-- tnt/init.lua tnt = {} -- Fill a list with data for content IDs, after all nodes are registered local cid_data = {} minetest.register_on_mods_loaded(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 = math.min(item:get_count(), item:get_stack_max()) 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: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 count = count - take end end end local function add_drop(drops, item) item = ItemStack(item) local name = item:get_name() if math.random(1, 4) > 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 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 } 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 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 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:get_pos() local dist = math.max(1, vector.distance(pos, obj_pos)) local damage = (4 / dist) * radius if obj:is_player() then local dir = vector.normalize(vector.subtract(obj_pos, pos)) 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 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:get_velocity() obj:set_velocity(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 pairs(entity_drops) do add_drop(drops, item) end end end end end 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) 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 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 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 * count^1/3) -- perform the explosion local vm = VoxelManip() local pr = PseudoRandom(os.time()) 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 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, on_construct_queue, ignore_on_blast, owner) end end vi = vi + 1 end end end vm:set_data(data) vm:write_to_map() vm:update_map() vm:update_liquids() -- 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 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 minetest.check_single_for_falling(s) end end end end 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 = queued_data.on_blast(queued_data.pos, intensity) if node_drops then 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) 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 / 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 minetest.log("action", "A TNT explosion occurred at " .. minetest.pos_to_string(pos) .. " with radius " .. radius) end minetest.register_node("tnt:boom_center", { drawtype = "airlike", light_source = 14, walkable = false, drop = "", groups = {dig_immediate = 3}, -- 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, -- countdown timer on_construct = function(pos) minetest.get_node_timer(pos):start(3) end, }) minetest.register_node("tnt:instaboom", { drawtype = "airlike", light_source = 14, walkable = false, drop = "", on_construct = function(pos) tnt.boom(pos, { radius = 12, damage_radius = 0, disable_drops = true, ignore_on_blast = true, explode_center = true, }) end, })