Fix indents in mcl_explosions
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parent
679e2b1b70
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@ -1,19 +1,13 @@
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--[[ .__ .__
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____ ___ _________ | | ____ _____|__| ____ ____ ______
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_/ __ \\ \/ /\____ \| | / _ \/ ___/ |/ _ \ / \ / ___/
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\ ___/ > < | |_> > |_( <_> )___ \| ( <_> ) | \\___ \
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\___ >__/\_ \| __/|____/\____/____ >__|\____/|___| /____ >
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\/ \/|__| \/ \/ \/
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--[[
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Explosion API mod for Minetest (adapted to MineClone 2)
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Explosion API mod for Minetest (adapted to MineClone 2)
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This mod is based on the Minetest explosion API mod, but has been changed
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to have the same explosion mechanics as Minecraft and work with MineClone.
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The computation-intensive parts of the mod has been optimized to allow for
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larger explosions and faster world updating.
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This mod is based on the Minetest explosion API mod, but has been changed
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to have the same explosion mechanics as Minecraft and work with MineClone.
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The computation-intensive parts of the mod has been optimized to allow for
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larger explosions and faster world updating.
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This mod was created by Elias Astrom <ryvnf@riseup.net> and is released
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under the LGPLv2.1 license.
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This mod was created by Elias Astrom <ryvnf@riseup.net> and is released
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under the LGPLv2.1 license.
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--]]
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@ -36,348 +30,348 @@ local STEP_LENGTH = 0.3
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local N_EXPOSURE_RAYS = 16
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minetest.register_on_mods_loaded(function()
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-- Store blast resistance values by content ids to improve performance.
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for name, def in pairs(minetest.registered_nodes) do
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node_blastres[minetest.get_content_id(name)] = def._mcl_blast_resistance or 0
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node_on_blast[minetest.get_content_id(name)] = def.on_blast
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node_walkable[minetest.get_content_id(name)] = def.walkable
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end
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-- Store blast resistance values by content ids to improve performance.
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for name, def in pairs(minetest.registered_nodes) do
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node_blastres[minetest.get_content_id(name)] = def._mcl_blast_resistance or 0
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node_on_blast[minetest.get_content_id(name)] = def.on_blast
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node_walkable[minetest.get_content_id(name)] = def.walkable
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end
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end)
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-- Compute the rays which make up a sphere with radius. Returns a list of rays
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-- which can be used to trace explosions. This function is not efficient
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-- Compute the rays which make up a sphere with radius. Returns a list of rays
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-- which can be used to trace explosions. This function is not efficient
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-- (especially for larger radiuses), so the generated rays for various radiuses
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-- should be cached and reused.
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--
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-- Should be possible to improve by using a midpoint circle algorithm multiple
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-- times to create the sphere, currently uses more of a brute-force approach.
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local function compute_sphere_rays(radius)
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local rays = {}
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local sphere = {}
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local rays = {}
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local sphere = {}
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for i=1, 2 do
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for y = -radius, radius do
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for z = -radius, radius do
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for x = -radius, 0, 1 do
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local d = x * x + y * y + z * z
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if d <= radius * radius then
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local pos = { x = x, y = y, z = z }
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sphere[minetest.hash_node_position(pos)] = pos
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break
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end
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end
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end
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end
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end
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for i=1, 2 do
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for y = -radius, radius do
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for z = -radius, radius do
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for x = -radius, 0, 1 do
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local d = x * x + y * y + z * z
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if d <= radius * radius then
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local pos = { x = x, y = y, z = z }
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sphere[minetest.hash_node_position(pos)] = pos
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break
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end
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end
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end
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end
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end
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for i=1,2 do
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for x = -radius, radius do
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for z = -radius, radius do
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for y = -radius, 0, 1 do
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local d = x * x + y * y + z * z
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if d <= radius * radius then
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local pos = { x = x, y = y, z = z }
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sphere[minetest.hash_node_position(pos)] = pos
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break
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end
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end
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end
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end
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end
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for i=1,2 do
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for x = -radius, radius do
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for z = -radius, radius do
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for y = -radius, 0, 1 do
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local d = x * x + y * y + z * z
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if d <= radius * radius then
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local pos = { x = x, y = y, z = z }
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sphere[minetest.hash_node_position(pos)] = pos
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break
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end
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end
