52 Commits

Author SHA1 Message Date
cab20520c8 _ 2022-08-16 15:36:59 +02:00
b5871ded46 slim mod just as a library 2022-08-16 15:36:14 +02:00
Muhammad Rifqi Priyo Susanto
3d1444b6f8 Add Indonesian translations (#2693) 2020-06-29 18:41:50 +02:00
tenplus1
d7cbf76a0a TNT centre node adheres to protection
Make sure tnt.boom() doesnt replace centre node when explode_centre is true and ignore_protection is false.

Fixes: https://github.com/minetest/minetest_game/issues/2663
2020-06-28 15:50:46 +02:00
sfan5
7963340553 Use node particles for TNT explosions (#2695) 2020-06-02 12:48:56 +02:00
sfan5
52ece86a66 Switch TNT explosions to use add_player_velocity (#2674) 2020-05-10 14:10:29 +02:00
sfan5
b6f17ce9ce Fix crash on TNT explosions if tnt is disabled 2020-04-08 17:24:10 +02:00
sfan5
329b088d1c Fix TNT mod crash when entities disappear during explosion (#2616) 2020-03-06 21:51:19 +01:00
IFRFSX
0c4c6d79c3 Update Chinese Translation, Add Traditional Chinese Translation (#2596) 2020-03-02 21:53:12 +01:00
sfan5
b008c3d819 Convert minetest.sound_play uses to ephemeral 2020-02-05 22:24:23 +01:00
Zaoqi
95ebd6ab85 Add zh_CN translation 2020-01-22 19:09:38 +01:00
Muhammad Nur Hidayat Yasuyoshi (MNH48)
aa71d13511 Add Malay translation 2019-11-30 17:31:40 +01:00
Aresiel
8e3fc0a7ed Add Swedish translation 2019-11-30 17:31:29 +01:00
Andrey2470T
bda65b0c4b Add Russian translation (#2525) 2019-10-24 21:54:20 +02:00
Hamlet
16e11918c5 Italian translation (#2491) 2019-10-12 14:30:37 +02:00
JDiaz
9f16221ded Spanish Translation (#2505) 2019-10-10 21:19:20 +02:00
DrHackberry
5296521b7f French translation (#2514) 2019-10-10 21:18:25 +02:00
Wuzzy
8adeea2fb3 Add translation templates and German translation 2019-09-22 13:42:40 +02:00
Yves Quemener
e151d018b9 Add support for MT 5 game translation (rebasing ) (#2466)
rebased #2368
2019-09-10 19:09:51 +02:00
TumeniNodes
8b3307cc70 Add new TNT sounds 2019-08-28 03:06:23 +01:00
Paramat
351a70b530 TNT: Remove unusable sounds, use temporary placeholders 2019-08-18 19:47:06 +01:00
sfan5
eae0d158d7 Switch to mod.conf, delete deprecated depends.txt 2019-07-17 00:38:23 +02:00
SmallJoker
3020f6a241 Replace deprecated function calls 2018-07-01 20:44:03 +01:00
Paramat
2fb332ea52 TNT: Raise cost of TNT by adding a TNT stick crafting stage
6 gunpowder and 1 paper crafts to 2 TNT stick craftitems.
9 TNT sticks craft to 1 TNT.
TNT stick is not yet usable as an explosive, possibly later.
2018-06-01 23:41:45 +01:00
sofar
ee57c08a45 Prevent divide by zero (#2106)
This forces all explosions to damage entities within the 1 node
range. If that needs to be disabled, the damage_radius needs to
be set to 0.
2018-04-08 17:57:00 +01:00
tenplus1
840ce2d9d8 TNT: Add tnt.boom defaults
This adds def, def.radius and def.damage_radius defaults to the
tnt.boom() function if they aren't specified on call.
2017-10-10 22:55:49 +01:00
tenplus1
efa74441e3 TNT: Add explode_center flag
Add 'explode_centre' flag which when false explodes as normal and when true runs on_blast on centre node as well as dropping items.
2017-08-26 22:14:44 +01:00
tenplus1
b4168ffda4 TNT: Allow a custom explosion sound to be used 2017-08-18 18:41:15 +01:00
tenplus1
ab89213fe0 TNT's tnt:boom cleanup (#1868)
The tnt:boom node doesn't actually need the on_construct and on_timer functions to remove the node after 0.4 seconds as the tnt_explode function already does this beforehand.
2017-08-13 13:46:30 +02:00
SmallJoker
846e22a06b TNT: Only burn visually connected powder (#1857) 2017-07-29 18:09:15 +02:00
Foz
d035601c36 TNT: Track TNT owner in metadata for protection mods
It is useful for protection mods to know who owns an exploding
TNT block. This allows the blocks destroyed by the TNT to be
limited to the same ones the owner could destroy without using
TNT.

