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TheDarkProject/mods/ITEMS/mcl_tnt/init.lua

276 lines
8.8 KiB
Lua

local S = minetest.get_translator("mcl_tnt")
local mod_death_messages = minetest.get_modpath("mcl_death_messages")
local function spawn_tnt(pos, entname)
minetest.sound_play("tnt_ignite", {pos = pos,gain = 1.0,max_hear_distance = 15,})
local tnt = minetest.add_entity(pos, entname)
tnt:set_armor_groups({immortal=1})
return tnt
end
local function activate_if_tnt(nname, np, tnt_np, tntr)
if nname == "mcl_tnt:tnt" then
local e = spawn_tnt(np, nname)
e:set_velocity({x=(np.x - tnt_np.x)*5+(tntr / 4), y=(np.y - tnt_np.y)*5+(tntr / 3), z=(np.z - tnt_np.z)*5+(tntr / 4)})
end
end
local function do_tnt_physics(tnt_np,tntr)
local objs = minetest.get_objects_inside_radius(tnt_np, tntr)
for k, obj in pairs(objs) do
local ent = obj:get_luaentity()
local v = obj:get_velocity()
local p = obj:get_pos()
if ent and ent.name == "mcl_tnt:tnt" then
obj:set_velocity({x=(p.x - tnt_np.x) + (tntr / 2) + v.x, y=(p.y - tnt_np.y) + tntr + v.y, z=(p.z - tnt_np.z) + (tntr / 2) + v.z})
else
if v ~= nil then
obj:set_velocity({x=(p.x - tnt_np.x) + (tntr / 4) + v.x, y=(p.y - tnt_np.y) + (tntr / 2) + v.y, z=(p.z - tnt_np.z) + (tntr / 4) + v.z})
else
local dist = math.max(1, vector.distance(tnt_np, p))
local damage = (4 / dist) * tntr
if obj:is_player() == true then
if mod_death_messages then
mcl_death_messages.player_damage(obj, S("@1 was caught in an explosion.", obj:get_player_name()))
end
end
obj:set_hp(obj:get_hp() - damage)
end
end
end
end
tnt = {}
tnt.ignite = function(pos)
minetest.remove_node(pos)
spawn_tnt(pos, "mcl_tnt:tnt")
core.check_for_falling(pos)
end
-- Add smoke particle of entity at pos.
-- Intended to be called every step
tnt.smoke_step = function(pos)
minetest.add_particle({
pos = {x=pos.x,y=pos.y+0.5,z=pos.z},
velocity = vector.new(math.random() * 0.2 - 0.1, 1.0 + math.random(), math.random() * 0.2 - 0.1),
acceleration = vector.new(0, -0.1, 0),
expirationtime = 0.15 + math.random() * 0.25,
size = 1.0 + math.random(),
collisiondetection = false,
texture = "tnt_smoke.png"
})
end
tnt.BOOMTIMER = 4
tnt.BLINKTIMER = 0.25
local TNT_RANGE = 3
local sounds
if minetest.get_modpath("mcl_sounds") then
sounds = mcl_sounds.node_sound_wood_defaults()
end
local tnt_mesecons
if minetest.get_modpath("mesecons") then
tnt_mesecons = {effector = {
action_on = tnt.ignite,
rules = mesecon.rules.alldirs,
}}
end
minetest.register_node("mcl_tnt:tnt", {
tiles = {"default_tnt_top.png", "default_tnt_bottom.png",
"default_tnt_side.png", "default_tnt_side.png",
"default_tnt_side.png", "default_tnt_side.png"},
is_ground_content = false,
stack_max = 64,
description = S("TNT"),
paramtype = "light",
sunlight_propagates = true,
_doc_items_longdesc = S("An explosive device. When it explodes, it will hurt living beings and destroy blocks around it. TNT has an explosion radius of @1. With a small chance, blocks may drop as an item (as if being mined) rather than being destroyed. TNT can be ignited by tools, explosions, fire, lava and redstone signals.", TNT_RANGE),
_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."),
groups = { dig_immediate = 3, tnt = 1, enderman_takable=1 },
mesecons = tnt_mesecons,
_on_ignite = function(player, pointed_thing)
tnt.ignite(pointed_thing.under)
return true
end,
_on_dispense = function(stack, pos, droppos, dropnode, dropdir)
-- Place and ignite TNT
if minetest.registered_nodes[dropnode.name].buildable_to then
minetest.set_node(droppos, {name = stack:get_name()})
tnt.ignite(droppos)
end
end,
sounds = sounds,
})
local TNT = {
-- Static definition
physical = true, -- Collides with things
--weight = -100,
collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
