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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
Elias Åström 2020-04-18 14:16:32 +02:00
parent cdea2eeabf
commit b4ea2afe77
1 changed files with 92 additions and 89 deletions

View File

@ -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