdge = emin, MaxEdge = emax } local data = vm:get_data() local destroy = {} -- Trace rays for environment destruction for i = 1, #raydirs do local rpos_x = pos.x local rpos_y = pos.y local rpos_z = pos.z local rdir_x = raydirs[i].x local rdir_y = raydirs[i].y local rdir_z = raydirs[i].z local rstr = (0.7 + math.random() * 0.6) * strength for r = 0, math.ceil(radius * (1.0 / STEP_LENGTH)) do 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_blastres[cid] local hash = minetest.hash_node_position({x=npos_x, y=npos_y, z=npos_z}) rpos_x = rpos_x + STEP_LENGTH * rdir_x rpos_y = rpos_y + STEP_LENGTH * rdir_y rpos_z = rpos_z + STEP_LENGTH * rdir_z rstr = rstr - 0.75 * STEP_LENGTH - (br + 0.3) * STEP_LENGTH if rstr <= 0 then break end if cid ~= minetest.CONTENT_AIR then 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 local ent = obj:get_luaentity() -- Ignore items to lower lag if obj:is_player() or (ent and ent.name ~= '__builtin.item') then local opos = obj:get_pos() local collisionbox = nil if obj:is_player() then collisionbox = { -0.3, 0.0, -0.3, 0.3, 1.77, 0.3 } elseif ent.name then local def = minetest.registered_entities[ent.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 walkable = node_walkable[cid] if walkable 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(opos, pos) 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) if mod_death_messages and obj:is_player() then mcl_death_messages.player_damage(obj, S("@1 was caught in an explosion.", obj:get_player_name())) end local source = puncher if not source then source = obj end obj:punch(source, 10, { damage_groups = { full_punch_interval = 1, fleshy = damage, knockback = impact * 20.0 } }, punch_dir) if obj:is_player() then obj:add_player_velocity(vector.multiply(punch_dir, impact * 20)) elseif ent.tnt_knockback then obj:add_velocity(vector.multiply(punch_dir, impact * 20)) end end end end local airs, fires = {}, {} -- Remove destroyed blocks and drop items for hash, idx in pairs(destroy) do local do_drop = not creative_mode and 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 = minetest.get_position_from_hash(hash) if on_blast ~= nil then on_blast(npos, 1.0) remove = false 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 item = item:get_name() .. item:get_count() end minetest.add_item(npos, item) end end end if remove then if mod_fire and fire and math.random(1, 3) == 1 then table.insert(fires, minetest.get_position_from_hash(hash)) else table.insert(airs, minetest.get_position_from_hash(hash)) end end end -- We use bulk_set_node instead of LVM because we want to have on_destruct and -- on_construct being called if #airs > 0 then minetest.bulk_set_node(airs, {name="air"}) end if #fires > 0 then minetest.bulk_set_node(fires, {name="mcl_fire:fire"}) end -- Update falling nodes for a=1, #airs do local p = airs[a] minetest.check_for_falling({x=p.x, y=p.y+1, z=p.z}) end for f=1, #fires do local p = fires[f] minetest.check_for_falling({x=p.x, y=p.y+1, z=p.z}) end -- Log explosion minetest.log('action', 'Explosion at ' .. minetest.pos_to_string(pos) .. ' with strength ' .. strength .. ' and radius ' .. radius) end -- Create an explosion with strength at pos. -- -- Parameters: -- pos - The position where the explosion originates from -- strength - The blast strength of the explosion (a TNT explosion uses 4) -- info - Table containing information about explosion. -- puncher - object that is reported as source of punches/damage (optional) -- -- Values in info: -- drop_chance - If specified becomes the drop chance of all nodes in the -- explosion (defaults to 1.0 / strength) -- no_sound - If true then the explosion will not play a sound -- no_particle - If true then the explosion will not create particles -- fire - If true, 1/3 nodes become fire (default: false) function mcl_explosions.explode(pos, strength, info, puncher) -- The maximum blast radius (in the air) local radius = math.ceil(1.3 * strength / (0.3 * 0.75) * 0.3) if not sphere_shapes[radius] then sphere_shapes[radius] = compute_sphere_rays(radius) end local shape = sphere_shapes[radius] trace_explode(pos, strength, shape, radius, (info and info.drop_chance) or 1 / strength, info.fire == true, puncher) if not (info and info.no_sound) then add_particles(pos, radius) end if not (info and info.no_particle) then minetest.sound_play("tnt_explode", { pos = pos, gain = 1.0, max_hear_distance = strength * 16 }, true) end end