player_api/mods/tnt/init.lua
Auke Kok eafd1ebc43 TNT particles: use drops list smartly
The drops list already has quantities, so let's just select the one
with the highest quantity from it, and use that as tile. Fallback
tile will therefore only be used if explosion happens in air. Oh well.
2016-04-16 19:27:16 +01:00

472 lines
12 KiB
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()
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 = item:get_count()
while count > 0 do
local take = math.min(math.random(2,5),
item:get_count(),
item:get_stack_max())
rand_pos(pos, drop_pos, radius)
local obj = minetest.add_item(drop_pos, item:get_name() .. " " .. take)
if obj then
obj:get_luaentity().collect = true
obj:setacceleration({x = 0, y = -10, z = 0})
obj:setvelocity({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 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, 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 def = cid_data[cid]
if not ignore_on_blast and def and def.on_blast then
on_blast_queue[#on_blast_queue + 1] = {pos = vector.new(npos), on_blast = def.on_blast}
return cid
end
if not def then
return c_air
elseif def.flammable then
return c_fire
else
local node_drops = minetest.get_node_drops(def.name, "")
for _, item in ipairs(node_drops) do
add_drop(drops, item)
end
return c_air
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)
local objs = minetest.get_objects_inside_radius(pos, radius)
for _, obj in pairs(objs) do
local obj_pos = obj:getpos()
local obj_vel = obj:getvelocity()
local dist = math.max(1, vector.distance(pos, obj_pos))
if obj_vel ~= nil then
obj:setvelocity(calc_velocity(pos, obj_pos,
obj_vel, radius * 10))
end
local damage = (4 / dist) * radius
obj:set_hp(obj:get_hp() - damage)
end
end
local function add_effects(pos, radius, drops)
minetest.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 = "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
texture = minetest.registered_nodes[name].tiles[1]
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 = 2,
maxsize = 6,
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.sound_play("tnt_gunpowder_burning", {pos = pos, gain = 2})
minetest.set_node(pos, {name = "tnt:gunpowder_burning"})
minetest.get_node_timer(pos):start(1)
end
end
local function tnt_explode(pos, radius, ignore_protection, ignore_on_blast)
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 on_blast_queue = {}
local c_air = minetest.get_content_id("air")
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)
for x = -radius, radius do
if (x * x) + (y * y) + (z * z) <=
(radius * radius) + pr:next(-radius, radius) 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, ignore_protection,
ignore_on_blast)
end
end
vi = vi + 1
end
end
end
vm:set_data(data)
vm:write_to_map()
vm:update_map()
vm:update_liquids()
for _, data in ipairs(on_blast_queue) do
local dist = math.max(1, vector.distance(data.pos, pos))
local intensity = 1 / (dist * dist)
local node_drops = data.on_blast(data.pos, intensity)
if node_drops then
for _, item in ipairs(node_drops) do
add_drop(drops, item)
end
end
end
return drops
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"})
minetest.get_node_timer(pos):start(0.5)
local drops = tnt_explode(pos, def.radius, def.ignore_protection,
def.ignore_on_blast)
entity_physics(pos, def.damage_radius)
if not def.disable_drops then
eject_drops(drops, pos, def.radius)
end
add_effects(pos, def.radius, drops)
end
minetest.register_node("tnt:boom", {
drawtype = "plantlike",
tiles = {"tnt_boom.png"},
light_source = default.LIGHT_MAX,
walkable = false,
drop = "",
groups = {dig_immediate = 3},
on_timer = function(pos, elapsed)
minetest.remove_node(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,
})
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.sound_play("tnt_ignite", {pos = pos})
minetest.set_node(pos, {name = name .. "_burning"})
minetest.get_node_timer(pos):start(4)
end
end,
on_blast = function(pos, intensity)
tnt.burn(pos)
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,
drop = "",
sounds = default.node_sound_wood_defaults(),
on_timer = function(pos, elapsed)
tnt.boom(pos, def)
end,
-- unaffected by explosions
on_blast = function() end,
})
end
tnt.register_tnt({
name = "tnt:tnt",
description = "TNT",
radius = radius,
})