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https://git.minetest.land/VoxeLibre/VoxeLibre.git
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In mcl_explosions the hitbox used for calculating the damage of an entity is its collisionbox multiplied by two. This commit removes the multiplication by two because that makes explosion damage behave weirdly in some circumstances. It was most likely implemented that way because of a misinterpretation of the Minecraft wiki.
474 lines
14 KiB
Lua
474 lines
14 KiB
Lua
--[[
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Explosion API mod for Minetest (adapted to MineClone 2)
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This mod is based on the Minetest explosion API mod, but has been changed
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to have the same explosion mechanics as Minecraft and work with MineClone.
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The computation-intensive parts of the mod has been optimized to allow for
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larger explosions and faster world updating.
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This mod was created by Elias Astrom <ryvnf@riseup.net> and is released
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under the LGPLv2.1 license.
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--]]
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mcl_explosions = {}
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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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local hash_node_position = minetest.hash_node_position
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local get_objects_inside_radius = minetest.get_objects_inside_radius
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local get_position_from_hash = minetest.get_position_from_hash
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local get_node_drops = minetest.get_node_drops
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local get_name_from_content_id = minetest.get_name_from_content_id
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local get_voxel_manip = minetest.get_voxel_manip
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local bulk_set_node = minetest.bulk_set_node
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local check_for_falling = minetest.check_for_falling
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local add_item = minetest.add_item
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-- Saved sphere explosion shapes for various radiuses
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local sphere_shapes = {}
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-- Saved node definitions in table using cid-keys for faster look-up.
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local node_blastres = {}
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local node_on_blast = {}
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local node_walkable = {}
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-- The step length for the rays (Minecraft uses 0.3)
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local STEP_LENGTH = 0.3
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-- How many rays to compute entity exposure to explosion
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local N_EXPOSURE_RAYS = 16
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-- Nodes having a blast resistance of this value or higher are treated as
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-- indestructible
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local INDESTRUCT_BLASTRES = 1000000
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minetest.register_on_mods_loaded(function()
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-- Store blast resistance values by content ids to improve performance.
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for name, def in pairs(minetest.registered_nodes) do
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local id = minetest.get_content_id(name)
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node_blastres[id] = def._mcl_blast_resistance or 0
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node_on_blast[id] = def.on_blast
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node_walkable[id] = def.walkable
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end
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end)
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-- Compute the rays which make up a sphere with radius. Returns a list of rays
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-- which can be used to trace explosions. This function is not efficient
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-- (especially for larger radiuses), so the generated rays for various radiuses
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-- should be cached and reused.
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--
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-- Should be possible to improve by using a midpoint circle algorithm multiple
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-- times to create the sphere, currently uses more of a brute-force approach.
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local function compute_sphere_rays(radius)
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local rays = {}
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local sphere = {}
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local function add_ray(pos)
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sphere[hash_node_position(pos)] = pos
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end
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for y = -radius, radius do
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for z = -radius, radius do
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for x = -radius, 0 do
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local d = x * x + y * y + z * z
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if d <= radius * radius then
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add_ray(vector.new(x, y, z))
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add_ray(vector.new(-x, y, z))
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break
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end
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end
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end
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end
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for x = -radius, radius do
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for z = -radius, radius do
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for y = -radius, 0 do
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local d = x * x + y * y + z * z
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if d <= radius * radius then
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add_ray(vector.new(x, y, z))
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add_ray(vector.new(x, -y, z))
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break
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end
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end
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end
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end
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for x = -radius, radius do
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for y = -radius, radius do
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for z = -radius, 0 do
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local d = x * x + y * y + z * z
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if d <= radius * radius then
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add_ray(vector.new(x, y, z))
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add_ray(vector.new(x, y, -z))
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break
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end
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end
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end
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end
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for _, pos in pairs(sphere) do
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rays[#rays + 1] = vector.normalize(pos)
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end
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return rays
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end
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-- Add particles from explosion
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--
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-- Parameters:
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-- pos - The position of the explosion
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-- radius - The radius of the explosion
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local function add_particles(pos, radius)
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minetest.add_particlespawner({
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amount = 64,
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time = 0.125,
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minpos = pos,
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maxpos = pos,
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minvel = {x = -radius, y = -radius, z = -radius},
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maxvel = {x = radius, y = radius, z = radius},
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minacc = vector.new(),
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maxacc = vector.new(),
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minexptime = 0.5,
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maxexptime = 1.0,
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minsize = radius * 0.5,
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maxsize = radius * 1.0,
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texture = "mcl_particles_smoke.png",
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})
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end
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-- Traces the rays of an explosion, and updates the environment.
