From 026d406d4b69a74dff5f3513bffc3a8ebebf235d Mon Sep 17 00:00:00 2001 From: Wuzzy Date: Thu, 30 Apr 2020 21:12:30 +0200 Subject: [PATCH] Fix indents in mcl_explosions --- mods/CORE/mcl_explosions/init.lua | 564 +++++++++++++++--------------- 1 file changed, 279 insertions(+), 285 deletions(-) diff --git a/mods/CORE/mcl_explosions/init.lua b/mods/CORE/mcl_explosions/init.lua index 4a1da2326..143db2ca7 100644 --- a/mods/CORE/mcl_explosions/init.lua +++ b/mods/CORE/mcl_explosions/init.lua @@ -1,19 +1,13 @@ ---[[ .__ .__ - ____ ___ _________ | | ____ _____|__| ____ ____ ______ - _/ __ \\ \/ /\____ \| | / _ \/ ___/ |/ _ \ / \ / ___/ - \ ___/ > < | |_> > |_( <_> )___ \| ( <_> ) | \\___ \ - \___ >__/\_ \| __/|____/\____/____ >__|\____/|___| /____ > - \/ \/|__| \/ \/ \/ +--[[ +Explosion API mod for Minetest (adapted to MineClone 2) - Explosion API mod for Minetest (adapted to MineClone 2) +This mod is based on the Minetest explosion API mod, but has been changed +to have the same explosion mechanics as Minecraft and work with MineClone. +The computation-intensive parts of the mod has been optimized to allow for +larger explosions and faster world updating. - This mod is based on the Minetest explosion API mod, but has been changed - to have the same explosion mechanics as Minecraft and work with MineClone. - The computation-intensive parts of the mod has been optimized to allow for - larger explosions and faster world updating. - - This mod was created by Elias Astrom and is released - under the LGPLv2.1 license. +This mod was created by Elias Astrom and is released +under the LGPLv2.1 license. --]] @@ -36,348 +30,348 @@ local STEP_LENGTH = 0.3 local N_EXPOSURE_RAYS = 16 minetest.register_on_mods_loaded(function() - -- Store blast resistance values by content ids to improve performance. - for name, def in pairs(minetest.registered_nodes) do - node_blastres[minetest.get_content_id(name)] = def._mcl_blast_resistance or 0 - node_on_blast[minetest.get_content_id(name)] = def.on_blast - node_walkable[minetest.get_content_id(name)] = def.walkable - end + -- Store blast resistance values by content ids to improve performance. + for name, def in pairs(minetest.registered_nodes) do + node_blastres[minetest.get_content_id(name)] = def._mcl_blast_resistance or 0 + node_on_blast[minetest.get_content_id(name)] = def.on_blast + node_walkable[minetest.get_content_id(name)] = def.walkable + end end) --- Compute the rays which make up a sphere with radius. Returns a list of rays --- which can be used to trace explosions. This function is not efficient +-- Compute the rays which make up a sphere with radius. Returns a list of rays +-- which can be used to trace explosions. This function is not efficient -- (especially for larger radiuses), so the generated rays for various radiuses -- should be cached and reused. -- -- Should be possible to improve by using a midpoint circle algorithm multiple -- times to create the sphere, currently uses more of a brute-force approach. local function compute_sphere_rays(radius) - local rays = {} - local sphere = {} + local rays = {} + local sphere = {} - for i=1, 2 do - for y = -radius, radius do - for z = -radius, radius do - for x = -radius, 0, 1 do - local d = x * x + y * y + z * z - if d <= radius * radius then - local pos = { x = x, y = y, z = z } - sphere[minetest.hash_node_position(pos)] = pos - break - end - end - end - end - end + for i=1, 2 do + for y = -radius, radius do + for z = -radius, radius do + for x = -radius, 0, 1 do + local d = x * x + y * y + z * z + if d <= radius * radius then + local pos = { x = x, y = y, z = z } + sphere[minetest.hash_node_position(pos)] = pos + break + end + end + end + end + end - for i=1,2 do - for x = -radius, radius do - for z = -radius, radius do - for y = -radius, 0, 1 do - local d = x * x + y * y + z * z - if d <= radius * radius then - local pos = { x = x, y = y, z = z } - sphere[minetest.hash_node_position(pos)] = pos - break - end - end - end - end - end + for i=1,2 do + for x = -radius, radius do + for z = -radius, radius do + for y = -radius, 0, 1 do + local d = x * x + y * y + z * z + if d <= radius * radius then + local pos = { x = x, y = y, z = z } + sphere[minetest.hash_node_position(pos)] = pos + break + end + end + end + end + end - for i=1,2 do - for x = -radius, radius do - for y = -radius, radius do - for z = -radius, 0, 1 do - local d = x * x + y * y + z * z - if d <= radius * radius then - local pos = { x = x, y = y, z = z } - sphere[minetest.hash_node_position(pos)] = pos - break - end - end - end - end - end + for i=1,2 do + for x = -radius, radius do + for y = -radius, radius do + for z = -radius, 0, 1 do + local d = x * x + y * y + z * z + if d <= radius * radius then + local pos = { x = x, y = y, z = z } + sphere[minetest.hash_node_position(pos)] = pos + break + end + end + end + end + end - for _, pos in pairs(sphere) do - rays[#rays + 1] = vector.normalize(pos) - end + for _, pos in pairs(sphere) do + rays[#rays + 1] = vector.normalize(pos) + end - return rays + return rays end -- Add particles from explosion -- -- Parameters: --- pos - The position of the explosion --- radius - The radius of the explosion +-- 