From b4ea2afe77ecae00140e602fc459ce94120a3d50 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Elias=20=C3=85str=C3=B6m?= Date: Sat, 18 Apr 2020 14:16:32 +0200 Subject: [PATCH] Add tnt_knockback flag for entities When set to true, entities will be knocked back when affected by TNT explosions. Also ignore '__builtin:item' entities to reduce lag, and replace tabs with spaces in 'mcl_explosions/init.lua'. --- mods/CORE/mcl_explosions/init.lua | 181 +++++++++++++++--------------- 1 file changed, 92 insertions(+), 89 deletions(-) diff --git a/mods/CORE/mcl_explosions/init.lua b/mods/CORE/mcl_explosions/init.lua index e0a71bf6..b8358acd 100644 --- a/mods/CORE/mcl_explosions/init.lua +++ b/mods/CORE/mcl_explosions/init.lua @@ -144,21 +144,21 @@ end -- pos - The position of the explosion -- radius - The radius of the explosion local function add_particles(pos, radius) - minetest.add_particlespawner({ - amount = 64, - time = 0.125, - minpos = pos, - maxpos = pos, - minvel = {x = -radius, y = -radius, z = -radius}, - maxvel = {x = radius, y = radius, z = radius}, - minacc = vector.new(), - maxacc = vector.new(), - minexptime = 0.5, - maxexptime = 1.0, - minsize = radius * 0.5, - maxsize = radius * 1.0, - texture = "tnt_smoke.png", - }) + minetest.add_particlespawner({ + amount = 64, + time = 0.125, + minpos = pos, + maxpos = pos, + minvel = {x = -radius, y = -radius, z = -radius}, + maxvel = {x = radius, y = radius, z = radius}, + minacc = vector.new(), + maxacc = vector.new(), + minexptime = 0.5, + maxexptime = 1.0, + minsize = radius * 0.5, + maxsize = radius * 1.0, + texture = "tnt_smoke.png", + }) end -- Get position from hash. This should be identical to @@ -242,7 +242,7 @@ local function trace_explode(pos, strength, raydirs, radius, drop_chance) end if cid ~= AIR_CID then - destroy[hash] = idx + destroy[hash] = idx end end end @@ -253,88 +253,91 @@ local function trace_explode(pos, strength, raydirs, radius, drop_chance) -- Trace rays for entity damage for _, obj in pairs(objs) do - -- Object position and direction to explosion center - local opos = obj:get_pos() + local ent = obj:get_luaentity() - if obj:get_luaentity() ~= nil or obj:is_player() then + -- Ignore items to lower lag + if obj:is_player() or (ent and ent.name ~= '__builtin.item') then + local opos = obj:get_pos() local collisionbox = nil if obj:is_player() then - collisionbox = { -0.3, 0.0, -0.3, 0.3, 1.77, 0.3 } - elseif obj:get_luaentity().name then - local def = minetest.registered_entities[obj:get_luaentity().name] - collisionbox = def.collisionbox + collisionbox = { -0.3, 0.0, -0.3, 0.3, 1.77, 0.3 } + elseif ent.name then + local def = minetest.registered_entities[ent.name] + collisionbox = def.collisionbox end if collisionbox then - -- Create rays from random points in the collision box - local x1 = collisionbox[1] * 2 - local y1 = collisionbox[2] * 2 - local z1 = collisionbox[3] * 2 - local x2 = collisionbox[4] * 2 - local y2 = collisionbox[5] * 2 - local z2 = collisionbox[6] * 2 - local x_len = math.abs(x2 - x1) - local y_len = math.abs(y2 - y1) - local z_len = math.abs(z2 - z1) + -- Create rays from random points in the collision box + local x1 = collisionbox[1] * 2 + local y1 = collisionbox[2] * 2 + local z1 = collisionbox[3] * 2 + local x2 = collisionbox[4] * 2 + local y2 = collisionbox[5] * 2 + local z2 = collisionbox[6] * 2 + local x_len = math.abs(x2 - x1) + local y_len = math.abs(y2 - y1) + local z_len = math.abs(z2 - z1) - -- Move object position to the center of its bounding box - opos.x = opos.x + x1 + x2 - opos.y = opos.y + y1 + y2 - opos.z = opos.z + z1 + z2 + -- Move object position to the center of its bounding box + opos.x = opos.x + x1 + x2 + opos.y = opos.y + y1 + y2 + opos.z = opos.z + z1 + z2 - -- Count number of rays from collision box which are unobstructed - local count = N_EXPOSURE_RAYS + -- Count number of rays from collision box which are unobstructed + local count = N_EXPOSURE_RAYS - for i = 1, N_EXPOSURE_RAYS do - local rpos_x = opos.x + math.random() * x_len - x_len / 2 - local rpos_y = opos.y + math.random() * y_len - y_len / 2 - local rpos_z = opos.z + math.random() * z_len - z_len / 2 - 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 = 1, N_EXPOSURE_RAYS do + local rpos_x = opos.x + math.random() * x_len - x_len / 2 + local rpos_y = opos.y + math.random() * y_len - y_len / 2 + local rpos_z = opos.z + math.random() * z_len - z_len / 2 + 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 br = node_br[cid] + local cid = data[idx] + local br = node_br[cid] - if br ~= 0 then - count = count - 1 - break - end - end - end + if br ~= 0 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) + -- 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) + fleshy = damage, knockback = impact * 20.0 } }, punch_dir) - if obj:is_player() then - obj:add_player_velocity(vector.multiply(punch_dir, impact * 20)) - 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 @@ -348,16 +351,16 @@ local function trace_explode(pos, strength, raydirs, radius, drop_chance) 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) + remove = on_blast(npos, 1.0) else - local name = minetest.get_name_from_content_id(data[idx]) - local drop = minetest.get_node_drops(name, "") + local name = minetest.get_name_from_content_id(data[idx]) + local drop = minetest.get_node_drops(name, "") - for _, item in ipairs(drop) do - if type(item) == "string" then - minetest.add_item(npos, item) - end - end + for _, item in ipairs(drop) do + if type(item) == "string" then + minetest.add_item(npos, item) + end + end end end if remove then