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tnt = {}
-- Default to enabled in singleplayer and disabled in multiplayer
local singleplayer = minetest.is_singleplayer()
local setting = minetest.setting_getbool("enable_tnt")
setting = true -- this mod is multiplayer-safe, so enable it.
local tntmindepth = tonumber(minetest.setting_get("tnt_mindepth")) or -100
if (not singleplayer and setting ~= true) or
(singleplayer and setting == false) then
return
end
-- loss probabilities array (one in X will be lost)
local loss_prob = {}
loss_prob["default:cobble"] = 3
loss_prob["default:dirt"] = 4
local radius = tonumber(minetest.setting_get("tnt_radius") or 3)
-- Fill a list with data for content IDs, after all nodes are registered
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 eject_drops(drops, pos, radius)
local drop_pos = vector.new(pos)
for _, item in pairs(drops) do
local count = item:get_count()
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:setacceleration({x = 0, y = -10, z = 0})
obj:setvelocity({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 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 ipairs(node_drops) do
add_drop(drops, item)
end
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:getpos()
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)
local newpos = vector.add(newpos, {x = 0, y = 0.2, z = 0})
obj:setpos(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]
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:getvelocity()
obj:setvelocity(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 ipairs(entity_drops) do
add_drop(drops, item)
end
end
end
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
function tnt.burn(pos)
local name = minetest.get_node(pos).name
local group = minetest.get_item_group(name, "tnt")
if group > 0 then
minetest.sound_play("tnt_ignite", {pos = pos})
minetest.set_node(pos, {name = name .. "_burning"})
minetest.get_node_timer(pos):start(1)
elseif name == "tnt:gunpowder" then
minetest.set_node(pos, {name = "tnt:gunpowder_burning"})
end
end
local function tnt_explode(pos, radius, ignore_protection, ignore_on_blast)
local 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 = minetest.get_content_id("tnt: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")
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())
local p1 = vector.subtract(pos, radius)
local p2 = vector.add(pos, radius)
local minp, maxp = vm:read_from_map(p1, p2)
local a = VoxelArea:new({MinEdge = minp, MaxEdge = maxp})
local 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 z = -radius * 1.5, radius * 1.5 do
for x = -radius * 1.5, radius * 1.5 do
for y = -radius * 1.5, radius * 1.5 do
local s = vector.add(pos, {x = x, y = y, z = z})
local r = vector.distance(pos, s)
if r / radius < 1.4 then
nodeupdate(s)
end
end
end
end
for _, data in ipairs(on_blast_queue) do
local dist = math.max(1, vector.distance(data.pos, pos))
local intensity = (radius * radius) / (dist * dist)
local node_drops = data.on_blast(data.pos, intensity)
if node_drops then
for _, item in ipairs(node_drops) do
add_drop(drops, item)
end
end
end
return drops, radius
end
function tnt.boom(pos, def)
if pos.y > tntmindepth then
-- check if we're deep enough
minetest.set_node(pos, {name = "tnt:tnt"})
return
end
minetest.sound_play("tnt_explode", {pos = pos, gain = 1.5, max_hear_distance = 2*64})
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
minetest.register_node("tnt:boom", {
drawtype = "airlike",
light_source = default.LIGHT_MAX,
walkable = false,
drop = "",
groups = {dig_immediate = 3},
on_construct = function(pos)
minetest.get_node_timer(pos):start(0.4)
end,
on_timer = function(pos, elapsed)
minetest.remove_node(pos)
end,
-- unaffected by explosions
on_blast = function() end,
})
minetest.register_node("tnt:gunpowder", {
description = "Gun Powder",
drawtype = "raillike",
paramtype = "light",
is_ground_content = false,
sunlight_propagates = true,
walkable = false,
tiles = {"tnt_gunpowder_straight.png", "tnt_gunpowder_curved.png", "tnt_gunpowder_t_junction.png", "tnt_gunpowder_crossing.png"},
inventory_image = "tnt_gunpowder_inventory.png",
wield_image = "tnt_gunpowder_inventory.png",
selection_box = {
type = "fixed",
fixed = {-1/2, -1/2, -1/2, 1/2, -1/2+1/16, 1/2},
},
groups = {dig_immediate = 2, attached_node = 1, connect_to_raillike = minetest.raillike_group("gunpowder")},
sounds = default.node_sound_leaves_defaults(),
on_punch = function(pos, node, puncher)
if puncher:get_wielded_item():get_name() == "default:torch" and pos.y < (tntmindepth + 16)then
-- check if we're deep enough, don't annoy people with the air-raid sound.