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end
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end
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end
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for i=1,2 do
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for x = -radius, radius do
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for y = -radius, radius do
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for z = -radius, 0, 1 do
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local d = x * x + y * y + z * z
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if d <= radius * radius then
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local pos = { x = x, y = y, z = z }
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sphere[minetest.hash_node_position(pos)] = pos
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break
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end
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end
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end
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end
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end
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for i=1,2 do
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for x = -radius, radius do
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for y = -radius, radius do
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for z = -radius, 0, 1 do
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local d = x * x + y * y + z * z
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if d <= radius * radius then
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local pos = { x = x, y = y, z = z }
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sphere[minetest.hash_node_position(pos)] = pos
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break
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end
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end
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end
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end
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end
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for _, pos in pairs(sphere) do
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rays[#rays + 1] = vector.normalize(pos)
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end
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for _, pos in pairs(sphere) do
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rays[#rays + 1] = vector.normalize(pos)
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end
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return rays
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return rays
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end
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-- Add particles from explosion
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--
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-- Parameters:
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-- pos - The position of the explosion
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-- radius - The radius of the explosion
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-- pos - The position of the explosion
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-- radius - The radius of the explosion
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local function add_particles(pos, radius)
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minetest.add_particlespawner({
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amount = 64,
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time = 0.125,
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minpos = pos,
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maxpos = pos,
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minvel = {x = -radius, y = -radius, z = -radius},
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maxvel = {x = radius, y = radius, z = radius},
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minacc = vector.new(),
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maxacc = vector.new(),
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minexptime = 0.5,
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maxexptime = 1.0,
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minsize = radius * 0.5,
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maxsize = radius * 1.0,
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texture = "tnt_smoke.png",
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})
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minetest.add_particlespawner({
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amount = 64,
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time = 0.125,
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minpos = pos,
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maxpos = pos,
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minvel = {x = -radius, y = -radius, z = -radius},
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maxvel = {x = radius, y = radius, z = radius},
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minacc = vector.new(),
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maxacc = vector.new(),
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minexptime = 0.5,
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maxexptime = 1.0,
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minsize = radius * 0.5,
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maxsize = radius * 1.0,
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texture = "tnt_smoke.png",
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})
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end
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-- Get position from hash. This should be identical to
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-- Get position from hash. This should be identical to
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-- 'minetest.get_position_from_hash' but is used in case the hashing function
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-- would change.
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local function get_position_from_hash(hash)
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local pos = {}
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pos.x = (hash % 65536) - 32768
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hash = math.floor(hash / 65536)
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pos.y = (hash % 65536) - 32768
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hash = math.floor(hash / 65536)
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pos.z = (hash % 65536) - 32768
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return pos
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local pos = {}
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pos.x = (hash % 65536) - 32768
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hash = math.floor(hash / 65536)
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pos.y = (hash % 65536) - 32768
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hash = math.floor(hash / 65536)
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pos.z = (hash % 65536) - 32768
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return pos
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end
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-- Traces the rays of an explosion, and updates the environment.
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--
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-- Parameters:
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-- pos - Where the rays in the explosion should start from
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-- strength - The strength of each ray
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-- raydirs - The directions for each ray
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-- radius - The maximum distance each ray will go
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-- drop_chance - The chance that destroyed nodes will drop their items
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-- pos - Where the rays in the explosion should start from
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-- strength - The strength of each ray
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-- raydirs - The directions for each ray
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-- radius - The maximum distance each ray will go
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-- drop_chance - The chance that destroyed nodes will drop their items
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--
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-- Note that this function has been optimized, it contains code which has been
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-- inlined to avoid function calls and unnecessary table creation. This was
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-- inlined to avoid function calls and unnecessary table creation. This was
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-- measured to give a significant performance increase.
