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'.objects
parent
cdea2eeabf
commit
b4ea2afe77
|
@ -144,21 +144,21 @@ end
|
||||||
-- pos - The position of the explosion
|
-- pos - The position of the explosion
|
||||||
-- radius - The radius of the explosion
|
-- radius - The radius of the explosion
|
||||||
local function add_particles(pos, radius)
|
local function add_particles(pos, radius)
|
||||||
minetest.add_particlespawner({
|
minetest.add_particlespawner({
|
||||||
amount = 64,
|
amount = 64,
|
||||||
time = 0.125,
|
time = 0.125,
|
||||||
minpos = pos,
|
minpos = pos,
|
||||||
maxpos = pos,
|
maxpos = pos,
|
||||||
minvel = {x = -radius, y = -radius, z = -radius},
|
minvel = {x = -radius, y = -radius, z = -radius},
|
||||||
maxvel = {x = radius, y = radius, z = radius},
|
maxvel = {x = radius, y = radius, z = radius},
|
||||||
minacc = vector.new(),
|
minacc = vector.new(),
|
||||||
maxacc = vector.new(),
|
maxacc = vector.new(),
|
||||||
minexptime = 0.5,
|
minexptime = 0.5,
|
||||||
maxexptime = 1.0,
|
maxexptime = 1.0,
|
||||||
minsize = radius * 0.5,
|
minsize = radius * 0.5,
|
||||||
maxsize = radius * 1.0,
|
maxsize = radius * 1.0,
|
||||||
texture = "tnt_smoke.png",
|
texture = "tnt_smoke.png",
|
||||||
})
|
})
|
||||||
end
|
end
|
||||||
|
|
||||||
-- Get position from hash. This should be identical to
|
-- Get position from hash. This should be identical to
|
||||||
|
@ -242,7 +242,7 @@ local function trace_explode(pos, strength, raydirs, radius, drop_chance)
|
||||||
end
|
end
|
||||||
|
|
||||||
if cid ~= AIR_CID then
|
if cid ~= AIR_CID then
|
||||||
destroy[hash] = idx
|
destroy[hash] = idx
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
@ -253,88 +253,91 @@ local function trace_explode(pos, strength, raydirs, radius, drop_chance)
|
||||||
|
|
||||||
-- Trace rays for entity damage
|
-- Trace rays for entity damage
|
||||||
for _, obj in pairs(objs) do
|
for _, obj in pairs(objs) do
|
||||||
-- Object position and direction to explosion center
|
local ent = obj:get_luaentity()
|
||||||
local opos = obj:get_pos()
|
|
||||||
|
|
||||||
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
|
local collisionbox = nil
|
||||||
|
|
||||||
if obj:is_player() then
|
if obj:is_player() then
|
||||||
collisionbox = { -0.3, 0.0, -0.3, 0.3, 1.77, 0.3 }
|
collisionbox = { -0.3, 0.0, -0.3, 0.3, 1.77, 0.3 }
|
||||||
elseif obj:get_luaentity().name then
|
elseif ent.name then
|
||||||
local def = minetest.registered_entities[obj:get_luaentity().name]
|
local def = minetest.registered_entities[ent.name]
|
||||||
collisionbox = def.collisionbox
|
collisionbox = def.collisionbox
|
||||||
end
|
end
|
||||||
|
|
||||||
if collisionbox then
|
if collisionbox then
|
||||||
-- Create rays from random points in the collision box
|
-- Create rays from random points in the collision box
|
||||||
local x1 = collisionbox[1] * 2
|
local x1 = collisionbox[1] * 2
|
||||||
local y1 = collisionbox[2] * 2
|
local y1 = collisionbox[2] * 2
|
||||||
local z1 = collisionbox[3] * 2
|
local z1 = collisionbox[3] * 2
|
||||||
local x2 = collisionbox[4] * 2
|
local x2 = collisionbox[4] * 2
|
||||||
local y2 = collisionbox[5] * 2
|
local y2 = collisionbox[5] * 2
|
||||||
local z2 = collisionbox[6] * 2
|
local z2 = collisionbox[6] * 2
|
||||||
local x_len = math.abs(x2 - x1)
|
local x_len = math.abs(x2 - x1)
|
||||||
local y_len = math.abs(y2 - y1)
|
local y_len = math.abs(y2 - y1)
|
||||||
local z_len = math.abs(z2 - z1)
|
local z_len = math.abs(z2 - z1)
|
||||||
|
|
||||||
-- Move object position to the center of its bounding box
|
-- Move object position to the center of its bounding box
|
||||||
opos.x = opos.x + x1 + x2
|
opos.x = opos.x + x1 + x2
|
||||||
opos.y = opos.y + y1 + y2
|
opos.y = opos.y + y1 + y2
|
||||||
opos.z = opos.z + z1 + z2
|
opos.z = opos.z + z1 + z2
|
||||||
|
|
||||||
-- Count number of rays from collision box which are unobstructed
|
-- Count number of rays from collision box which are unobstructed
|
||||||
local count = N_EXPOSURE_RAYS
|
local count = N_EXPOSURE_RAYS
|
||||||
|
|
||||||
for i = 1, N_EXPOSURE_RAYS do
|
for i = 1, N_EXPOSURE_RAYS do
|
||||||
local rpos_x = opos.x + math.random() * x_len - x_len / 2
