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https://git.minetest.land/MineClone2/MineClone2.git
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Add entity damage and player knockback
Could not find a way to add knockback to entities. After adding a velocity to them they will just slide around indefinitely. Because of this, knockback is only enabled on players for now.
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@ -24,16 +24,21 @@ local sphere_shapes = {}
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-- Saved node definitions in table using cid-keys for faster look-up.
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local node_br = {}
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local node_on_blast = {}
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local AIR_CID = minetest.get_content_id('air')
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-- The step length for the rays (Minecraft uses 0.3)
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local STEP_LENGTH = 0.3
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-- How many rays to compute entity exposure to explosion
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local N_EXPOSURE_RAYS = 16
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minetest.after(0, function()
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-- Store blast resistance values by content ids to improve performance.
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for name, def in pairs(minetest.registered_nodes) do
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node_br[minetest.get_content_id(name)] = def._mcl_blast_resistance or 0
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node_on_blast[minetest.get_content_id(name)] = def.on_blast
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end
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end)
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@ -203,7 +208,7 @@ local function trace_explode(pos, strength, raydirs, radius, drop_chance)
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local data = vm:get_data()
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local destroy = {}
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-- Trace rays
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-- Trace rays for environment destruction
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for i = 1, #raydirs do
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local rpos_x = pos.x
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local rpos_y = pos.y
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@ -237,23 +242,126 @@ local function trace_explode(pos, strength, raydirs, radius, drop_chance)
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end
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if cid ~= AIR_CID then
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destroy[hash] = idx
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destroy[hash] = idx
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end
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end
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end
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-- Entities in radius of explosion
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local punch_radius = 2 * strength
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local objs = minetest.get_objects_inside_radius(pos, punch_radius)
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-- Trace rays for entity damage
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for _, obj in pairs(objs) do
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-- Object position and direction to explosion center
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local opos = obj:get_pos()
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if obj:get_luaentity() ~= nil or obj:is_player() then
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local collisionbox = nil
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if obj:is_player() then
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collisionbox = { -0.3, 0.0, -0.3, 0.3, 1.77, 0.3 }
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elseif obj:get_luaentity().name then
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local def = minetest.registered_entities[obj:get_luaentity().name]
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collisionbox = def.collisionbox
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end
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if collisionbox then
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-- Create rays from random points in the collision box
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local x1 = collisionbox[1] * 2
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local y1 = collisionbox[2] * 2
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local z1 = collisionbox[3] * 2
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local x2 = collisionbox[4] * 2
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local y2 = collisionbox[5] * 2
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local z2 = collisionbox[6] * 2
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local x_len = math.abs(x2 - x1)
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local y_len = math.abs(y2 - y1)
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local z_len = math.abs(z2 - z1)
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-- Move object position to the center of its bounding box
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opos.x = opos.x + x1 + x2
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opos.y = opos.y + y1 + y2
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opos.z = opos.z + z1 + z2
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-- Count number of rays from collision box which are unobstructed
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local count = N_EXPOSURE_RAYS
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for i = 1, N_EXPOSURE_RAYS do
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local rpos_x = opos.x + math.random() * x_len - x_len / 2
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local rpos_y = opos.y + math.random() * y_len - y_len / 2
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local rpos_z = opos.z + math.random() * z_len - z_len / 2
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local rdir_x = pos.x - rpos_x
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local rdir_y = pos.y - rpos_y
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local rdir_z = pos.z - rpos_z
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local rdir_len = math.hypot(rdir_x, math.hypot(rdir_y, rdir_z))
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rdir_x = rdir_x / rdir_len
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rdir_y = rdir_y / rdir_len
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rdir_z = rdir_z / rdir_len
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for i=0, rdir_len / STEP_LENGTH do
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rpos_x = rpos_x + rdir_x * STEP_LENGTH
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rpos_y = rpos_y + rdir_y * STEP_LENGTH
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rpos_z = rpos_z + rdir_z * STEP_LENGTH
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local npos_x = math.floor(rpos_x + 0.5)
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local npos_y = math.floor(rpos_y + 0.5)
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local npos_z = math.floor(rpos_z + 0.5)
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local idx = (npos_z - emin_z) * zstride + (npos_y - emin_y) * ystride +
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npos_x - emin_x + 1
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local cid = data[idx]
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local br = node_br[cid]
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if br ~= 0 then
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count = count - 1
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break
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end
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end
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end
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-- Punch entity with damage depending on explosion exposure and
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-- distance to explosion
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local exposure = count / N_EXPOSURE_RAYS
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local punch_vec = vector.subtract(pos, opos)
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local punch_dir = vector.normalize(punch_vec)
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local impact = (1 - vector.length(punch_vec) / punch_radius) * exposure
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if impact < 0 then
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impact = 0
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end
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local damage = math.floor((impact * impact + impact) * 7 * strength + 1)
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obj:punch(obj, nil, { damage_groups = { fleshy = damage } }, punch_dir)
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if obj:is_player() then
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obj:add_player_velocity(vector.multiply(punch_dir, -exposure * 20))
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end
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end
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end
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end
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-- Remove destroyed blocks and drop items
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for hash, idx in pairs(destroy) do
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if math.random() <= drop_chance then
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local name = minetest.get_name_from_content_id(data[idx])
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local drop = minetest.get_node_drops(name, "")
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for _, item in ipairs(drop) do
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if type(item) == "string" then
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minetest.add_item(get_position_from_hash(hash), item)
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end
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local do_drop = math.random() <= drop_chance
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local on_blast = node_on_blast[data[idx]]
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local remove = true
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if do_drop or on_blast ~= nil then
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local npos = get_position_from_hash(hash)
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if on_blast ~= nil then
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remove = on_blast(npos, 1.0)
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else
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local name = minetest.get_name_from_content_id(data[idx])
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local drop = minetest.get_node_drops(name, "")
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for _, item in ipairs(drop) do
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if type(item) == "string" then
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minetest.add_item(npos, item)
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end
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end
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end
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end
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data[idx] = AIR_CID
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if remove then
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data[idx] = AIR_CID
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end
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end
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-- Log explosion
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@ -103,6 +103,11 @@ minetest.register_node("mcl_tnt:tnt", {
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_doc_items_usagehelp = S("Place the TNT and ignite it with one of the methods above. Quickly get in safe distance. The TNT will start to be affected by gravity and explodes in 4 seconds."),
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groups = { dig_immediate = 3, tnt = 1, enderman_takable=1 },
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mesecons = tnt_mesecons,
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on_blast = function(pos)
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minetest.chat_send_all("on_blast " .. minetest.pos_to_string(pos))
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spawn_tnt(pos, "mcl_tnt:tnt")
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return true
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end,
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_on_ignite = function(player, pointed_thing)
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tnt.ignite(pointed_thing.under)
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return true
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