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local function trace_explode(pos, strength, raydirs, radius, drop_chance)
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local vm = minetest.get_voxel_manip()
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local vm = minetest.get_voxel_manip()
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local emin, emax = vm:read_from_map(vector.subtract(pos, radius),
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vector.add(pos, radius))
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local emin_x = emin.x
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local emin_y = emin.y
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local emin_z = emin.z
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local emin, emax = vm:read_from_map(vector.subtract(pos, radius),
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vector.add(pos, radius))
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local emin_x = emin.x
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local emin_y = emin.y
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local emin_z = emin.z
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local ystride = (emax.x - emin_x + 1)
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local zstride = ystride * (emax.y - emin_y + 1)
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local pos_x = pos.x
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local pos_y = pos.y
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local pos_z = pos.z
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local ystride = (emax.x - emin_x + 1)
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local zstride = ystride * (emax.y - emin_y + 1)
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local pos_x = pos.x
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local pos_y = pos.y
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local pos_z = pos.z
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local area = VoxelArea:new {
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MinEdge = emin,
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MaxEdge = emax
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}
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local data = vm:get_data()
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local destroy = {}
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local area = VoxelArea:new {
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MinEdge = emin,
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MaxEdge = emax
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}
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local data = vm:get_data()
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local destroy = {}
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-- Trace rays for environment destruction
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for i = 1, #raydirs do
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local rpos_x = pos.x
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local rpos_y = pos.y
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local rpos_z = pos.z
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local rdir_x = raydirs[i].x
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local rdir_y = raydirs[i].y
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local rdir_z = raydirs[i].z
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local rstr = (0.7 + math.random() * 0.6) * strength
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-- Trace rays for environment destruction
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for i = 1, #raydirs do
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local rpos_x = pos.x
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local rpos_y = pos.y
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local rpos_z = pos.z
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local rdir_x = raydirs[i].x
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local rdir_y = raydirs[i].y
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local rdir_z = raydirs[i].z
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local rstr = (0.7 + math.random() * 0.6) * strength
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for r = 0, math.ceil(radius * (1.0 / STEP_LENGTH)) do
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local npos_x = math.floor(rpos_x + 0.5)
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local npos_y = math.floor(rpos_y + 0.5)
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local npos_z = math.floor(rpos_z + 0.5)
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local idx = (npos_z - emin_z) * zstride + (npos_y - emin_y) * ystride +
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npos_x - emin_x + 1
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for r = 0, math.ceil(radius * (1.0 / STEP_LENGTH)) do
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local npos_x = math.floor(rpos_x + 0.5)
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local npos_y = math.floor(rpos_y + 0.5)
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local npos_z = math.floor(rpos_z + 0.5)
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local idx = (npos_z - emin_z) * zstride + (npos_y - emin_y) * ystride +
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npos_x - emin_x + 1
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local cid = data[idx]
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local br = node_blastres[cid]
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local hash = (npos_z + 32768) * 65536 * 65536 +
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(npos_y + 32768) * 65536 +
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npos_x + 32768
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local cid = data[idx]
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local br = node_blastres[cid]
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local hash = (npos_z + 32768) * 65536 * 65536 +
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(npos_y + 32768) * 65536 +
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npos_x + 32768
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rpos_x = rpos_x + STEP_LENGTH * rdir_x
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rpos_y = rpos_y + STEP_LENGTH * rdir_y
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rpos_z = rpos_z + STEP_LENGTH * rdir_z
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rpos_x = rpos_x + STEP_LENGTH * rdir_x
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rpos_y = rpos_y + STEP_LENGTH * rdir_y