tnt.burn(pos)
end
end,
on_blast = function(pos, intensity)
tnt.burn(pos)
end,
})
minetest.register_node("tnt:gunpowder_burning", {
drawtype = "raillike",
paramtype = "light",
sunlight_propagates = true,
walkable = false,
light_source = 5,
tiles = {{
name = "tnt_gunpowder_burning_straight_animated.png",
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 1,
}
},
{
name = "tnt_gunpowder_burning_curved_animated.png",
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 1,
}
},
{
name = "tnt_gunpowder_burning_t_junction_animated.png",
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 1,
}
},
{
name = "tnt_gunpowder_burning_crossing_animated.png",
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 1,
}
}},
selection_box = {
type = "fixed",
fixed = {-1/2, -1/2, -1/2, 1/2, -1/2+1/16, 1/2},
},
drop = "",
groups = {dig_immediate = 2, attached_node = 1, connect_to_raillike = minetest.raillike_group("gunpowder")},
sounds = default.node_sound_leaves_defaults(),
on_timer = function(pos, elapsed)
for dx = -1, 1 do
for dz = -1, 1 do
for dy = -1, 1 do
if not (dx == 0 and dz == 0) then
tnt.burn({
x = pos.x + dx,
y = pos.y + dy,
z = pos.z + dz,
})
end
end
end
end
minetest.remove_node(pos)
end,
-- unaffected by explosions
on_blast = function() end,
on_construct = function(pos)
minetest.sound_play("alarm", {pos = pos, gain = 10})
minetest.get_node_timer(pos):start(1)
end,
})
minetest.register_abm({
nodenames = {"group:tnt", "tnt:gunpowder"},
neighbors = {"fire:basic_flame", "default:lava_source", "default:lava_flowing"},
interval = 4,
chance = 1,
action = tnt.burn,
})
minetest.register_craft({
output = "tnt:gunpowder",
type = "shapeless",
recipe = {"default:coal_lump", "default:gravel"}
})
minetest.register_craft({
output = "tnt:tnt",
recipe = {
{"", "group:wood", ""},
{"group:wood", "tnt:gunpowder", "group:wood"},
{"", "group:wood", ""}
}
})
function tnt.register_tnt(def)
local name = ""
if not def.name:find(':') then
name = "tnt:" .. def.name
else
name = def.name
def.name = def.name:match(":([%w_]+)")
end
if not def.tiles then def.tiles = {} end
local tnt_top = def.tiles.top or def.name .. "_top.png"
local tnt_bottom = def.tiles.bottom or def.name .. "_bottom.png"
local tnt_side = def.tiles.side or def.name .. "_side.png"
local tnt_burning = def.tiles.burning or def.name .. "_top_burning_animated.png"
if not def.damage_radius then def.damage_radius = def.radius * 2 end
minetest.register_node(":" .. name, {
description = def.description,
tiles = {tnt_top, tnt_bottom, tnt_side},
is_ground_content = false,
groups = {dig_immediate = 2, mesecon = 2, tnt = 1},
sounds = default.node_sound_wood_defaults(),
on_punch = function(pos, node, puncher)
if puncher:get_wielded_item():get_name() == "default:torch" then
minetest.set_node(pos, {name = name .. "_burning"})
end
end,
on_blast = function(pos, intensity)
minetest.after(0.1, function()
tnt.boom(pos, def)
end)
end,
mesecons = {effector =
{action_on =
function(pos)
tnt.boom(pos, def)
end
}
},
})
minetest.register_node(":" .. name .. "_burning", {
tiles = {
{
name = tnt_burning,
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 1,
}
},
tnt_bottom, tnt_side
},
light_source = 5,
drop = "",
sounds = default.node_sound_wood_defaults(),
groups = {falling_node = 1},
on_timer = function(pos, elapsed)
tnt.boom(pos, def)
end,
-- unaffected by explosions
on_blast = function() end,
on_construct = function(pos)
minetest.sound_play("tnt_ignite", {pos = pos})
minetest.get_node_timer(pos):start(4)
nodeupdate(pos)
end,
})
end
tnt.register_tnt({
name = "tnt:tnt",
description = "TNT",
radius = radius,
})
|