TNT placed within a protected area by the area owner, and later
ignited by another player will destroy within the protected area
nodes the igniter may not otherwise be able to interact with. Any
player could significantly increase the size of an explosion by
placing more TNT in an adjacent unprotected area if the original
TNT block was placed withing 1 node of such a boundary. This
feature sounds dangerous, but we are talking about TNT. Players
should use it carefully.
2017-07-02 11:30:39 +01:00
paramat
b0d3bf0ecd Settings: Use new settings object 2017-05-24 07:18:26 +01:00
Fernando Carmona Varo
1f1a1e81dd TNT: Gunpowder (and tnt.burn) will trigger the on_ignite of nodes
The previous behaviour is kept as fallback for compatibility, for when the on_ignite
is not defined in the node.
2017-05-01 19:38:38 +01:00
Fixer
98c4fc4738 TNT: Clarify new TNT receipe
Update readme.txt with new TNT crafting recipe.
2017-03-14 19:05:49 +00:00
Auke Kok
02ddade1ae TNT: start fire nodetimers for created fire nodes.
Without this patch, any fire created(placed) by tnt explosions
will remain forever on the map.
2017-03-14 19:03:34 +00:00
Diego Martínez
3fc49d574b Fix some warnings.
Also fixes the failing travis checks.
2017-03-05 09:27:53 +00:00
Auke Kok
66fae9316f TNT: Log explosions and player igniting tnt or gunpowder 2017-01-19 21:57:34 -08:00
DS-Minetest
472a5a6bde Decrease the cost of gunpowder for trails
The cost of TNT remains the same
2017-01-01 23:41:04 +00:00
paramat
219c5324bf Update 'nodeupdate()' to 'check_for_falling()' API 2016-11-22 05:55:36 +00:00
Fernando Carmona Varo
3601aac35c Fire / tnt: Make flint-and-steel use node on_ignite functions
Add on_ignite functions to tnt, gunpowder, coalblock.
2016-11-07 14:10:00 +00:00
Fernando Carmona Varo
6464db97e7 Tnt: Flammable TNT and gunpowder that activates when burnt
Some code simplifications.
2016-11-02 12:41:14 +00:00
tenplus1
0ba6681df5 Tnt: Various optimisations
Pass nodename to tnt.burn function where possible to reduce
use of 'get_node'.
Change 'ipairs' to 'pairs'.
Use 'nodeupdate_single(pos)' instead of 'nodeupdate(pos)' to
avoid every node triggering recursion, the loop itself takes
the place of recursion and works upwards through horizontal
planes as required.
2016-10-10 03:16:41 +01:00
paramat
57c7a4d43f Change WTFPL to MIT (part 3)
Relicense WTFPL media to CC BY-SA 3.0.
Various corrections and edits.
2016-09-07 04:44:53 +01:00
paramat
f3e97b9514 Licenses: Change WTFPL to MIT (part 2)
Add license.txt files.
Update and improve README.txt files.
Corrections to part 1.
2016-09-06 04:45:23 +01:00
paramat
da54f56951 Licenses: Change WTFPL to MIT (part 1)
Part 1: All mods except default and xpanes.
Add license.txt files.
Add missing README.txt files.
Check and update copyright years for all contributors.
Improve text format and make more consistent.
2016-09-05 05:54:33 +01:00
tenplus1
4294c6e8ac Add labels to ABMs
Useful for searches and the mod profiler.
2016-08-09 03:56:37 +01:00
tenplus1
520470275f Tnt: Limit blown up dropped stacks to stack_max
This replaces the hardcoded 99 item limit and instead uses the
get_stack_max() limit for each item.
2016-08-09 03:48:01 +01:00
tenplus1
054c814af8 TNT: Fix bug with huge stacks
This fixes the TNT bug that can crash game when blowing up a container
which holds huge stacks above the norm... e.g. give yourself 65535 snow,
place in chest, blow up, stalled!
2016-08-04 03:21:55 +01:00
Tim
d4f4156cbe Stop shadowing upvalues and definitions. 2016-07-15 21:58:49 +01:00
Tim
85f2dae56f Remove unused and clean up missused variable-value assignments.
* Unused variables
* Unused values (assigned to variables, but overwritten before use)
* Defining already defined variables instead of reassigning to them.
2016-07-15 21:58:49 +01:00
paramat
12fae236e3 TNT: Add missing 'then' 2016-07-07 19:22:26 +01:00
tenplus1
c65b343b58 TNT: When disabled leave some useful functionality enabled
- Only remove the TNT craft recipe, tnt:tnt node and the ABM
- Leave tnt:tnt_burning available for explosions in 3rd party mods
2016-07-07 18:10:57 +01:00
26 changed files with 207 additions and 396 deletions