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--
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-- Parameters:
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-- pos - Where the rays in the explosion should start from
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-- strength - The strength of each ray
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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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-- info - Table containing information about explosion
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-- direct - direct source object of the damage (optional)
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-- source - indirect source object of the damage (optional)
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--
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-- Values in info:
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-- drop_chance - The chance that destroyed nodes will drop their items
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-- fire - If true, 1/3 nodes become fire
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-- griefing - If true, the explosion will destroy nodes (default: true)
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-- max_blast_resistance - The explosion will treat all non-indestructible nodes
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-- as having a blast resistance of no more than this
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-- value
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-- grief_protected - If true, the explosion will also destroy nodes which have
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-- been protected
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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, info, direct, source)
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local vm = get_voxel_manip()
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local emin, emax = vm:read_from_map(vector.subtract(pos, radius),
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vector.add(pos, radius))
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local emin_x = emin.x
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local emin_y = emin.y
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local emin_z = emin.z
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local ystride = (emax.x - emin_x + 1)
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local zstride = ystride * (emax.y - emin_y + 1)
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local pos_x = pos.x
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local pos_y = pos.y
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local pos_z = pos.z
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local area = VoxelArea:new {
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MinEdge = emin,
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MaxEdge = emax
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}
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local data = vm:get_data()
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local destroy = {}
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local drop_chance = info.drop_chance
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local fire = info.fire
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local max_blast_resistance = info.max_blast_resistance
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local grief_protected = info.grief_protected
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-- Trace rays for environment destruction
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if info.griefing then
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for i = 1, #raydirs do
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local rpos_x = pos.x
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local rpos_y = pos.y
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local rpos_z = pos.z
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local rdir_x = raydirs[i].x
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local rdir_y = raydirs[i].y
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local rdir_z = raydirs[i].z
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local rstr = (0.7 + math.random() * 0.6) * strength
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for r = 0, math.ceil(radius * (1.0 / STEP_LENGTH)) do
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local npos_x = math.floor(rpos_x + 0.5)
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local npos_y = math.floor(rpos_y + 0.5)
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local npos_z = math.floor(rpos_z + 0.5)
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local npos = { x = npos_x, y = npos_y, z = npos_z }
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local idx = (npos_z - emin_z) * zstride + (npos_y - emin_y) * ystride +
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npos_x - emin_x + 1
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local cid = data[idx]
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local br = node_blastres[cid] or INDESTRUCT_BLASTRES
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if br < INDESTRUCT_BLASTRES and br > max_blast_resistance then
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br = max_blast_resistance
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end
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local hash = hash_node_position(npos)
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rpos_x = rpos_x + STEP_LENGTH * rdir_x
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rpos_y = rpos_y + STEP_LENGTH * rdir_y
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rpos_z = rpos_z + STEP_LENGTH * rdir_z
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rstr = rstr - 0.75 * STEP_LENGTH - (br + 0.3) * STEP_LENGTH
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if rstr <= 0 then
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break
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end
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if cid ~= minetest.CONTENT_AIR then
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if not minetest.is_protected(npos, "") or grief_protected then
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destroy[hash] = idx
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end
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end
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end
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end
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end
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-- Entities in radius of explosion
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local punch_radius = 2 * strength
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local objs = get_objects_inside_radius(pos, punch_radius)
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-- Trace rays for entity damage
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for _, obj in pairs(objs) do
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local ent = obj:get_luaentity()
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-- Ignore items to lower lag
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if (obj:is_player() or (ent and ent.name ~= '__builtin.item')) and obj:get_hp() > 0 then
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local opos = obj:get_pos()
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local collisionbox = nil
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if obj:is_player() then
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collisionbox = { -0.3, 0.0, -0.3, 0.3, 1.77, 0.3 }
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elseif ent.name then
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local def = minetest.registered_entities[ent.name]
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collisionbox = def.collisionbox
