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# minetest / minetest_game

TNT: Combine adjacent TNT into the explosion

```This uses a vmanip to count adjacent tnt nodes and explodes them
all at once, using an inverse square law to recalculate the radius.
The maximum explosion becomes 125 nodes of tnt yielding a radius of
15 nodes, which does not break my machine and makes it return
in under a second.

This makes both bigger explosions and less stability issues.

The drop code has been simplified and now drops at all times a
reasonable amount of drops, never blanketing the area with drops,
even at the larges explosion level.

Particles are scaled up according to explosion size as well - a
bigger explosion will show bigger particles.

To scale the tnt:boom particle, we move it to the _effects() function.```
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sofar authored and paramat committed May 1, 2016
1 parent 098ea0d commit 12c763a6c76dee4b11307f366527866349a01b6b
Showing with 55 additions and 24 deletions.
1. +55 −24 mods/tnt/init.lua
 @@ -49,9 +49,8 @@ local function eject_drops(drops, pos, radius) local drop_pos = vector.new(pos) for _, item in pairs(drops) do local count = item:get_count() local take_est = math.log(count * count) + math.random(0,4) - 2 while count > 0 do local take = math.max(1,math.min(take_est, local take = math.max(1,math.min(radius * radius, item:get_count(), item:get_stack_max())) rand_pos(pos, drop_pos, radius) @@ -188,6 +187,16 @@ local function entity_physics(pos, radius, drops) end local function add_effects(pos, radius, drops) minetest.add_particle({ pos = pos, velocity = vector.new(), acceleration = vector.new(), expirationtime = 0.4, size = radius * 10, collisiondetection = false, vertical = false, texture = "tnt_boom.png", }) minetest.add_particlespawner({ amount = 64, time = 0.5, @@ -199,8 +208,8 @@ local function add_effects(pos, radius, drops) maxacc = vector.new(), minexptime = 1, maxexptime = 2.5, minsize = 8, maxsize = 16, minsize = radius * 3, maxsize = radius * 5, texture = "tnt_smoke.png", }) @@ -230,8 +239,8 @@ local function add_effects(pos, radius, drops) maxacc = {x = 0, y = -10, z = 0}, minexptime = 0.8, maxexptime = 2.0, minsize = 2, maxsize = 6, minsize = radius * 0.66, maxsize = radius * 2, texture = texture, collisiondetection = true, }) @@ -251,6 +260,40 @@ end local function tnt_explode(pos, radius, ignore_protection, ignore_on_blast) local pos = vector.round(pos) -- scan for adjacent TNT nodes first, and enlarge the explosion local vm1 = VoxelManip() local p1 = vector.subtract(pos, 2) local p2 = vector.add(pos, 2) local minp, maxp = vm1:read_from_map(p1, p2) local a = VoxelArea:new({MinEdge = minp, MaxEdge = maxp}) local data = vm1:get_data() local count = 0 local c_tnt = minetest.get_content_id("tnt:tnt") local c_tnt_burning = minetest.get_content_id("tnt:tnt_burning") local c_tnt_boom = minetest.get_content_id("tnt:boom") local c_air = minetest.get_content_id("air") for z = pos.z - 2, pos.z + 2 do for y = pos.y - 2, pos.y + 2 do local vi = a:index(pos.x - 2, y, z) for x = pos.x - 2, pos.x + 2 do local cid = data[vi] if cid == c_tnt or cid == c_tnt_boom or cid == c_tnt_burning then count = count + 1 data[vi] = c_air end vi = vi + 1 end end end vm1:set_data(data) vm1:write_to_map() -- recalculate new radius radius = math.floor(radius * math.pow(count, 1/3)) -- perform the explosion local vm = VoxelManip() local pr = PseudoRandom(os.time()) local p1 = vector.subtract(pos, radius) @@ -262,7 +305,6 @@ local function tnt_explode(pos, radius, ignore_protection, ignore_on_blast) local drops = {} local on_blast_queue = {} local c_air = minetest.get_content_id("air") local c_fire = minetest.get_content_id("fire:basic_flame") for z = -radius, radius do for y = -radius, radius do @@ -312,21 +354,21 @@ local function tnt_explode(pos, radius, ignore_protection, ignore_on_blast) end end return drops return drops, radius end function tnt.boom(pos, def) minetest.sound_play("tnt_explode", {pos = pos, gain = 1.5, max_hear_distance = 2*64}) minetest.set_node(pos, {name = "tnt:boom"}) local drops = tnt_explode(pos, def.radius, def.ignore_protection, local drops, radius = tnt_explode(pos, def.radius, def.ignore_protection, def.ignore_on_blast) -- append entity drops entity_physics(pos, def.damage_radius, drops) local damage_radius = (radius / def.radius) * def.damage_radius entity_physics(pos, damage_radius, drops) if not def.disable_drops then eject_drops(drops, pos, def.radius) eject_drops(drops, pos, radius) end add_effects(pos, def.radius, drops) add_effects(pos, radius, drops) end minetest.register_node("tnt:boom", { @@ -336,17 +378,6 @@ minetest.register_node("tnt:boom", { drop = "", groups = {dig_immediate = 3}, on_construct = function(pos) minetest.add_particle({ pos = pos, velocity = vector.new(), acceleration = vector.new(), expirationtime = 0.4, size = 30, collisiondetection = false, vertical = false, texture = "tnt_boom.png", playername = nil, }) minetest.get_node_timer(pos):start(0.4) end, on_timer = function(pos, elapsed)

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