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'.
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@ -144,21 +144,21 @@ end
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-- pos - The position of the explosion
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-- pos - The position of the explosion
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-- radius - The radius 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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local function add_particles(pos, radius)
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minetest.add_particlespawner({
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minetest.add_particlespawner({
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amount = 64,
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amount = 64,
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time = 0.125,
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time = 0.125,
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minpos = pos,
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minpos = pos,
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maxpos = pos,
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maxpos = pos,
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minvel = {x = -radius, y = -radius, z = -radius},
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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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maxvel = {x = radius, y = radius, z = radius},
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minacc = vector.new(),
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minacc = vector.new(),
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maxacc = vector.new(),
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maxacc = vector.new(),
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minexptime = 0.5,
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minexptime = 0.5,
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maxexptime = 1.0,
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maxexptime = 1.0,
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minsize = radius * 0.5,
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minsize = radius * 0.5,
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maxsize = radius * 1.0,
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maxsize = radius * 1.0,
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texture = "tnt_smoke.png",
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texture = "tnt_smoke.png",
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})
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})
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end
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end
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-- Get position from hash. This should be identical to
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-- Get position from hash. This should be identical to
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@ -242,7 +242,7 @@ local function trace_explode(pos, strength, raydirs, radius, drop_chance)
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end
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end
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if cid ~= AIR_CID then
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if cid ~= AIR_CID then
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destroy[hash] = idx
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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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end
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@ -253,88 +253,91 @@ local function trace_explode(pos, strength, raydirs, radius, drop_chance)
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-- Trace rays for entity damage
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-- Trace rays for entity damage
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for _, obj in pairs(objs) do
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for _, obj in pairs(objs) do
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-- Object position and direction to explosion center
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local ent = obj:get_luaentity()
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local opos = obj:get_pos()
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if obj:get_luaentity() ~= nil or obj:is_player() then
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-- Ignore items to lower lag
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if obj:is_player() or (ent and ent.name ~= '__builtin.item') then
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local opos = obj:get_pos()
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local collisionbox = nil
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local collisionbox = nil
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if obj:is_player() then
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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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collisionbox = { -0.3, 0.0, -0.3, 0.3, 1.77, 0.3 }
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elseif obj:get_luaentity().name then
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elseif ent.name then
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local def = minetest.registered_entities[obj:get_luaentity().name]
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local def = minetest.registered_entities[ent.name]
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collisionbox = def.collisionbox
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collisionbox = def.collisionbox
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end
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end
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if collisionbox then
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if collisionbox then
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-- Create rays from random points in the collision box
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-- Create rays from random points in the collision box
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local x1 = collisionbox[1] * 2
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local x1 = collisionbox[1] * 2
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local y1 = collisionbox[2] * 2
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local y1 = collisionbox[2] * 2
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local z1 = collisionbox[3] * 2
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local z1 = collisionbox[3] * 2
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local x2 = collisionbox[4] * 2
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local x2 = collisionbox[4] * 2
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local y2 = collisionbox[5] * 2
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local y2 = collisionbox[5] * 2
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local z2 = collisionbox[6] * 2
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local z2 = collisionbox[6] * 2
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local x_len = math.abs(x2 - x1)
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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 y_len = math.abs(y2 - y1)
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local z_len = math.abs(z2 - z1)
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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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-- Move object position to the center of its bounding box
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opos.x = opos.x + x1 + x2
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opos.x = opos.x + x1 + x2
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opos.y = opos.y + y1 + y2
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opos.y = opos.y + y1 + y2
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opos.z = opos.z + z1 + z2
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opos.z = opos.z + z1 + z2
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-- Count number of rays from collision box which are unobstructed
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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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local count = N_EXPOSURE_RAYS
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for i = 1, N_EXPOSURE_RAYS do
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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_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_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 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_x = pos.x - rpos_x
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local rdir_y = pos.y - rpos_y
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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_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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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_x = rdir_x / rdir_len
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rdir_y = rdir_y / 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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rdir_z = rdir_z / rdir_len
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for i=0, rdir_len / STEP_LENGTH do
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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_x = rpos_x + rdir_x * STEP_LENGTH
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rpos_y = rpos_y + rdir_y * 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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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_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_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_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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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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npos_x - emin_x + 1
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local cid = data[idx]
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local cid = data[idx]
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local br = node_br[cid]
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local br = node_br[cid]
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if br ~= 0 then
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if br ~= 0 then
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count = count - 1
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count = count - 1
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break
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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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end
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end
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-- Punch entity with damage depending on explosion exposure and
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-- Punch entity with damage depending on explosion exposure and
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-- distance to explosion
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-- distance to explosion
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local exposure = count / N_EXPOSURE_RAYS
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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_vec = vector.subtract(opos, pos)
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local punch_dir = vector.normalize(punch_vec)
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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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local impact = (1 - vector.length(punch_vec) / punch_radius) * exposure
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if impact < 0 then
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if impact < 0 then
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impact = 0
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impact = 0
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end
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end
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local damage = math.floor((impact * impact + impact) * 7 * strength + 1)
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local damage = math.floor((impact * impact + impact) * 7 * strength + 1)
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obj:punch(obj, 10, { damage_groups = { full_punch_interval = 1,
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obj:punch(obj, 10, { damage_groups = { full_punch_interval = 1,
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fleshy = damage, knockback = impact * 20.0 } }, punch_dir)
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fleshy = damage, knockback = impact * 20.0 } }, punch_dir)
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if obj:is_player() then
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if obj:is_player() then
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obj:add_player_velocity(vector.multiply(punch_dir, impact * 20))
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obj:add_player_velocity(vector.multiply(punch_dir, impact * 20))
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end
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elseif 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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end
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end
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@ -348,16 +351,16 @@ local function trace_explode(pos, strength, raydirs, radius, drop_chance)
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if do_drop or on_blast ~= nil then
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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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local npos = get_position_from_hash(hash)
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if on_blast ~= nil then
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if on_blast ~= nil then
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remove = on_blast(npos, 1.0)
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remove = on_blast(npos, 1.0)
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else
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else
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local name = minetest.get_name_from_content_id(data[idx])
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local name = minetest.get_name_from_content_id(data[idx])
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local drop = minetest.get_node_drops(name, "")
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local drop = minetest.get_node_drops(name, "")
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for _, item in ipairs(drop) do
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for _, item in ipairs(drop) do
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if type(item) == "string" then
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if type(item) == "string" then
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minetest.add_item(npos, item)
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minetest.add_item(npos, item)
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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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end
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end
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end
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if remove then
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if remove then
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