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https://github.com/minetest-mods/technic.git
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Add trace_node_ray_fat and use it for mining lasers
This function includes more nodes, so laser tunnels aren't always only one node wide.
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@ -110,3 +110,82 @@ function technic.trace_node_ray(pos, dir, range)
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end, vector.round(pos)
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end, vector.round(pos)
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end
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end
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--- Like trace_node_ray, but includes extra positions close to the ray.
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function technic.trace_node_ray_fat(pos, dir, range)
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local x_step = dir.x > 0 and 1 or -1
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local y_step = dir.y > 0 and 1 or -1
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local z_step = dir.z > 0 and 1 or -1
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local next_poses = {}
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local i = 1
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return function(p)
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local ni, np = next(next_poses)
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if np then
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next_poses[ni] = nil
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return np
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end
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-- Approximation of where we should be if we weren't rounding
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-- to nodes. This moves forward a bit faster then we do.
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-- A correction is done below.
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local real_x = pos.x + (dir.x * i)
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local real_y = pos.y + (dir.y * i)
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local real_z = pos.z + (dir.z * i)
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-- How far off we've gotten from where we should be.
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local dx = math.abs(real_x - p.x)
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local dy = math.abs(real_y - p.y)
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local dz = math.abs(real_z - p.z)
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-- If the real position moves ahead too fast, stop it so we
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-- can catch up. If it gets too far ahead it will smooth
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-- out our movement too much and we won't turn fast enough.
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if dx + dy + dz < 2 then
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i = i + 1
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end
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-- Step in whichever direction we're most off course in.
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local sx, sy, sz -- Whether we've already stepped along each axis
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if dx > dy then
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if dx > dz then
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sx = true
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p.x = p.x + x_step
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else
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sz = true
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p.z = p.z + z_step
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end
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elseif dy > dz then
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sy = true
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p.y = p.y + y_step
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else
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sz = true
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p.z = p.z + z_step
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end
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if vector.distance(pos, p) > range then
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return nil
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end
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-- Add other positions that we're significantly off on.
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-- We can just use fixed integer keys here because the
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-- table will be completely cleared before we reach this
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-- code block again.
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local dlen = math.sqrt(dx*dx + dy*dy + dz*dz)
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-- Normalized axis deltas
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local dxn, dyn, dzn = dx / dlen, dy / dlen, dz / dlen
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if not sx and dxn > 0.5 then
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next_poses[1] = vector.new(p.x + x_step, p.y, p.z)
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end
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if not sy and dyn > 0.5 then
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next_poses[2] = vector.new(p.x, p.y + y_step, p.z)
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end
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if not sz and dzn > 0.5 then
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next_poses[3] = vector.new(p.x, p.y, p.z + z_step)
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end
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return p
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end, vector.round(pos)
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end
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@ -71,7 +71,7 @@ local function laser_shoot(player, range, particle_texture, sound)
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texture = particle_texture .. "^[transform" .. math.random(0, 7),
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texture = particle_texture .. "^[transform" .. math.random(0, 7),
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})
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})
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minetest.sound_play(sound, {pos = player_pos, max_hear_distance = range})
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minetest.sound_play(sound, {pos = player_pos, max_hear_distance = range})
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for pos in technic.trace_node_ray(start_pos, dir, range) do
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for pos in technic.trace_node_ray_fat(start_pos, dir, range) do
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if minetest.is_protected(pos, player_name) then
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if minetest.is_protected(pos, player_name) then
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minetest.record_protection_violation(pos, player_name)
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minetest.record_protection_violation(pos, player_name)
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break
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break
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