-- From TNT local cid_data = {} local radius = tonumber(core.setting_get("tnt_radius") or 3) local large_radius = 5 local loss_prob = { ["default:cobble"] = 3, ["default:dirt"] = 4, } 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) local obj = core.add_item(drop_pos, item) 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=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) 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 core.remove_node(pos) if def then 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 local objs = core.get_objects_inside_radius(pos, radius) for _, obj in pairs(objs) do 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 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) 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, 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 = {} local c_air = core.get_content_id("air") local c_tnt = nil if core.settings:get_bool("enable_tnt", false) then c_tnt = core.get_content_id("tnt:tnt") end 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 function sneeker.boom(pos, large) local radius = radius if large then radius = large_radius end 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