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