-- 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") -- get node but use fallback for nil or unknown local function 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:round(n) return n % 1 >= 0.5 and math.ceil(n) or math.floor(n) end function nssm:explosion_particles(exp_radius) minetest.add_particlespawner( 100*exp_radius, --amount 0.1, --time {x=pos.x-exp_radius, y=pos.y-exp_radius, z=pos.z-exp_radius}, --minpos {x=pos.x+exp_radius, y=pos.y+exp_radius, z=pos.z+exp_radius}, --maxpos {x=0, y=0, z=0}, --minvel {x=0.1, y=0.3, z=0.1}, --maxvel {x=-0.5,y=1,z=-0.5}, --minacc {x=0.5,y=1,z=0.5}, --maxacc 0.1, --minexptime 2, --maxexptime 6, --minsize 12, --maxsize false, --collisiondetection "tnt_smoke.png" --texture ) end function nssm:explosion(pos, exp_radius, fire) local radius = exp_radius -- if area protected or near map limits then no blast damage if minetest.is_protected(pos, "") or not within_limits(pos, radius) then return end --sound minetest.sound_play("boom", { pos = pos, max_hear_distance = exp_radius*4, }) --particles: nssm:explosion_particles(exp_radius) --Damages entities around (not the player) local objects = minetest.env:get_objects_inside_radius(pos, exp_radius) for _,obj in ipairs(objects) do if (obj:is_player()) then elseif (obj:get_luaentity() and obj:get_luaentity().name ~= "__builtin:item") then local obj_p = obj:getpos() local vec = {x=obj_p.x-pos.x, y=obj_p.y-pos.y, z=obj_p.z-pos.z} local dist = (vec.x^2+vec.y^2+vec.z^2)^0.5 local damage = 21-dist*5 obj:set_hp(obj:get_hp()-damage) if (obj:get_hp() <= 0) then if (not obj:is_player()) and obj:get_entity_name() ~= "nssm:kamehameha" then obj:remove() end end end end --damages blocks around and if necessary put some fire pos = vector.round(pos) -- voxelmanip doesn't work properly unless pos is rounded ?!?! local vm = VoxelManip() local minp, maxp = vm:read_from_map(vector.subtract(pos, radius), vector.add(pos, radius)) local a = VoxelArea:new({MinEdge = minp, MaxEdge = maxp}) local data = vm:get_data() local p = {} local pr = PseudoRandom(os.time()) --remove everything near the center of the explosion for dz=-radius,radius do for dy=-radius,radius do local vi = a:index(pos.x + (-radius), pos.y + y, pos.z + z) for dx=-radius,radius do local p = {x=pos.x+dx, y=pos.y+dy, z=pos.z+dz} if (x * x) + (y * y) + (z * z) <= (radius * radius) + pr:next(-radius, radius) and data[vi] ~= c_air and data[vi] ~= c_ignore and data[vi] ~= c_obsidian and data[vi] ~= c_brick and data[vi] ~= c_chest then local n = node_ok(p).name local on_blast = minetest.registered_nodes[n].on_blast if on_blast then return on_blast(p) end if minetest.get_item_group(n, "unbreakable") ~= 1 then -- if chest then drop items inside if n == "default:chest" or n == "3dchest:chest" or n == "bones:bones" then local meta = minetest.get_meta(p) local inv = meta:get_inventory() for i = 1, inv:get_size("main") do local m_stack = inv:get_stack("main", i) local obj = minetest.add_item(p, m_stack) if obj then obj:setvelocity({ x = math.random(-2, 2), y = 7, z = math.random(-2, 2) }) end end end -- after effects if fire > 0 and (minetest.registered_nodes[n].groups.flammable or math.random(1, 100) <= 10) then minetest.set_node(p, {name = "fire:basic_flame"}) else local dist = nssm:round(((pos.x-p.x)^2 + (pos.y-p.y)^2 + (pos.z-p.z)^2)^1/2) local prob = 1/dist if math.random(1,100)<=prob*100 then minetest.env:remove_node(p) end end end end vi = vi+1 end end end end