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rpos_z = rpos_z + STEP_LENGTH * rdir_z
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rstr = rstr - 0.75 * STEP_LENGTH - (br + 0.3) * STEP_LENGTH
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rstr = rstr - 0.75 * STEP_LENGTH - (br + 0.3) * STEP_LENGTH
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if rstr <= 0 then
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break
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end
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if rstr <= 0 then
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break
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end
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if cid ~= minetest.CONTENT_AIR then
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destroy[hash] = idx
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end
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end
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end
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if cid ~= minetest.CONTENT_AIR then
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destroy[hash] = idx
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end
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end
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end
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-- Entities in radius of explosion
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local punch_radius = 2 * strength
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local objs = minetest.get_objects_inside_radius(pos, punch_radius)
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-- Entities in radius of explosion
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local punch_radius = 2 * strength
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local objs = minetest.get_objects_inside_radius(pos, punch_radius)
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-- Trace rays for entity damage
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for _, obj in pairs(objs) do
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local ent = obj:get_luaentity()
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-- Trace rays for entity damage
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for _, obj in pairs(objs) do
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local ent = obj:get_luaentity()
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-- Ignore items to lower lag
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if obj:is_player() or (ent and ent.name ~= '__builtin.item') then
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local opos = obj:get_pos()
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local collisionbox = nil
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-- Ignore items to lower lag
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if obj:is_player() or (ent and ent.name ~= '__builtin.item') then
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local opos = obj:get_pos()
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local collisionbox = nil
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if obj:is_player() then
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collisionbox = { -0.3, 0.0, -0.3, 0.3, 1.77, 0.3 }
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elseif ent.name then
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local def = minetest.registered_entities[ent.name]
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collisionbox = def.collisionbox
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end
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if obj:is_player() then
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collisionbox = { -0.3, 0.0, -0.3, 0.3, 1.77, 0.3 }
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elseif ent.name then
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local def = minetest.registered_entities[ent.name]
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collisionbox = def.collisionbox
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end
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if collisionbox then
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-- Create rays from random points in the collision box
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local x1 = collisionbox[1] * 2
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local y1 = collisionbox[2] * 2
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local z1 = collisionbox[3] * 2
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local x2 = collisionbox[4] * 2
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local y2 = collisionbox[5] * 2
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local z2 = collisionbox[6] * 2
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local x_len = math.abs(x2 - x1)
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local y_len = math.abs(y2 - y1)
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local z_len = math.abs(z2 - z1)
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if collisionbox then
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-- Create rays from random points in the collision box
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local x1 = collisionbox[1] * 2
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local y1 = collisionbox[2] * 2
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local z1 = collisionbox[3] * 2
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local x2 = collisionbox[4] * 2
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local y2 = collisionbox[5] * 2
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local z2 = collisionbox[6] * 2
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local x_len = math.abs(x2 - x1)
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local y_len = math.abs(y2 - y1)
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local z_len = math.abs(z2 - z1)
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-- Move object position to the center of its bounding box
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opos.x = opos.x + x1 + x2
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opos.y = opos.y + y1 + y2
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opos.z = opos.z + z1 + z2
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-- Move object position to the center of its bounding box
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opos.x = opos.x + x1 + x2
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opos.y = opos.y + y1 + y2
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opos.z = opos.z + z1 + z2
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-- Count number of rays from collision box which are unobstructed