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 +-- Get position from hash. This should be identical to -- 'minetest.get_position_from_hash' but is used in case the hashing function -- would change. local function get_position_from_hash(hash) - local pos = {} - pos.x = (hash % 65536) - 32768 - hash = math.floor(hash / 65536) - pos.y = (hash % 65536) - 32768 - hash = math.floor(hash / 65536) - pos.z = (hash % 65536) - 32768 - return pos + local pos = {} + pos.x = (hash % 65536) - 32768 + hash = math.floor(hash / 65536) + pos.y = (hash % 65536) - 32768 + hash = math.floor(hash / 65536) + pos.z = (hash % 65536) - 32768 + return pos end -- Traces the rays of an explosion, and updates the environment. -- -- Parameters: --- pos - Where the rays in the explosion should start from --- strength - The strength of each ray --- raydirs - The directions for each ray --- radius - The maximum distance each ray will go --- drop_chance - The chance that destroyed nodes will drop their items +-- pos - Where the rays in the explosion should start from +-- strength - The strength of each ray +-- raydirs - The directions for each ray +-- radius - The maximum distance each ray will go +-- drop_chance - The chance that destroyed nodes will drop their items -- -- Note that this function has been optimized, it contains code which has been --- inlined to avoid function calls and unnecessary table creation. This was +-- inlined to avoid function calls and unnecessary table creation. This was -- measured to give a significant performance increase. local function trace_explode(pos, strength, raydirs, radius, drop_chance) - local vm = minetest.get_voxel_manip() + local vm = minetest.get_voxel_manip() - local emin, emax = vm:read_from_map(vector.subtract(pos, radius), - vector.add(pos, radius)) - local emin_x = emin.x - local emin_y = emin.y - local emin_z = emin.z + local emin, emax = vm:read_from_map(vector.subtract(pos, radius), + vector.add(pos, radius)) + local emin_x = emin.x + local emin_y = emin.y + local emin_z = emin.z - local ystride = (emax.x - emin_x + 1) - local zstride = ystride * (emax.y - emin_y + 1) - local pos_x = pos.x - local pos_y = pos.y - local pos_z = pos.z + local ystride = (emax.x - emin_x + 1) + local zstride = ystride * (emax.y - emin_y + 1) + local pos_x = pos.x + local pos_y = pos.y + local pos_z = pos.z - local area = VoxelArea:new { - MinEdge = emin, - MaxEdge = emax - } - local data = vm:get_data() - local destroy = {} + local area = VoxelArea:new { + MinEdge = emin, + MaxEdge = emax + } + local data = vm:get_data() + local destroy = {} - -- Trace rays for environment destruction - for i = 1, #raydirs do - local rpos_x = pos.x - local rpos_y = pos.y - local rpos_z = pos.z - local rdir_x = raydirs[i].x - local rdir_y = raydirs[i].y - local rdir_z = raydirs[i].z - local rstr = (0.7 + math.random() * 0.6) * strength + -- Trace rays for environment destruction + for i = 1, #raydirs do + local rpos_x = pos.x + local rpos_y = pos.y + local rpos_z = pos.z + local rdir_x = raydirs[i].x + local rdir_y = raydirs[i].y + local rdir_z = raydirs[i].z + local rstr = (0.7 + math.random() * 0.6) * strength - for r = 0, math.ceil(radius * (1.0 / STEP_LENGTH)) do - 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 r = 0, math.ceil(radius * (1.0 / STEP_LENGTH)) do + 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_blastres[cid] - local hash = (npos_z + 32768) * 65536 * 65536 + - (npos_y + 32768) * 65536 + - npos_x + 32768 + local cid = data[idx] + local br = node_blastres[cid] + local hash = (npos_z + 32768) * 65536 * 65536 + + (npos_y + 32768) * 65536 + + npos_x + 32768 - rpos_x = rpos_x + STEP_LENGTH * rdir_x - rpos_y = rpos_y + STEP_LENGTH * rdir_y - rpos_z = rpos_z + STEP_LENGTH * rdir_z + rpos_x = rpos_x + STEP_LENGTH * rdir_x + rpos_y = rpos_y + STEP_LENGTH * rdir_y + rpos_z = rpos_z + STEP_LENGTH * rdir_z - rstr = rstr - 0.75 * STEP_LENGTH - (br + 0.3) * STEP_LENGTH + rstr = rstr - 0.75 * STEP_LENGTH - (br + 0.3) * STEP_LENGTH - if rstr <= 0 then - break - end + if rstr <= 0 then + break + end - if cid ~= minetest.CONTENT_AIR then - destroy[hash] = idx - end - end - end + if cid ~= minetest.CONTENT_AIR then + destroy[hash] = idx + end + end + end - -- Entities in radius of explosion - local punch_radius = 2 * strength - local objs = minetest.get_objects_inside_radius(pos, punch_radius) + -- Entities in radius of explosion + local punch_radius = 2 * strength + local objs = minetest.get_objects_inside_radius(pos, punch_radius) - -- Trace rays for entity damage - for _, obj in pairs(objs) do - local ent = obj:get_luaentity() + -- Trace rays for entity damage + for _, obj in pairs(objs) do + local ent = obj:get_luaentity() - -- 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 + -- 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 ent.name then - local def = minetest.registered_entities[ent.name] - collisionbox = def.collisionbox - end + if obj:is_player() then + 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) + 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) - -- 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 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