--[[ From TNT 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 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. 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For example, other rights such as publicity, privacy, or moral rights may limit how you use the material. For more details: http://creativecommons.org/licenses/by-sa/3.0/ ==================================================== 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. 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For more Information: https://creativecommons.org/publicdomain/zero/1.0/ ]] local cid_data = {} local radius = tonumber(core.settings: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 is_protected(pos, name) return core.is_protected(pos, name) end if core.global_exists("simple_protection") and simple_protection.can_access then is_protected = function(pos, name) local s_protect_name = name -- simple_protection ignores names with empty strings if s_protect_name == "" then s_protect_name = " " end return core.is_protected(pos, name) or not simple_protection.can_access(pos, s_protect_name) end end local function destroy(drops, pos, cid) if 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) if not pos then return end local radius = radius if large then radius = large_radius end if sounds then sounds.explosion(1, {pos=pos, gain=sneeker.boom_gain, max_hear_distance=2*64}) end 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) core.remove_node(pos) end