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local count = N_EXPOSURE_RAYS
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-- Count number of rays from collision box which are unobstructed
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local count = N_EXPOSURE_RAYS
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for i = 1, N_EXPOSURE_RAYS do
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local rpos_x = opos.x + math.random() * x_len - x_len / 2
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local rpos_y = opos.y + math.random() * y_len - y_len / 2
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local rpos_z = opos.z + math.random() * z_len - z_len / 2
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local rdir_x = pos.x - rpos_x
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local rdir_y = pos.y - rpos_y
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local rdir_z = pos.z - rpos_z
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local rdir_len = math.hypot(rdir_x, math.hypot(rdir_y, rdir_z))
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rdir_x = rdir_x / rdir_len
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rdir_y = rdir_y / rdir_len
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rdir_z = rdir_z / rdir_len
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for i = 1, N_EXPOSURE_RAYS do
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local rpos_x = opos.x + math.random() * x_len - x_len / 2
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local rpos_y = opos.y + math.random() * y_len - y_len / 2
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local rpos_z = opos.z + math.random() * z_len - z_len / 2
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local rdir_x = pos.x - rpos_x
|
||||
local rdir_y = pos.y - rpos_y
|
||||
local rdir_z = pos.z - rpos_z
|
||||
local rdir_len = math.hypot(rdir_x, math.hypot(rdir_y, rdir_z))
|
||||
rdir_x = rdir_x / rdir_len
|
||||
rdir_y = rdir_y / rdir_len
|
||||
rdir_z = rdir_z / rdir_len
|
||||
|
||||
for i=0, rdir_len / STEP_LENGTH do
|
||||
rpos_x = rpos_x + rdir_x * STEP_LENGTH
|
||||
rpos_y = rpos_y + rdir_y * STEP_LENGTH
|
||||
rpos_z = rpos_z + rdir_z * STEP_LENGTH
|
||||
local npos_x = math.floor(rpos_x + 0.5)
|
||||
local npos_y = math.floor(rpos_y + 0.5)
|
||||
local npos_z = math.floor(rpos_z + 0.5)
|
||||
local idx = (npos_z - emin_z) * zstride + (npos_y - emin_y) * ystride +
|
||||
npos_x - emin_x + 1
|
||||
for i=0, rdir_len / STEP_LENGTH do
|
||||
rpos_x = rpos_x + rdir_x * STEP_LENGTH
|
||||
rpos_y = rpos_y + rdir_y * STEP_LENGTH
|
||||
rpos_z = rpos_z + rdir_z * STEP_LENGTH
|
||||
local npos_x = math.floor(rpos_x + 0.5)
|
||||
local npos_y = math.floor(rpos_y + 0.5)
|
||||
local npos_z = math.floor(rpos_z + 0.5)
|
||||
local idx = (npos_z - emin_z) * zstride + (npos_y - emin_y) * ystride +
|
||||
npos_x - emin_x + 1
|
||||
|
||||
|
||||
local cid = data[idx]
|
||||
local walkable = node_walkable[cid]
|
||||
local cid = data[idx]
|
||||
local walkable = node_walkable[cid]
|
||||
|
||||
if walkable then
|
||||
count = count - 1
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
if walkable then
|
||||
count = count - 1
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Punch entity with damage depending on explosion exposure and
|
||||
-- distance to explosion
|
||||
local exposure = count / N_EXPOSURE_RAYS
|
||||
local punch_vec = vector.subtract(opos, pos)
|
||||
local punch_dir = vector.normalize(punch_vec)
|
||||
local impact = (1 - vector.length(punch_vec) / punch_radius) * exposure
|
||||
if impact < 0 then
|
||||
impact = 0
|
||||
end
|
||||
local damage = math.floor((impact * impact + impact) * 7 * strength + 1)
|
||||
obj:punch(obj, 10, { damage_groups = { full_punch_interval = 1,
|
||||
fleshy = damage, knockback = impact * 20.0 } }, punch_dir)
|
||||
-- Punch entity with damage depending on explosion exposure and
|
||||
-- distance to explosion
|
||||
local exposure = count / N_EXPOSURE_RAYS
|
||||
local punch_vec = vector.subtract(opos, pos)
|
||||
local punch_dir = vector.normalize(punch_vec)
|
||||
local impact = (1 - vector.length(punch_vec) / punch_radius) * exposure
|
||||
if impact < 0 then
|
||||
impact = 0
|
||||
end
|
||||
local damage = math.floor((impact * impact + impact) * 7 * strength + 1)
|
||||
obj:punch(obj, 10, { damage_groups = { full_punch_interval = 1,
|
||||
fleshy = damage, knockback = impact * 20.0 } }, punch_dir)
|
||||
|
||||
if obj:is_player() then
|
||||
obj:add_player_velocity(vector.multiply(punch_dir, impact * 20))
|
||||
elseif ent.tnt_knockback then
|
||||
obj:add_velocity(vector.multiply(punch_dir, impact * 20))
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
if obj:is_player() then
|
||||
obj:add_player_velocity(vector.multiply(punch_dir, impact * 20))
|
||||
elseif ent.tnt_knockback then
|
||||
obj:add_velocity(vector.multiply(punch_dir, impact * 20))
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Remove destroyed blocks and drop items
|
||||
for hash, idx in pairs(destroy) do
|
||||
local do_drop = not creative_mode and math.random() <= drop_chance
|
||||
local on_blast = node_on_blast[data[idx]]
|
||||
local remove = true
|
||||
-- Remove destroyed blocks and drop items
|
||||
for hash, idx in pairs(destroy) do
|
||||
local do_drop = not creative_mode and math.random() <= drop_chance
|
||||
local on_blast = node_on_blast[data[idx]]
|
||||
local remove = true
|
||||
|
||||
if do_drop or on_blast ~= nil then
|
||||
local npos = get_position_from_hash(hash)
|
||||
if on_blast ~= nil then
|
||||
remove = on_blast(npos, 1.0)
|
||||
else
|
||||
local name = minetest.get_name_from_content_id(data[idx])
|
||||
local drop = minetest.get_node_drops(name, "")
|
||||
if do_drop or on_blast ~= nil then
|
||||
local npos = get_position_from_hash(hash)
|
||||
if on_blast ~= nil then
|
||||
remove = on_blast(npos, 1.0)
|
||||
else
|
||||
local name = minetest.get_name_from_content_id(data[idx])
|
||||
local drop = minetest.get_node_drops(name, "")
|
||||
|
||||
for _, item in ipairs(drop) do
|
||||
if item ~= "string" then
|
||||
item = item:get_name() .. item:get_count()
|
||||
end
|
||||
minetest.add_item(npos, item)
|
||||
end
|
||||
end
|
||||
end
|
||||
if remove then
|
||||
data[idx] = minetest.CONTENT_AIR
|
||||
end
|
||||
end
|
||||
for _, item in ipairs(drop) do
|
||||
if item ~= "string" then
|
||||
item = item:get_name() .. item:get_count()
|
||||
end
|
||||
minetest.add_item(npos, item)
|
||||
end
|
||||
end
|
||||
end
|
||||
if remove then
|
||||
data[idx] = minetest.CONTENT_AIR
|
||||
end
|
||||
end
|
||||
|
||||
-- Log explosion
|
||||
minetest.log('action', 'Explosion at ' .. minetest.pos_to_string(pos) ..
