tnt = {} -- Default to enabled when in singleplayer local enable_tnt = minetest.setting_getbool("enable_tnt") if enable_tnt == nil then enable_tnt = minetest.is_singleplayer() end -- loss probabilities array (one in X will be lost) local loss_prob = {} loss_prob["default:cobble"] = 3 loss_prob["default:dirt"] = 4 local tnt_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 = 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: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 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 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:getpos() local dist = math.max(1, vector.distance(pos, obj_pos)) local damage = (4 / dist) * radius if obj:is_player() then -- currently the engine has no method to set -- player velocity. See #2960 -- instead, we knock the player back 1.0 node, and slightly upwards local dir = vector.normalize(vector.subtract(obj_pos, pos)) local moveoff = vector.multiply(dir, dist + 1.0) local newpos = vector.add(pos, moveoff) newpos = vector.add(newpos, {x = 0, y = 0.2, z = 0}) obj:setpos(newpos) obj:set_hp(obj:get_hp() - damage) else local do_damage = true local do_knockback = true local entity_drops = {} local luaobj = obj:get_luaentity() 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:getvelocity() obj:setvelocity(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 local function add_effects(pos, radius, drops) minetest.add_particle({ pos = pos, velocity = vector.new(), acceleration = vector.new(), expirationtime = 0.4, size = radius * 10, collisiondetection = false, vertical = false, texture = "tnt_boom.png", }) minetest.add_particlespawner({ amount = 64, time = 0.5, minpos = vector.subtract(pos, radius / 2), maxpos = vector.add(pos, radius / 2), minvel = {x = -10, y = -10, z = -10}, maxvel = {x = 10, y = 10, z = 10}, minacc = vector.new(), maxacc = vector.new(), minexptime = 1, maxexptime = 2.5, minsize = radius * 3, maxsize = radius * 5, 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 local def = minetest.registered_nodes[name] if def and def.tiles and def.tiles[1] then texture = def.tiles[1] end 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 = radius * 0.66, maxsize = radius * 2, texture = texture, collisiondetection = true, }) end function tnt.burn(pos, nodename) local name = nodename or 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.set_node(pos, {name = "tnt:gunpowder_burning"}) end end local function tnt_explode(pos, radius, ignore_protection, ignore_on_blast) pos = vector.round(pos) -- 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 = minetest.get_content_id("tnt:tnt") local c_tnt_burning = minetest.get_content_id("tnt:tnt_burning") local c_tnt_boom = minetest.get_content_id("tnt:boom") local c_air = minetest.get_content_id("air") 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 or cid == c_tnt_burning 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 * math.pow(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 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 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, 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() -- call nodeupdate 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 nodeupdate_single(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 return drops, radius 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"}) local drops, radius = tnt_explode(pos, def.radius, def.ignore_protection, def.ignore_on_blast) -- append entity drops local damage_radius = (radius / def.radius) * def.damage_radius entity_physics(pos, damage_radius, drops) if not def.disable_drops then eject_drops(drops, pos, radius) end add_effects(pos, radius, drops) end minetest.register_node("tnt:boom", { drawtype = "airlike", light_source = default.LIGHT_MAX, walkable = false, drop = "", groups = {dig_immediate = 3}, on_construct = function(pos) minetest.get_node_timer(pos):start(0.4) end, 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, flammable = 5, 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 minetest.set_node(pos, {name = "tnt:gunpowder_burning"}) end end, on_blast = function(pos, intensity) minetest.set_node(pos, {name = "tnt:gunpowder_burning"}) end, on_burn = function(pos) minetest.set_node(pos, {name = "tnt:gunpowder_burning"}) 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, on_construct = function(pos) minetest.sound_play("tnt_gunpowder_burning", {pos = pos, gain = 2}) minetest.get_node_timer(pos):start(1) end, }) minetest.register_craft({ output = "tnt:gunpowder", type = "shapeless", recipe = {"default:coal_lump", "default:gravel"} }) if enable_tnt then minetest.register_craft({ output = "tnt:tnt", recipe = { {"", "group:wood", ""}, {"group:wood", "tnt:gunpowder", "group:wood"}, {"", "group:wood", ""} } }) minetest.register_abm({ label = "TNT ignition", nodenames = {"group:tnt", "tnt:gunpowder"}, neighbors = {"fire:basic_flame", "default:lava_source", "default:lava_flowing"}, interval = 4, chance = 1, action = function(pos, node) tnt.burn(pos, node.name) end, }) end 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 if enable_tnt then 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, flammable = 5}, sounds = default.node_sound_wood_defaults(), on_punch = function(pos, node, puncher) if puncher:get_wielded_item():get_name() == "default:torch" then minetest.set_node(pos, {name = name .. "_burning"}) end end, on_blast = function(pos, intensity) minetest.after(0.1, function() tnt.boom(pos, def) end) end, mesecons = {effector = {action_on = function(pos) tnt.boom(pos, def) end } }, on_burn = function(pos) minetest.set_node(pos, {name = name .. "_burning"}) end }) 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(), groups = {falling_node = 1}, on_timer = function(pos, elapsed) tnt.boom(pos, def) end, -- unaffected by explosions on_blast = function() end, on_construct = function(pos) minetest.sound_play("tnt_ignite", {pos = pos}) minetest.get_node_timer(pos):start(4) nodeupdate(pos) end, }) end tnt.register_tnt({ name = "tnt:tnt", description = "TNT", radius = tnt_radius, })