10
.vscode/settings.json vendored Normal file
View File

@@ -0,0 +1,10 @@
{
"Lua.diagnostics.globals": [
"minetest",
"ItemStack",
"vector",
"VoxelManip",
"VoxelArea",
"PseudoRandom"
]
}

View File

@@ -1,37 +1,5 @@
Minetest Game mod: tnt
======================
by PilzAdam and ShadowNinja
See license.txt for license information.
Introduction:
This mod adds TNT to Minetest. TNT is a tool to help the player
in mining.
How to use the mod:
Craft gunpowder by placing coal and gravel in the crafting area. The
gunpowder can be used to craft TNT or as fuze for TNT. To craft TNT
surround gunpowder with 4 wood in a + shape.
There are different ways to blow up TNT:
1. Hit it with a torch.
2. Hit a gunpowder fuze that leads to a TNT block with a torch.
3. Activate it with mesecons (fastest way)
Be aware of the damage radius of 7 blocks!
License:
WTFPL (see below)
See also:
http://minetest.net/
DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
Version 2, December 2004
Copyright (C) 2004 Sam Hocevar <sam@hocevar.net>
Everyone is permitted to copy and distribute verbatim or modified
copies of this license document, and changing it is allowed as long
as the name is changed.
DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
0. You just DO WHAT THE FUCK YOU WANT TO.
This is just tnt logic extracted