|
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_y = opos.y + math.random() * y_len - y_len / 2
|
||||||
local rpos_z = opos.z + math.random() * z_len - z_len / 2
|
local rpos_z = opos.z + math.random() * z_len - z_len / 2
|
||||||
local rdir_x = pos.x - rpos_x
|
local rdir_x = pos.x - rpos_x
|
||||||
local rdir_y = pos.y - rpos_y
|
local rdir_y = pos.y - rpos_y
|
||||||
local rdir_z = pos.z - rpos_z
|
local rdir_z = pos.z - rpos_z
|
||||||
local rdir_len = math.hypot(rdir_x, math.hypot(rdir_y, rdir_z))
|
local rdir_len = math.hypot(rdir_x, math.hypot(rdir_y, rdir_z))
|
||||||
rdir_x = rdir_x / rdir_len
|
rdir_x = rdir_x / rdir_len
|
||||||
rdir_y = rdir_y / rdir_len
|
rdir_y = rdir_y / rdir_len
|
||||||
rdir_z = rdir_z / rdir_len
|
rdir_z = rdir_z / rdir_len
|
||||||
|
|
||||||
for i=0, rdir_len / STEP_LENGTH do
|
for i=0, rdir_len / STEP_LENGTH do
|
||||||
rpos_x = rpos_x + rdir_x * STEP_LENGTH
|
rpos_x = rpos_x + rdir_x * STEP_LENGTH
|
||||||
rpos_y = rpos_y + rdir_y * STEP_LENGTH
|
rpos_y = rpos_y + rdir_y * STEP_LENGTH
|
||||||
rpos_z = rpos_z + rdir_z * STEP_LENGTH
|
rpos_z = rpos_z + rdir_z * STEP_LENGTH
|
||||||
local npos_x = math.floor(rpos_x + 0.5)
|
local npos_x = math.floor(rpos_x + 0.5)
|
||||||
local npos_y = math.floor(rpos_y + 0.5)
|
local npos_y = math.floor(rpos_y + 0.5)
|
||||||
local npos_z = math.floor(rpos_z + 0.5)
|
local npos_z = math.floor(rpos_z + 0.5)
|
||||||
local idx = (npos_z - emin_z) * zstride + (npos_y - emin_y) * ystride +
|
local idx = (npos_z - emin_z) * zstride + (npos_y - emin_y) * ystride +
|
||||||
npos_x - emin_x + 1
|
npos_x - emin_x + 1
|
||||||
|
|
||||||
|
|
||||||
local cid = data[idx]
|
local cid = data[idx]
|
||||||
local br = node_br[cid]
|
local br = node_br[cid]
|
||||||
|
|
||||||
if br ~= 0 then
|
if br ~= 0 then
|
||||||
count = count - 1
|
count = count - 1
|
||||||
break
|
break
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
-- Punch entity with damage depending on explosion exposure and
|
-- Punch entity with damage depending on explosion exposure and
|
||||||
-- distance to explosion
|
-- distance to explosion
|
||||||
local exposure = count / N_EXPOSURE_RAYS
|
local exposure = count / N_EXPOSURE_RAYS
|
||||||
local punch_vec = vector.subtract(opos, pos)
|
local punch_vec = vector.subtract(opos, pos)
|
||||||
local punch_dir = vector.normalize(punch_vec)
|
local punch_dir = vector.normalize(punch_vec)
|
||||||
local impact = (1 - vector.length(punch_vec) / punch_radius) * exposure
|
local impact = (1 - vector.length(punch_vec) / punch_radius) * exposure
|
||||||
if impact < 0 then
|
if impact < 0 then
|
||||||
impact = 0
|
impact = 0
|
||||||
end
|
end
|
||||||
local damage = math.floor((impact * impact + impact) * 7 * strength + 1)
|
local damage = math.floor((impact * impact + impact) * 7 * strength + 1)
|
||||||
obj:punch(obj, 10, { damage_groups = { full_punch_interval = 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
|
if obj:is_player() then
|
||||||
obj:add_player_velocity(vector.multiply(punch_dir, impact * 20))
|
obj:add_player_velocity(vector.multiply(punch_dir, impact * 20))
|
||||||
end
|
elseif ent.tnt_knockback then
|
||||||
|
obj:add_velocity(vector.multiply(punch_dir, impact * 20))
|
||||||
|
end
|
||||||
end
|
end
|
||||||
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
|
if do_drop or on_blast ~= nil then
|
||||||
local npos = get_position_from_hash(hash)
|
local npos = get_position_from_hash(hash)
|
||||||
if on_blast ~= nil then
|
if on_blast ~= nil then
|
||||||
remove = on_blast(npos, 1.0)
|
remove = on_blast(npos, 1.0)
|
||||||
else
|
else
|
||||||
local name = minetest.get_name_from_content_id(data[idx])
|
local name = minetest.get_name_from_content_id(data[idx])
|
||||||
local drop = minetest.get_node_drops(name, "")
|
local drop = minetest.get_node_drops(name, "")
|
||||||
|
|
||||||
for _, item in ipairs(drop) do
|
for _, item in ipairs(drop) do
|
||||||
if type(item) == "string" then
|
if type(item) == "string" then
|
||||||
minetest.add_item(npos, item)
|
minetest.add_item(npos, item)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
if remove then
|
if remove then
|
||||||
|
|
Loading…
Reference in New Issue