visual = "cube",
textures = {"default_tnt_top.png", "default_tnt_bottom.png",
"default_tnt_side.png", "default_tnt_side.png",
"default_tnt_side.png", "default_tnt_side.png"},
-- Initial value for our timer
timer = 0,
blinktimer = 0,
blinkstatus = true,}
function TNT:on_activate(staticdata)
local phi = math.random(0, 65535) / 65535 * 2*math.pi
local hdir_x = math.cos(phi) * 0.02
local hdir_z = math.sin(phi) * 0.02
self.object:set_velocity({x=hdir_x, y=2, z=hdir_z})
self.object:set_acceleration({x=0, y=-10, z=0})
self.object:set_texture_mod("^mcl_tnt_blink.png")
end
local function add_effects(pos, radius, drops)
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 * 1,
maxsize = radius * 3,
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_smoke.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 = 32,
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},
minexptime = 0.8,
maxexptime = 2.0,
minsize = radius * 0.66,
maxsize = radius * 2,
texture = texture,
collisiondetection = true,
})
end
function TNT:on_step(dtime)
local pos = self.object:get_pos()
tnt.smoke_step(pos)
self.timer = self.timer + dtime
self.blinktimer = self.blinktimer + dtime
if self.blinktimer > tnt.BLINKTIMER then
self.blinktimer = self.blinktimer - tnt.BLINKTIMER
if self.blinkstatus then
self.object:set_texture_mod("")
else
self.object:set_texture_mod("^mcl_tnt_blink.png")
end
self.blinkstatus = not self.blinkstatus
end
if self.timer > tnt.BOOMTIMER then
tnt.boom(self.object:get_pos())
self.object:remove()
end
end
tnt.boom = function(pos, info)
if not info then info = {} end
local range = info.radius or TNT_RANGE
local damage_range = info.damage_radius or TNT_RANGE
pos.x = math.floor(pos.x+0.5)
pos.y = math.floor(pos.y+0.5)
pos.z = math.floor(pos.z+0.5)
do_tnt_physics(pos, range)
local meta = minetest.get_meta(pos)
local sound
if not info.sound then
sound = "tnt_explode"
else
sound = info.sound
end
minetest.sound_play(sound, {pos = pos,gain = 1.0,max_hear_distance = 16,})
local node = minetest.get_node(pos)
if minetest.get_item_group("water") == 1 or minetest.get_item_group("lava") == 1 then
-- Cancel the Explosion
return
end
for x=-range,range do
for y=-range,range do
for z=-range,range do
if x*x+y*y+z*z <= range * range + range then
local np={x=pos.x+x,y=pos.y+y,z=pos.z+z}
local n = minetest.get_node(np)
local def = minetest.registered_nodes[n.name]
-- Simple blast resistance check (for now). This keeps the important blocks like bedrock, command block, etc. intact.
-- TODO: Implement the real blast resistance algorithm
if def and n.name ~= "air" and n.name ~= "ignore" and (def._mcl_blast_resistance == nil or def._mcl_blast_resistance < 1000) then
activate_if_tnt(n.name, np, pos, 3)
-- Custom blast function defined by node.
-- Node removal and drops must be handled manually.
if def.on_blast then
def.on_blast(np, 1.0)
-- Default destruction handling: Remove nodes, drop items
else
minetest.remove_node(np)
core.check_for_falling(np)
if n.name ~= "mcl_tnt:tnt" and math.random() > 0.9 then
local drop = minetest.get_node_drops(n.name, "")
for _,item in ipairs(drop) do
if type(item) == "string" then
if math.random(1,100) > 40 then
local obj = minetest.add_item(np, item)
end
end
end
end
end
end
end
end
end
add_effects(pos, range, {})
end
end
minetest.register_entity("mcl_tnt:tnt", TNT)
if minetest.get_modpath("mcl_mobitems") then
minetest.register_craft({
output = "mcl_tnt:tnt",
recipe = {
{'mcl_mobitems:gunpowder','group:sand','mcl_mobitems:gunpowder'},
{'group:sand','mcl_mobitems:gunpowder','group:sand'},
{'mcl_mobitems:gunpowder','group:sand','mcl_mobitems:gunpowder'}
}
})
end
if minetest.get_modpath("doc_identifier") then
doc.sub.identifier.register_object("mcl_tnt:tnt", "nodes", "mcl_tnt:tnt")
end