---here is where tnt is defined
+local minetest,type,vector,math,ipairs =
+minetest,type,vector,math,ipairs
+
+
local function extreme_tnt(pos,range,explosion_type)
local pos = vector.floor(vector.add(pos,0.5))
-
- --kill
- --[[
- for _,object in ipairs(minetest.get_objects_inside_radius(pos, range)) do
- if object:is_player() then
- object:set_hp(-50)
- elseif object:get_luaentity() and object:get_luaentity().name == "__builtin:item" then
- object:remove()
- end
- end
- ]]--
-
local delay = 0
for x=-1,0 do
for y=-1,0 do
minetest.sound_play("tnt_explode", {pos = pos, gain = 1.0, max_hear_distance = range*range*range})
end
---[[
-minetest.register_globalstep(function(dtime)
- --collection
- for _,player in ipairs(minetest.get_connected_players()) do
- local pos = player:get_pos()
- pos.y = pos.y + player:get_properties().eye_height
- local look_dir = player:get_look_dir()
- look_dir = vector.multiply(look_dir,7)
- local pos2 = vector.add(pos,look_dir)
-
- local ray = minetest.raycast(pos, pos2, false, false)
- if ray then
- print("------------------------------------------------------------")
- for pointed_thing in ray do
- print(minetest.get_node(pointed_thing.under).name)
- --if pointed_thing then
- -- return({under=pointed_thing.under,above=pointed_thing.above})
- --end
- end
- end
- end
-end)
-]]--
--use raycasting to create actual explosion
-local old_node_table
local n_pos
local node2
local ray
local found
local positional_data
local pos2 = vector.new(0,0,0)
+local in_node
+local in_water
+local min
+local max
+local vm
+local emin
+local emax
+local area
+local data
+local air = minetest.get_content_id("air")
+local content_id = minetest.get_name_from_content_id
+local distance
+local item
+local ppos
+local obj
+local do_it
+local in_node
+local clear
+local power
+local dir
+local force
+local hp
+local explosion_force
+local explosion_depletion
function tnt(pos,range,explosion_type)
- local in_node = minetest.get_node(pos).name
- local in_water = ( in_node == "main:water" or minetest.get_node(pos).name == "main:waterflow")
- local min = vector.add(pos,range)
- local max = vector.subtract(pos,range)
- local vm = minetest.get_voxel_manip()
- local emin, emax = vm:read_from_map(min,max)
- local area = VoxelArea:new{MinEdge=emin, MaxEdge=emax}
- local data = vm:get_data()
-
- local air
- if explosion_type ~= nil then
- air = minetest.get_content_id(explosion_type)
- else
- air = minetest.get_content_id("air")
- end
- local content_id = minetest.get_name_from_content_id
-
- local insert = table.insert
-
+ in_node = minetest.get_node(pos).name
+ in_water = ( in_node == "main:water" or minetest.get_node(pos).name == "main:waterflow")
+ min = vector.add(pos,range)
+ max = vector.subtract(pos,range)
+ vm = minetest.get_voxel_manip(min,max)
+ emin, emax = vm:read_from_map(min,max)
+ area = VoxelArea:new{MinEdge=emin, MaxEdge=emax}
+ data = vm:get_data()
vm:get_light_data()
-
-
if in_water == false then
+ explosion_depletion = range/2
--raycast explosion
for x=-range, range do
for y=-range, range do
for z=-range, range do
- local distance = vector.distance(pos2, vector.new(x,y,z))
+ distance = vector.distance(pos2, vector.new(x,y,z))
if distance <= range and distance >= range-1 then
ray = minetest.raycast(pos, vector.new(pos.x+x,pos.y+y,pos.z+z), false, false)
-
+ explosion_force = range
for pointed_thing in ray do
- n_pos = area:index(pointed_thing.under.x,pointed_thing.under.y,pointed_thing.under.z)
- node2 = content_id(data[n_pos])
-
- if node2 == "nether:obsidian" or node2 == "nether:bedrock" then
- break
- elseif node2 == "tnt:tnt" then
- data[n_pos] = air