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end
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if collisionbox then
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-- Create rays from random points in the collision box
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local x1 = collisionbox[1]
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local y1 = collisionbox[2]
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local z1 = collisionbox[3]
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local x2 = collisionbox[4]
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local y2 = collisionbox[5]
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local z2 = collisionbox[6]
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local x_len = math.abs(x2 - x1)
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local y_len = math.abs(y2 - y1)
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local z_len = math.abs(z2 - z1)
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-- Move object position to the center of its bounding box
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opos.x = opos.x + 0.5 * (x1 + x2)
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opos.y = opos.y + 0.5 * (y1 + y2)
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opos.z = opos.z + 0.5 * (z1 + z2)
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-- Count number of rays from collision box which are unobstructed
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local count = N_EXPOSURE_RAYS
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for i = 1, N_EXPOSURE_RAYS do
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local rpos_x = opos.x + math.random() * x_len - x_len / 2
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local rpos_y = opos.y + math.random() * y_len - y_len / 2
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local rpos_z = opos.z + math.random() * z_len - z_len / 2
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local rdir_x = pos.x - rpos_x
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local rdir_y = pos.y - rpos_y
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local rdir_z = pos.z - rpos_z
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local rdir_len = math.hypot(rdir_x, math.hypot(rdir_y, rdir_z))
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rdir_x = rdir_x / rdir_len
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rdir_y = rdir_y / rdir_len
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rdir_z = rdir_z / rdir_len
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for i=0, rdir_len / STEP_LENGTH do
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rpos_x = rpos_x + rdir_x * STEP_LENGTH
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rpos_y = rpos_y + rdir_y * STEP_LENGTH
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rpos_z = rpos_z + rdir_z * STEP_LENGTH
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local npos_x = math.floor(rpos_x + 0.5)
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local npos_y = math.floor(rpos_y + 0.5)
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local npos_z = math.floor(rpos_z + 0.5)
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local idx = (npos_z - emin_z) * zstride + (npos_y - emin_y) * ystride +
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npos_x - emin_x + 1
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local cid = data[idx]
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local walkable = node_walkable[cid]
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if walkable then
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count = count - 1
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break
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end
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end
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end
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-- Punch entity with damage depending on explosion exposure and
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-- distance to explosion
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local exposure = count / N_EXPOSURE_RAYS
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local punch_vec = vector.subtract(opos, pos)
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local punch_dir = vector.normalize(punch_vec)
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local impact = (1 - vector.length(punch_vec) / punch_radius) * exposure
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if impact < 0 then
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impact = 0
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end
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local damage = math.floor((impact * impact + impact) * 7 * strength + 1)
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local sleep_formspec_doesnt_close_mt53 = false
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if obj:is_player() then
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local name = obj:get_player_name()
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if mcl_beds then
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local meta = obj:get_meta()
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if meta:get_string("mcl_beds:sleeping") == "true" then
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minetest.close_formspec(name, "") -- ABSOLUTELY NECESSARY FOR MT5.3 -- TODO: REMOVE THIS IN THE FUTURE
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sleep_formspec_doesnt_close_mt53 = true
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end
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end
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end
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if sleep_formspec_doesnt_close_mt53 then
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minetest.after(0.3, function() -- 0.2 is minimum delay for closing old formspec and open died formspec -- TODO: REMOVE THIS IN THE FUTURE
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if not obj:is_player() then
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return
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end
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mcl_util.deal_damage(obj, damage, {type = "explosion", direct = direct, source = source})
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obj:add_velocity(vector.multiply(punch_dir, impact * 20))
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end)
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else
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mcl_util.deal_damage(obj, damage, {type = "explosion", direct = direct, source = source})
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if obj:is_player() or ent.tnt_knockback then
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obj:add_velocity(vector.multiply(punch_dir, impact * 20))
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end
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end
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end
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end
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end
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local airs, fires = {}, {}
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-- Remove destroyed blocks and drop items
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for hash, idx in pairs(destroy) do
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local do_drop = math.random() <= drop_chance
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local on_blast = node_on_blast[data[idx]]
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local remove = true
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if do_drop or on_blast ~= nil then
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local npos = get_position_from_hash(hash)
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if on_blast ~= nil then
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on_blast(npos, 1.0, do_drop)
