mod-sneeker/tnt_function.lua

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-- From TNT
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local cid_data = {}
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local radius = tonumber(core.settings:get("tnt_radius") or 3)
local large_radius = 5
local loss_prob = {
["default:cobble"] = 3,
["default:dirt"] = 4,
}
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core.after(0, function()
for name, def in pairs(core.registered_nodes) do
cid_data[core.get_content_id(name)] = {
name = name,
drops = def.drops,
flammable = def.groups.flammable,
}
end
end)
local function rand_pos(center, pos, radius)
pos.x = center.x + math.random(-radius, radius)
pos.z = center.z + math.random(-radius, radius)
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()
local max = item:get_stack_max()
if count > max then
item:set_count(max)
end
while count > 0 do
if count < max then
item:set_count(count)
end
rand_pos(pos, drop_pos, radius)
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local obj = core.add_item(drop_pos, item)
if obj then
obj:get_luaentity().collect = true
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obj:set_acceleration({x=0, y=-10, z=0})
obj:set_velocity({x=math.random(-3, 3), y=10,
z=math.random(-3, 3)})
end
count = count - max
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, pos, cid)
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if core.is_protected(pos, "") then
return
end
local def = cid_data[cid]
if def and def.on_blast then
def.on_blast(vector.new(pos), 1)
return
end
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core.remove_node(pos)
if def then
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local node_drops = core.get_node_drops(def.name, "")
for _, item in ipairs(node_drops) do
add_drop(drops, item)
end
end
end
local function calc_velocity(pos1, pos2, old_vel, power)
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)
return vel
end
local function entity_physics(pos, radius)
-- Make the damage radius larger than the destruction radius
radius = radius * 2
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local objs = core.get_objects_inside_radius(pos, radius)
for _, obj in pairs(objs) do
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local obj_pos = obj:get_pos()
local obj_vel = obj:get_velocity()
local dist = math.max(1, vector.distance(pos, obj_pos))
if obj_vel ~= nil then
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obj:set_velocity(calc_velocity(pos, obj_pos,
obj_vel, radius * 10))
end
local damage = (5 / dist) * radius
obj:set_hp(obj:get_hp() - damage)
end
end
local function add_effects(pos, radius)
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core.add_particlespawner({
amount = 128,
time = 1,
minpos = vector.subtract(pos, radius / 2),
maxpos = vector.add(pos, radius / 2),
minvel = {x=-20, y=-20, z=-20},
maxvel = {x=20, y=20, z=20},
minacc = vector.new(),
maxacc = vector.new(),
minexptime = 1,
maxexptime = 3,
minsize = 8,
maxsize = 16,
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texture = "sneeker_smoke.png",
})
end
local function explode(pos, radius)
local pos = vector.round(pos)
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 p = {}
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local c_air = core.get_content_id("air")
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local c_tnt = nil
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if core.settings:get_bool("enable_tnt", false) then
c_tnt = core.get_content_id("tnt:tnt")
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end
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local c_tnt_burning = core.get_content_id("tnt:tnt_burning")
local c_gunpowder = core.get_content_id("tnt:gunpowder")
local c_gunpowder_burning = core.get_content_id("tnt:gunpowder_burning")
local c_boom = core.get_content_id("tnt:boom")
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
if (x * x) + (y * y) + (z * z) <=
(radius * radius) + pr:next(-radius, radius) then
local cid = data[vi]
p.x = pos.x + x
p.y = pos.y + y
p.z = pos.z + z
if cid == c_tnt or cid == c_gunpowder then
burn(p)
elseif cid ~= c_tnt_burning and
cid ~= c_gunpowder_burning and
cid ~= c_air and
cid ~= c_boom then
destroy(drops, p, cid)
end
end
vi = vi + 1
end
end
end
return drops
end
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function sneeker.boom(pos, large)
local radius = radius
if large then
radius = large_radius
end
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core.sound_play("sneeker_explode", {pos=pos, gain=1.5, max_hear_distance=2*64})
core.set_node(pos, {name="tnt:boom"})
core.get_node_timer(pos):start(0.5)
local drops = explode(pos, radius)
entity_physics(pos, radius)
eject_drops(drops, pos, radius)
add_effects(pos, radius)
end