- local obj = minetest.add_entity(vector.new(pointed_thing.under.x,pointed_thing.under.y,pointed_thing.under.z), "tnt:tnt",minetest.serialize({do_ignition_particles=true,timer = math.random()}))
- else
- data[n_pos] = air
- minetest.after(0, function(pointed_thing)
- minetest.check_for_falling(vector.new(pointed_thing.under.x,pointed_thing.under.y+1,pointed_thing.under.z))
- end,pointed_thing)
- if math.random()>0.999 then
- if n ~= "nether:obsidian" and n ~= "nether:bedrock" then
- local item = minetest.get_node_drops(n, "main:diamondpick")[1]
- local ppos = vector.new(pointed_thing.under.x,pointed_thing.under.y,pointed_thing.under.z)
- local obj = minetest.add_item(ppos, item)
- if obj then
- local power = (range - vector.distance(pos,ppos))*2
- local dir = vector.subtract(ppos,pos)
- local force = vector.multiply(dir,power)
- obj:set_velocity(force)
+ explosion_force = explosion_force - math.random()
+ if explosion_force >= explosion_depletion then
+ n_pos = area:index(pointed_thing.under.x,pointed_thing.under.y,pointed_thing.under.z)
+
+ node2 = content_id(data[n_pos])
+
+ if node2 == "nether:obsidian" or node2 == "nether:bedrock" then
+ break
+ elseif node2 == "tnt:tnt" then
+ data[n_pos] = air
+ minetest.add_entity(vector.new(pointed_thing.under.x,pointed_thing.under.y,pointed_thing.under.z), "tnt:tnt",minetest.serialize({do_ignition_particles=true,timer = math.random()}))
+ else
+ data[n_pos] = air
+
+ minetest.after(0, function(pointed_thing)
+ minetest.check_for_falling(vector.new(pointed_thing.under.x,pointed_thing.under.y+1,pointed_thing.under.z))
+ end,pointed_thing)
+
+ if math.random()>0.9 then
+ if node2 ~= "nether:obsidian" and node2 ~= "nether:bedrock" then
+
+ item = minetest.get_node_drops(node2, "main:diamondpick")[1]
+ ppos = vector.new(pointed_thing.under.x,pointed_thing.under.y,pointed_thing.under.z)
+ obj = minetest.add_item(ppos, item)
+ if obj then
+ power = (range - vector.distance(pos,ppos))*2
+ dir = vector.subtract(ppos,pos)
+ force = vector.multiply(dir,power)
+ obj:set_velocity(force)
+ end
end
end
end
--throw players and items
for _,object in ipairs(minetest.get_objects_inside_radius(pos, range)) do
if object:is_player() or (object:get_luaentity() and (object:get_luaentity().name == "__builtin:item" or object:get_luaentity().name == "tnt:tnt" or object:get_luaentity().is_mob == true)) then
- local do_it = true
+ do_it = true
if not object:is_player() and object:get_luaentity().name == "tnt:tnt" then
- local in_node = minetest.get_node(object:get_pos()).name
+ in_node = minetest.get_node(object:get_pos()).name
if ( in_node == "main:water" or in_node == "main:waterflow") then
do_it = false
end
end
if do_it == true then
- local ppos = object:get_pos()
+ ppos = object:get_pos()
if object:is_player() then
ppos.y = ppos.y + 1
end
ray = minetest.raycast(pos, ppos, false, false)
- local clear = true
+ clear = true
for pointed_thing in ray do
n_pos = area:index(pointed_thing.under.x,pointed_thing.under.y,pointed_thing.under.z)
node2 = content_id(data[n_pos])
end
end
if clear == true then
- local power = (range - vector.distance(pos,ppos))*10
- local dir = vector.direction(pos,ppos)
- local force = vector.multiply(dir,power)
+ power = (range - vector.distance(pos,ppos))*10
+ dir = vector.direction(pos,ppos)
+ force = vector.multiply(dir,power)
if object:is_player() then
--damage the player
- local hp = object:get_hp()
+ hp = object:get_hp()
if hp > 0 then
--object:set_hp(hp - math.floor(power*2))
object:punch(object, 2,
end
--stop client from lagging
- local particle = range
- if particle > 15 then
- particle = 15
+ if range > 15 then
+ range = 15
end
minetest.add_particlespawner({
- amount = particle*particle,
+ amount = range,
time = 0.001,
minpos = pos,
maxpos = pos,