-- set content id's local c_air = minetest.get_content_id("air") local c_ignore = minetest.get_content_id("ignore") local c_obsidian = minetest.get_content_id("default:obsidian") local c_brick = minetest.get_content_id("default:obsidianbrick") local c_chest = minetest.get_content_id("default:chest_locked") nssm.lessvirulent = minetest.settings:get_bool("nssm.lessvirulent") or false nssm.safebones = minetest.settings:get_bool("nssm.safebones") or false nssm.cryosave = minetest.settings:get_bool("nssm.cryosave") or false local function virulence(mobe) if not nssm.lessvirulent then return 0 end return math.ceil(100 / mobe.hp_max) end function nssm:affectbones(mobe) -- as function for adaptable heuristic return not nssm.safebones end --[[ function drops(drop) if drop then drop:set_velocity({ x = math.random(-10, 10) / 9, y = 5, z = math.random(-10, 10) / 9 }) end end ]] local function perpendicular_vector(vec) --returns a vector rotated of 90° in 2D local ang = math.pi / 2 local c = math.cos(ang) local s = math.sin(ang) local i = vec.x * c - vec.z * s local k = vec.x * s + vec.z * c local j = 0 return {x = i, y = j, z = k} end function nssm:add_entity_and_particles(entity, pos, particles, multiplier) minetest.add_particlespawner({ amount = 100 * multiplier, time = 2, minpos = {x = pos.x - 2, y = pos.y - 1, z = pos.z - 2}, maxpos = {x = pos.x + 2, y = pos.y + 4, z = pos.z + 2}, minvel = {x = 0, y = 0, z = 0}, maxvel = {x = 1, y = 2, z = 1}, minacc = {x = -0.5, y = 0.6, z = -0.5}, maxacc = {x = 0.5, y = 0.7, z = 0.5}, minexptime = 2, maxexptime = 3, minsize = 3, maxsize = 5, collisiondetection = false, vertical = false, texture = particles }) minetest.add_entity(pos, entity) end -- get node but use fallback for nil or unknown function nssm:node_ok(pos, fallback) fallback = fallback or "default:dirt" local node = minetest.get_node_or_nil(pos) if not node then return minetest.registered_nodes[fallback] end if minetest.registered_nodes[node.name] then return node end return minetest.registered_nodes[fallback] end function nssm:dist_pos(p, s) local v = { x = math.abs(s.x - p.x), y = math.abs(s.y - p.y), z = math.abs(s.z - p.z) } return math.sqrt(v.x ^ 2 + v.y ^ 2 + v.z ^ 2) end --[[ --check_for_death functions customized for monsters who respawns (Masticone) function check_for_death_hydra(self) local hp = self.object:get_hp() if hp > 0 then self.health = hp if self.sounds.damage ~= nil then minetest.sound_play(self.sounds.damage,{ object = self.object, max_hear_distance = self.sounds.distance }, true) end return false end local pos = self.object:get_pos() local obj = nil if self.sounds.death ~= nil then minetest.sound_play(self.sounds.death,{ object = self.object, max_hear_distance = self.sounds.distance }, true) end self.object:remove() return true end ]] local function round(n) if (n > 0) then return n % 1 >= 0.5 and math.ceil(n) or math.floor(n) else n = -n local t = n % 1 >= 0.5 and math.ceil(n) or math.floor(n) return -t end end function nssm:explosion_particles(pos, exp_radius) minetest.add_particlespawner({ amount = 100 * exp_radius / 2, time = 0.1, minpos = {x = pos.x - exp_radius, y = pos.y - exp_radius, z = pos.z - exp_radius}, maxpos = {x = pos.x + exp_radius, y = pos.y + exp_radius, z = pos.z + exp_radius}, minvel = {x = 0, y = 0, z = 0}, maxvel = {x = 0.1, y = 0.3, z = 0.1}, minacc = {x = -0.5, y = 1, z = -0.5}, maxacc = {x = 0.5, y = 1, z = 0.5}, minexptime = 0.1, maxexptime = 4, minsize = 6, maxsize = 12, collisiondetection = false, texture = "tnt_smoke.png" }) end function nssm:digging_attack( self, --the entity of the mob group, --group of the blocks the mob can dig: nil=everything max_vel, --max velocity of the mob dim --vector representing the dimensions of the mob ) if self.attack and self.attack:is_player() then local s = self.object:get_pos() local p = self.attack:get_pos() local dir = vector.subtract(p,s) dir = vector.normalize(dir) local per = perpendicular_vector(dir) local posp = vector.add(s,dir) posp = vector.subtract(posp,per) for j = 1, 3 do if minetest.is_protected(posp, "") then return end local pos1 = posp for i = 0, dim.y do local n = minetest.get_node(pos1).name if group == nil then if minetest.get_item_group(n, "unbreakable") == 1 or minetest.is_protected(pos1, "") or (n == "bones:bones" and not nssm:affectbones(self) ) then else minetest.remove_node(pos1) end else if ((minetest.get_item_group(n, group) == 1) and (minetest.get_item_group(n, "unbreakable") ~= 1) and (n ~= "bones:bones") and not (minetest.is_protected(pos1, "")) ) then minetest.remove_node(pos1) end end pos1.y = pos1.y + 1 end posp.y = s.y posp = vector.add(posp,per) end end end function nssm:putting_ability( --puts under the mob the block defined as 'p_block' self, --the entity of the mob p_block, --definition of the block to use max_vel --max velocity of the mob ) local v = self.object:get_velocity() local dx = 0 local dz = 0 if math.abs(v.x) > math.abs(v.z) then if (v.x) > 0 then dx = 1 else dx = -1 end else if (v.z) > 0 then dz = 1 else dz = -1 end end local pos = self.object:get_pos() local pos1 pos.y = pos.y - 1 pos1 = {x = pos.x + dx, y = pos.y, z = pos.z + dz} local n = minetest.get_node(pos).name local n1 = minetest.get_node(pos1).name local oldmetainf = { minetest.get_meta(pos):to_table(), minetest.get_meta(pos1):to_table() } if n ~= p_block and not minetest.is_protected(pos, "") and (n == "bones:bones" and nssm:affectbones(self) ) and n ~= "air" then minetest.set_node(pos, {name=p_block}) if nssm.cryosave then local metai = minetest.get_meta(pos) metai:from_table(oldmetainf[1]) -- this is enough to save the meta metai:set_string("nssm", n) end end if n1 ~= p_block and not minetest.is_protected(pos1, "") and (n == "bones:bones" and nssm:affectbones(self) ) and n ~= "air" then minetest.set_node(pos1, {name = p_block}) if nssm.cryosave then local metai = minetest.get_meta(pos1) metai:from_table(oldmetainf[2]) -- this is enough to save the meta metai:set_string("nssm", n1) end end end function nssm:webber_ability( --puts randomly around the block defined as w_block self, --the entity of the mob w_block, --definition of the block to use radius --max distance the block can be put ) if virulence(self) ~= 0 and math.random(1, virulence(self)) ~= 1 then return end local pos = self.object:get_pos() if math.random(55) == 1 then local dx = math.random(radius) local dz = math.random(radius) local p = {x = pos.x + dx, y = pos.y - 1, z = pos.z + dz} local t = {x = pos.x + dx, y = pos.y, z = pos.z + dz} local n = minetest.get_node(p).name local k = minetest.get_node(t).name if (n ~= "air" and k == "air") and not minetest.is_protected(t, "") then minetest.set_node(t, {name = w_block}) end end end function nssm:midas_ability( --ability to transform every blocks it touches in the m_block block self, --the entity of the mob m_block, max_vel, --max velocity of the mob mult, --multiplier of the dimensions of the area around that need the transformation height --height of the mob ) local v = self.object:get_velocity() local pos = self.object:get_pos() if minetest.is_protected(pos, "") then return end local max = 0 local yaw = (self.object:get_yaw() + self.rotate) or 0 local x = math.sin(yaw) * -1 local z = math.cos(yaw) local i = 1 local i1 = -1 local k = 1 local k1 = -1 local multiplier = mult if x > 0 then i = round(x * max_vel) * multiplier else i1 = round(x * max_vel) * multiplier end if z > 0 then k = round(z * max_vel) * multiplier else k1 = round(z * max_vel) * multiplier end for dx = i1, i do for dy = -1, height do for dz = k1, k do local p = {x = pos.x + dx, y = pos.y + dy, z = pos.z + dz} local n = minetest.get_node(p).name if minetest.get_item_group(n, "unbreakable") == 1 or minetest.is_protected(p, "") or n == "air" or (n == "bones:bones" and not nssm:affectbones(self)) or n == m_block then else minetest.set_node(p, {name = m_block}) end end end end end -- NEW EXPLOSION FUNCTION -- loss probabilities array (one in X will be lost) local loss_prob = {} loss_prob["default:cobble"] = 3 loss_prob["default:dirt"] = 4 local tnt_radius = tonumber(minetest.settings:get("tnt_radius") or 3) 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 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" }) 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 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 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] local name = luaobj.name if objdef and objdef.on_blast then if name == "nssm:pumpking" or name == "nssm:morvalar0" or name == "nssm:morvalar5" then do_damage = false do_knockback = false else do_damage, do_knockback, entity_drops = objdef.on_blast(luaobj, damage) end 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_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 function destroy(drops, npos, cid, c_air, c_fire, on_blast_queue, ignore_protection, ignore_on_blast) if not ignore_protection and minetest.is_protected(npos, "") 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 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 tnt_explode(pos, radius, ignore_protection, ignore_on_blast) 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 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") if minetest.registered_nodes["tnt:tnt"] then c_tnt = minetest.get_content_id("tnt:tnt") else c_tnt = tnt_burning 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 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 data[vi] = destroy(drops, p, cid, c_air, c_fire, on_blast_queue, ignore_protection, ignore_on_blast) end end vi = vi + 1 end end end vm:set_data(data) vm:write_to_map() vm:update_map() vm:update_liquids() -- call nodeupdate 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 core.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 return drops, radius end function nssm:tnt_boom_nssm(pos, def) minetest.sound_play("tnt_explode", { pos = pos, gain = 1.5, max_hear_distance = 2 * 64}, true) minetest.set_node(pos, {name = "tnt:boom"}) local drops, radius = tnt_explode(pos, def.radius, def.ignore_protection, def.ignore_on_blast) -- append entity drops local damage_radius = (radius / 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) end