Add fire explosions
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@ -14,6 +14,8 @@ mcl_explosions = {}
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local creative_mode = minetest.settings:get_bool("creative_mode")
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local mod_death_messages = minetest.get_modpath("mcl_death_messages") ~= nil
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local mod_fire = minetest.get_modpath("mcl_fire") ~= nil
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local CONTENT_FIRE = minetest.get_content_id("mcl_fire:fire")
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local S = minetest.get_translator("mcl_explosions")
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@ -134,12 +136,13 @@ end
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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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-- fire - If true, 1/3 of destroyed nodes become fire
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-- puncher - object that punches other objects (optional)
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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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-- measured to give a significant performance increase.
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local function trace_explode(pos, strength, raydirs, radius, drop_chance, puncher)
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local function trace_explode(pos, strength, raydirs, radius, drop_chance, fire, puncher)
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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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@ -325,9 +328,13 @@ local function trace_explode(pos, strength, raydirs, radius, drop_chance, punche
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end
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end
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if remove then
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if mod_fire and math.random(1, 3) == 1 then
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data[idx] = CONTENT_FIRE
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else
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data[idx] = minetest.CONTENT_AIR
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end
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end
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end
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-- Log explosion
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minetest.log('action', 'Explosion at ' .. minetest.pos_to_string(pos) ..
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@ -361,7 +368,7 @@ function mcl_explosions.explode(pos, strength, info, puncher)
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end
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shape = sphere_shapes[radius]
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trace_explode(pos, strength, shape, radius, (info and info.drop_chance) or 1 / strength, puncher)
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trace_explode(pos, strength, shape, radius, (info and info.drop_chance) or 1 / strength, info.fire == true, puncher)
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if not (info and info.no_sound) then
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add_particles(pos, radius)
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@ -1,2 +1,3 @@
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name = mcl_explosions
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description = A common API to create explosions.
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optional_depends = mcl_fire
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@ -3824,7 +3824,7 @@ end
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-- no damage to nodes explosion
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function mobs:safe_boom(self, pos, radius)
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function mobs:safe_boom(self, pos, strength)
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minetest.sound_play(self.sounds and self.sounds.explode or "tnt_explode", {
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pos = pos,
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gain = 1.0,
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@ -3837,13 +3837,13 @@ end
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-- make explosion with protection and tnt mod check
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function mobs:boom(self, pos, radius)
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function mobs:boom(self, pos, strength, fire)
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if mod_explosions then
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if mobs_griefing and not minetest.is_protected(pos, "") then
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mcl_explosions.explode(pos, self.explosion_strength, { drop_chance = 1.0 }, self.object)
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mcl_explosions.explode(pos, strength, { drop_chance = 1.0, fire = fire }, self.object)
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else
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mobs:safe_boom(self, pos, radius)
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mobs:safe_boom(self, pos, strength)
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end
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else
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mobs:safe_boom(self, pos, radius)
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@ -79,13 +79,12 @@ mobs:register_arrow("mobs_mc:fireball", {
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textures = {"mcl_fire_fire_charge.png"},
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velocity = 15,
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-- direct hit, no fire... just plenty of pain
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hit_player = function(self, player)
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player:punch(self.object, 1.0, {
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full_punch_interval = 1.0,
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damage_groups = {fleshy = 6},
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}, nil)
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mobs:boom(self, self.object:get_pos(), 3)
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mobs:boom(self, self.object:get_pos(), 1, true)
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end,
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hit_mob = function(self, mob)
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@ -93,12 +92,11 @@ mobs:register_arrow("mobs_mc:fireball", {
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full_punch_interval = 1.0,
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damage_groups = {fleshy = 6},
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}, nil)
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mobs:boom(self, self.object:get_pos(), 3)
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mobs:boom(self, self.object:get_pos(), 1, true)
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end,
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-- node hit, explode
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hit_node = function(self, pos, node)
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mobs:boom(self, pos, 3)
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mobs:boom(self, pos, 1, true)
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end
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})
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@ -3,7 +3,7 @@ mcl_sounds?
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mcl_worlds?
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mcl_wool?
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mcl_dye?
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mcl_tnt?
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mcl_explosions?
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mcl_weather?
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mcl_spawn?
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doc?
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