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remove = false
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else
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local name = get_name_from_content_id(data[idx])
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local drop = get_node_drops(name, "")
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for _, item in ipairs(drop) do
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if type(item) ~= "string" then
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item = item:get_name() .. item:get_count()
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end
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add_item(npos, item)
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end
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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 fire and math.random(1, 3) == 1 then
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table.insert(fires, get_position_from_hash(hash))
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else
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table.insert(airs, get_position_from_hash(hash))
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end
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end
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end
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-- We use bulk_set_node instead of LVM because we want to have on_destruct and
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-- on_construct being called
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if #airs > 0 then
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bulk_set_node(airs, {name="air"})
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end
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if #fires > 0 then
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bulk_set_node(fires, {name="mcl_fire:fire"})
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end
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-- Update falling nodes
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for a=1, #airs do
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local p = airs[a]
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check_for_falling({x=p.x, y=p.y+1, z=p.z})
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end
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for f=1, #fires do
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local p = fires[f]
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check_for_falling({x=p.x, y=p.y+1, z=p.z})
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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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' with strength ' .. strength .. ' and radius ' .. radius)
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end
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-- Create an explosion with strength at pos.
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--
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-- Parameters:
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-- pos - The position where the explosion originates from
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-- strength - The blast strength of the explosion (a TNT explosion uses 4)
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-- info - Table containing information about explosion
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-- direct - direct source object of the damage (optional)
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-- source - indirect source object of the damage (optional)
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--
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-- Values in info:
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-- drop_chance - If specified becomes the drop chance of all nodes in the
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-- explosion (default: 1.0 / strength)
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-- max_blast_resistance - If specified the explosion will treat all
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-- non-indestructible nodes as having a blast resistance
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-- of no more than this value
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-- sound - If true, the explosion will play a sound (default: true)
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-- particles - If true, the explosion will create particles (default: true)
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-- fire - If true, 1/3 nodes become fire (default: false)
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-- griefing - If true, the explosion will destroy nodes (default: true)
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-- grief_protected - If true, the explosion will also destroy nodes which have
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-- been protected (default: false)
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function mcl_explosions.explode(pos, strength, info, direct, source)
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if info == nil then
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info = {}
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end
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-- The maximum blast radius (in the air)
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local radius = math.ceil(1.3 * strength / (0.3 * 0.75) * 0.3)
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if not sphere_shapes[radius] then
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sphere_shapes[radius] = compute_sphere_rays(radius)
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end
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local shape = sphere_shapes[radius]
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-- Default values
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if info.drop_chance == nil then info.drop_chance = 1 / strength end
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if info.particles == nil then info.particles = true end
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if info.sound == nil then info.sound = true end
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if info.fire == nil then info.fire = false end
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if info.griefing == nil then info.griefing = true end
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if info.grief_protected == nil then info.grief_protected = false end
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if info.max_blast_resistance == nil then
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info.max_blast_resistance = INDESTRUCT_BLASTRES
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end
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-- Dont do drops in creative mode
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if minetest.is_creative_enabled("") then
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info.drop_chance = 0
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end
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trace_explode(pos, strength, shape, radius, info, direct, source)
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if info.particles then
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add_particles(pos, radius)
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end
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if info.sound then
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minetest.sound_play("tnt_explode", {
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pos = pos, gain = 1.0,
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max_hear_distance = strength * 16
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}, true)
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end
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end
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