View File

@@ -1,3 +0,0 @@
default
fire

453
init.lua
View File

@@ -1,23 +1,11 @@
-- tnt/init.lua
tnt = {}
-- Default to enabled in singleplayer and disabled in multiplayer
local singleplayer = minetest.is_singleplayer()
local setting = minetest.setting_getbool("enable_tnt")
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()
minetest.register_on_mods_loaded(function()
for name, def in pairs(minetest.registered_nodes) do
cid_data[minetest.get_content_id(name)] = {
name = name,
@@ -48,7 +36,7 @@ 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 count = math.min(item:get_count(), item:get_stack_max())
while count > 0 do
local take = math.max(1,math.min(radius * radius,
count,
@@ -59,8 +47,8 @@ local function eject_drops(drops, pos, radius)
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),
obj:set_acceleration({x = 0, y = -10, z = 0})
obj:set_velocity({x = math.random(-3, 3),
y = math.random(0, 10),
z = math.random(-3, 3)})
end
@@ -72,7 +60,7 @@ 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
if math.random(1, 4) > 1 then
return
end
@@ -84,31 +72,35 @@ local function add_drop(drops, item)
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 basic_flame_on_construct -- cached value
local function destroy(drops, npos, cid, c_air, c_fire,
on_blast_queue, on_construct_queue, ignore_on_blast, owner)
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}
on_blast_queue[#on_blast_queue + 1] = {
pos = vector.new(npos),
on_blast = def.on_blast
}
return cid
elseif def.flammable then
on_construct_queue[#on_construct_queue + 1] = {
fn = basic_flame_on_construct,
pos = vector.new(npos)
}
return c_fire
else
local node_drops = minetest.get_node_drops(def.name, "")
for _, item in ipairs(node_drops) do
for _, item in pairs(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
@@ -145,26 +137,24 @@ 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 obj_pos = obj:get_pos()
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)
local moveoff = vector.multiply(dir, 2 / dist * radius)
obj:add_player_velocity(moveoff)
obj:set_hp(obj:get_hp() - damage)
else
local luaobj = obj:get_luaentity()
-- object might have disappeared somehow
if luaobj then
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
@@ -172,8 +162,8 @@ local function entity_physics(pos, radius, drops)
end
if do_knockback then
local obj_vel = obj:getvelocity()
obj:setvelocity(calc_velocity(pos, obj_pos,
local obj_vel = obj:get_velocity()
obj:set_velocity(calc_velocity(pos, obj_pos,
obj_vel, radius * 10))
end
if do_damage then
@@ -184,87 +174,19 @@ local function entity_physics(pos, radius, drops)
}, nil)
end
end
for _, item in ipairs(entity_drops) do
for _, item in pairs(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)
local function tnt_explode(pos, radius, ignore_on_blast, owner, explode_center)
pos = vector.round(pos)
if radius < 1 then
return
end
-- scan for adjacent TNT nodes first, and enlarge the explosion
local vm1 = VoxelManip()
local p1 = vector.subtract(pos, 2)
@@ -273,17 +195,20 @@ local function tnt_explode(pos, radius, ignore_protection, ignore_on_blast)
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_tnt
local c_tnt_boom = minetest.get_content_id("tnt:boom_center")
local c_air = minetest.get_content_id("air")
-- make sure we still have explosion even when centre node isnt tnt related
if explode_center then
count = 1
end
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
if cid == c_tnt or cid == c_tnt_boom then
count = count + 1
data[vi] = c_air
end
@@ -296,21 +221,30 @@ local function tnt_explode(pos, radius, ignore_protection, ignore_on_blast)
vm1:write_to_map()
-- recalculate new radius
radius = math.floor(radius * math.pow(count, 1/3))
radius = math.floor(radius * 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()
p1 = vector.subtract(pos, radius)
p2 = vector.add(pos, radius)
minp, maxp = vm:read_from_map(p1, p2)
a = VoxelArea:new({MinEdge = minp, MaxEdge = maxp})
data = vm:get_data()
local drops = {}
local on_blast_queue = {}
local on_construct_queue = {}
--check if mod fire is active
local fire_mod = minetest.get_modpath("fire")
if fire_mod ~= nil then
basic_flame_on_construct = minetest.registered_nodes["fire:basic_flame"].on_construct
c_fire = minetest.get_content_id("fire:basic_flame")
else
basic_flame_on_construct = function() end
c_fire = c_air
end
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)
@@ -321,8 +255,7 @@ local function tnt_explode(pos, radius, ignore_protection, ignore_on_blast)
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)
on_blast_queue, on_construct_queue, ignore_on_blast, owner)
end
end
vi = vi + 1
@@ -335,259 +268,99 @@ local function tnt_explode(pos, radius, ignore_protection, ignore_on_blast)
vm:update_map()
vm:update_liquids()
-- call nodeupdate for everything within 1.5x blast radius
-- call check_single_for_falling for everything within 1.5x blast radius
for y = -radius * 1.5, radius * 1.5 do
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)
local rad = {x = x, y = y, z = z}
local s = vector.add(pos, rad)
local r = vector.length(rad)
if r / radius < 1.4 then
nodeupdate(s)
minetest.check_single_for_falling(s)
end
end
end
end
for _, data in ipairs(on_blast_queue) do
local dist = math.max(1, vector.distance(data.pos, pos))
for _, queued_data in pairs(on_blast_queue) do
local dist = math.max(1, vector.distance(queued_data.pos, pos))
local intensity = (radius * radius) / (dist * dist)
local node_drops = data.on_blast(data.pos, intensity)
local node_drops = queued_data.on_blast(queued_data.pos, intensity)
if node_drops then
for _, item in ipairs(node_drops) do
for _, item in pairs(node_drops) do
add_drop(drops, item)
end
end
end
for _, queued_data in pairs(on_construct_queue) do
queued_data.fn(queued_data.pos)
end
minetest.log("action", "TNT owned by " .. owner .. " detonated at " ..
minetest.pos_to_string(pos) .. " with radius " .. radius)
return drops, radius
end
function tnt.boom(pos, def)
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)
def = def or {}
def.radius = def.radius or 1
def.sound = def.sound or 1
def.damage_radius = def.damage_radius or def.radius * 2
local meta = minetest.get_meta(pos)
local owner = meta:get_string("owner")
if not def.explode_center then
minetest.set_node(pos, {name = "tnt:boom_center"})
end
local sound = def.sound or "tnt_explode"
if def.sound then
minetest.sound_play(sound, {pos = pos, gain = 2.5,
max_hear_distance = math.min(def.radius * 20, 128)}, true)
end
local drops, radius = tnt_explode(pos, def.radius,
def.ignore_on_blast, owner, def.explode_center)
-- append entity drops
local damage_radius = (radius / def.radius) * def.damage_radius
local damage_radius = (radius / math.max(1, 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)
minetest.log("action", "A TNT explosion occurred at " .. minetest.pos_to_string(pos) ..
" with radius " .. radius)
end
minetest.register_node("tnt:boom", {
minetest.register_node("tnt:boom_center", {
drawtype = "airlike",
light_source = default.LIGHT_MAX,
light_source = 14,
walkable = false,
drop = "",
groups = {dig_immediate = 3},
on_construct = function(pos)
minetest.get_node_timer(pos):start(0.4)
end,
-- unaffected by explosions
on_blast = function() end,
--remove the tnt node after a while
on_timer = function(pos, elapsed)
minetest.remove_node(pos)
minetest.check_for_falling(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" then
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,
-- countdown timer
on_construct = function(pos)
minetest.sound_play("tnt_gunpowder_burning", {pos = pos, gain = 2})
minetest.get_node_timer(pos):start(1)
minetest.get_node_timer(pos):start(3)
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,
minetest.register_node("tnt:instaboom", {
drawtype = "airlike",
light_source = 14,
walkable = false,
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,
tnt.boom(pos, {
radius = 12,
damage_radius = 0,
disable_drops = true,
ignore_on_blast = true,
explode_center = true,
})
end
tnt.register_tnt({
name = "tnt:tnt",
description = "TNT",
radius = radius,
end,
})