|
||||
' with strength ' .. strength .. ' and radius ' .. radius)
|
||||
-- Log explosion
|
||||
minetest.log('action', 'Explosion at ' .. minetest.pos_to_string(pos) ..
|
||||
' with strength ' .. strength .. ' and radius ' .. radius)
|
||||
|
||||
-- Update environment
|
||||
vm:set_data(data)
|
||||
vm:write_to_map(data)
|
||||
vm:update_liquids()
|
||||
-- Update environment
|
||||
vm:set_data(data)
|
||||
vm:write_to_map(data)
|
||||
vm:update_liquids()
|
||||
end
|
||||
|
||||
-- Create an explosion with strength at pos.
|
||||
--
|
||||
-- Parameters:
|
||||
-- pos - The position where the explosion originates from
|
||||
-- strength - The blast strength of the explosion (a TNT explosion uses 4)
|
||||
-- info - Table containing information about explosion.
|
||||
-- pos - The position where the explosion originates from
|
||||
-- strength - The blast strength of the explosion (a TNT explosion uses 4)
|
||||
-- info - Table containing information about explosion.
|
||||
--
|
||||
-- Values in info:
|
||||
-- drop_chance - If specified becomes the drop chance of all nodes in the
|
||||
-- explosion (defaults to 1.0 / strength)
|
||||
-- no_sound - If true then the explosion will not play a sound
|
||||
-- no_particle - If true then the explosion will not create particles
|
||||
-- drop_chance - If specified becomes the drop chance of all nodes in the
|
||||
-- explosion (defaults to 1.0 / strength)
|
||||
-- no_sound - If true then the explosion will not play a sound
|
||||
-- no_particle - If true then the explosion will not create particles
|
||||
function mcl_explosions.explode(pos, strength, info)
|
||||
-- The maximum blast radius (in the air)
|
||||
local radius = math.ceil(1.3 * strength / (0.3 * 0.75) * 0.3)
|
||||
-- The maximum blast radius (in the air)
|
||||
local radius = math.ceil(1.3 * strength / (0.3 * 0.75) * 0.3)
|
||||
|
||||
if not sphere_shapes[radius] then
|
||||
sphere_shapes[radius] = compute_sphere_rays(radius)
|
||||
end
|
||||
shape = sphere_shapes[radius]
|
||||
if not sphere_shapes[radius] then
|
||||
sphere_shapes[radius] = compute_sphere_rays(radius)
|
||||
end
|
||||
shape = sphere_shapes[radius]
|
||||
|
||||
trace_explode(pos, strength, shape, radius, (info and info.drop_chance) or 1 / strength)
|
||||
trace_explode(pos, strength, shape, radius, (info and info.drop_chance) or 1 / strength)
|
||||
|
||||
if not (info and info.no_sound) then
|
||||
add_particles(pos, radius)
|
||||
end
|
||||
if not (info and info.no_particle) then
|
||||
minetest.sound_play("tnt_explode", {
|
||||
pos = pos, gain = 1.0,
|
||||
max_hear_distance = strength * 16
|
||||
}, true)
|
||||
end
|
||||
if not (info and info.no_sound) then
|
||||
add_particles(pos, radius)
|
||||
end
|
||||
if not (info and info.no_particle) then
|
||||
minetest.sound_play("tnt_explode", {
|
||||
pos = pos, gain = 1.0,
|
||||
max_hear_distance = strength * 16
|
||||
}, true)
|
||||
end
|
||||
end
|
||||
|
|
Loading…
Reference in New Issue