--PilzAdam (MIT) --ShadowNinja (MIT) --sofar (sofar@foo-projects.org) (MIT) --Various Minetest developers and contributors (MIT) fl_tnt = {} -- 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.register_on_mods_loaded(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 --minetest.chat_send_all(dump(on_blast_queue)) local def = cid_data[cid] --minetest.chat_send_all(dump(cid_data[minetest.get_content_id("fl_stone:bedrock")])) --minetest.chat_send_all(minetest.get_name_from_content_id(cid)) if not def then --minetest.chat_send_all("no def") 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 } --minetest.chat_send_all("on blast") return cid elseif def.flammable then on_construct_queue[#on_construct_queue + 1] = { fn = basic_flame_on_construct, pos = vector.new(npos) } --minetest.chat_send_all("flammable") 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 --minetest.chat_send_all("else") return c_air 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 local dir = vector.normalize(vector.subtract(obj_pos, pos)) local moveoff = vector.multiply(dir, 2 / dist * radius) obj:add_velocity(moveoff) obj:set_hp(obj:get_hp() - damage) else local luaobj = obj:get_luaentity() -- object might have disappeared somehow if luaobj then local do_damage = true local do_knockback = true local entity_drops = {} 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 end local function add_effects(pos, radius, drops) minetest.add_particle({ pos = pos, velocity = {x=0, y=1, z=0}, acceleration = vector.new(), expirationtime = 2, size = radius * 10, collisiondetection = false, vertical = false, texture = "farlands_explosion.png", animation = {type="vertical_frames", aspect_w=32, aspect_h=32, frame_length=1}, glow = 15, }) minetest.add_particlespawner({ amount = 16, time = 0.5, minpos = vector.subtract(pos, radius / 2), maxpos = vector.add(pos, radius / 2), minvel = {x = -1, y = 2, z = -1}, maxvel = {x = 1, y = 5, z = 1}, minacc = vector.new(), maxacc = vector.new(), minexptime = 0.5, maxexptime = 1, minsize = radius * 3, maxsize = radius * 5, texture = "farlands_explosion_small.png", animation = {type="vertical_frames", aspect_w=32, aspect_h=32, frame_length=1}, }) minetest.add_particlespawner({ amount = 32, time = 0.5, minpos = vector.subtract(pos, radius / 2), maxpos = vector.add(pos, radius / 2), minvel = {x = -1, y = 2, z = -1}, maxvel = {x = 1, y = 5, z = 1}, minacc = vector.new(), maxacc = vector.new(), minexptime = 1, maxexptime = 2.5, minsize = radius * 3, maxsize = radius * 5, texture = "farlands_smoke.png", animation = {type="vertical_frames", aspect_w=32, aspect_h=32, frame_length=1}, }) minetest.after(0.2, function() minetest.add_particle({ pos = {x=pos.x-0.5, y=pos.y-0.5, z=pos.z}, velocity = {x=0, y=1, z=0}, acceleration = {x=0, y=0, z=0}, expirationtime = 2, size = radius * 10, collisiondetection = false, vertical = false, texture = "farlands_explosion.png", animation = {type="vertical_frames", aspect_w=32, aspect_h=32, frame_length=1}, glow = 10 }) end) minetest.after(0.4, function() minetest.add_particle({ pos = {x=pos.x+0.5, y=pos.y+0.5, z=pos.z+0.5}, velocity = {x=0, y=1, z=0}, acceleration = {x=0, y=0, z=0}, expirationtime = 2, size = radius * 15, collisiondetection = false, vertical = false, texture = "farlands_explosion.png", animation = {type="vertical_frames", aspect_w=32, aspect_h=32, frame_length=1}, glow = 10 }) end) -- 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 node 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 then node = { name = name } end --[[ 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 * 0.33, maxsize = radius, --texture = texture, -- ^ only as fallback for clients without support for `node` parameter node = node, collisiondetection = true, }) end local function tnt_explode(pos, radius, ignore_protection, ignore_on_blast, owner, explode_center) 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_air = minetest.get_content_id("air") local c_tnt = minetest.get_content_id("fl_tnt:tnt") -- 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 then minetest.add_entity({x = x, y = y, z = z}, "fl_tnt:tnt_entity") 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 c_air = minetest.get_content_id("air") 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["fl_stone:ors"].on_construct local c_fire = minetest.get_content_id("fl_stone:ors") 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 data[vi] = destroy(drops, p, cid, c_air, c_fire, on_blast_queue, on_construct_queue, ignore_protection, ignore_on_blast, owner) 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 fl_tnt.boom(pos, def) def = def or {} def.radius = def.radius or 4 --def.radius = 4 def.damage_radius = def.damage_radius or def.radius * 2 local meta = minetest.get_meta(pos) local owner = meta:get_string("owner") --[[ local sound = def.sound or "tnt_explode" minetest.sound_play(sound, {pos = pos, gain = 2.5, max_hear_distance = math.min(def.radius * 20, 128)}, true) --]] local drops, radius = tnt_explode(pos, def.radius, def.ignore_protection, def.ignore_on_blast, owner, def.explode_center) -- 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 --start node/entity logic minetest.register_entity("fl_tnt:tnt_entity", { initial_properties = { hp_max = 1, physical = true, collide_with_objects = true, collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5}, visual = "cube", textures = { "farlands_tnt_top.png", "farlands_tnt_bottom.png", "farlands_tnt_side.png", "farlands_tnt_side.png", "farlands_tnt_side.png", "farlands_tnt_side.png", }, --damage_texture_modifier = "^[brighten" }, on_activate = function(self, staticdata, dtime_s) --self.object:setvelocity({x=0, y=4, z=0}) self.object:set_acceleration({x=0, y=-10, z=0}) self.object:set_texture_mod("^[brighten") self.object:set_armor_groups({immortal = 1}) end, on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir) if puncher:is_player() then self.object:remove() end end, timer = 0, blinktimer = 0, blinkstatus = true, on_step = function(self, dtime, moveresult) self.timer = self.timer + dtime local mult = 1 if self.timer > 5 * 0.8 then -- blink faster before explosion mult = 4 elseif self.timer > 5 * 0.5 then mult = 2 end self.blinktimer = self.blinktimer + mult * dtime if self.blinktimer > 0.5 then -- actual blinking self.blinktimer = self.blinktimer - 0.5 self.object:settexturemod(self.blinkstatus and "^[brighten" or "") self.blinkstatus = not self.blinkstatus end if self.timer > 5 then -- boom! fl_tnt.boom(vector.round(self.object:get_pos())) self.object:remove() end end }) minetest.register_node("fl_tnt:tnt", { description = "tnt", tiles = {"farlands_tnt_top.png", "farlands_tnt_bottom.png", "farlands_tnt_side.png"}, on_punch = function(pos, node, puncher) if minetest.is_protected(pos, puncher:get_player_name()) then return end minetest.remove_node(pos) local entity = minetest.add_entity(pos, "fl_tnt:tnt_entity") entity:set_velocity({x=0, y=4, z=0}) end, on_ignite = function(pos, user) if minetest.is_protected(pos, user:get_player_name()) then return end minetest.remove_node(pos) local entity = minetest.add_entity(pos, "fl_tnt:tnt_entity") entity:set_velocity({x=0, y=4, z=0}) end, groups = {snappy = 3}, })