60
license.txt Normal file
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License of source code
----------------------
The MIT License (MIT)
Copyright (C) 2014-2016 PilzAdam
Copyright (C) 2014-2016 ShadowNinja
Copyright (C) 2016 sofar (sofar@foo-projects.org)
Copyright (C) 2014-2016 Various Minetest developers and contributors
Copyright (C) 2022 BRN Systems
Permission is hereby granted, free of charge, to any person obtaining a copy of this
software and associated documentation files (the "Software"), to deal in the Software
without restriction, including without limitation the rights to use, copy, modify, merge,
publish, distribute, sublicense, and/or sell copies of the Software, and to permit
persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or
substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR
PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE
FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
For more details:
https://opensource.org/licenses/MIT
CC0 1.0 Universal (CC0 1.0) Public Domain Dedication
for audio files (found in sounds folder)
TumeniNodes
steveygos93
theneedle.tv
frankelmedico
No Copyright
The person who associated a work with this deed has dedicated the work to the public domain
by waiving all of his or her rights to the work worldwide under copyright law, including all
related and neighboring rights, to the extent allowed by law.
You can copy, modify, distribute and perform the work, even for commercial purposes, all
without asking permission. See Other Information below.
In no way are the patent or trademark rights of any person affected by CC0, nor are the
rights that other persons may have in the work or in how the work is used, such as publicity
or privacy rights.
Unless expressly stated otherwise, the person who associated a work with this deed makes no
warranties about the work, and disclaims liability for all uses of the work, to the fullest
extent permitted by applicable law.
When using or citing the work, you should not imply endorsement by the author or the affirmer.
This license is acceptable for Free Cultural Works.
For more Information:
https://creativecommons.org/publicdomain/zero/1.0/

3
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name = tnt
description = Minetest Game mod: tnt
optional_depends = fire

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