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fixed multiplayer bugs

was missing calc_velocity; also corrected thefunction order
master
poikilos 8 years ago
committed by Jacob Gustafson
parent
commit
91fde07957
  1. 275
      etc/Mods,WIP/mock_tnt/init.lua

275
etc/Mods,WIP/mock_tnt/init.lua

@ -7,6 +7,26 @@ if enable_tnt == nil then
enable_tnt = minetest.is_singleplayer()
end
local loss_prob = {}
loss_prob["default:cobble"] = 3
loss_prob["default:dirt"] = 4
local tnt_radius = tonumber(minetest.setting_get("tnt_radius") or 3)
-- Fill a list with data for content IDs, after all nodes are registered
local cid_data = {}
minetest.after(0, function()
for name, def in pairs(minetest.registered_nodes) do
cid_data[minetest.get_content_id(name)] = {
name = name,
drops = def.drops,
flammable = def.groups.flammable,
on_blast = def.on_blast,
}
end
end)
local function notify(name, retcode)
if(retcode == false) then
minetest.chat_send_player(name, "You did not suffer any ill effects.")
@ -30,7 +50,6 @@ local function apply_flashbang_debuffs(player)
end
end
local tnt_radius = tonumber(minetest.setting_get("tnt_radius") or 3)
local function rand_pos(center, pos, radius)
local def
@ -49,41 +68,128 @@ local function rand_pos(center, pos, radius)
until def and not def.walkable
end
local function eject_drops(drops, pos, radius)
local drop_pos = vector.new(pos)
for _, item in pairs(drops) do
local count = math.min(item:get_count(), item:get_stack_max())
while count > 0 do
local take = math.max(1,math.min(radius * radius,
count,
item:get_stack_max()))
rand_pos(pos, drop_pos, radius)
local dropitem = ItemStack(item)
dropitem:set_count(take)
local obj = minetest.add_item(drop_pos, dropitem)
if obj then
obj:get_luaentity().collect = true
obj:setacceleration({x = 0, y = -10, z = 0})
obj:setvelocity({x = math.random(-3, 3),
y = math.random(0, 10),
z = math.random(-3, 3)})
end
count = count - take
end
end
end
-- minetest.register_node( "mock_tnt:mock_tnt", {
-- description = "Unknown Explosive",
-- tiles = { "mock_tnt_top.png", "mock_tnt_sides.png", "mock_tnt_sides.png", "mock_tnt_sides.png", "mock_tnt_sides.png", "mock_tnt_sides.png" },
-- is_ground_content = true,
-- groups = {cracky = 1, level = 2},
-- sounds = default.node_sound_sand_defaults(),
-- })
local function add_drop(drops, item)
item = ItemStack(item)
local name = item:get_name()
if loss_prob[name] ~= nil and math.random(1, loss_prob[name]) == 1 then
return
end
local drop = drops[name]
if drop == nil then
drops[name] = item
else
drop:set_count(drop:get_count() + item:get_count())
end
end
-- Only when "not" to not overlap tnt mod:
if not enable_tnt then
minetest.register_alias("tnt:tnt", "mock_tnt:mock_tnt")
minetest.register_craft({
output = "mock_tnt:mock_tnt",
recipe = {
{"group:wood", "tnt:gunpowder", "group:wood"},
{"tnt:gunpowder", "tnt:gunpowder", "tnt:gunpowder"},
{"group:wood", "tnt:gunpowder", "group:wood"}
}
})
local function calc_velocity(pos1, pos2, old_vel, power)
-- Avoid errors caused by a vector of zero length
if vector.equals(pos1, pos2) then
return old_vel
end
minetest.register_abm({
label = "mock_tnt ignition",
nodenames = {"group:tnt", "tnt:gunpowder"},
neighbors = {"fire:basic_flame", "default:lava_source", "default:lava_flowing", "default:torch", "fire:permanent_flame"},
interval = 4,
chance = 1,
action = function(pos, node)
mock_tnt.burn(pos, node.name)
end,
local vel = vector.direction(pos1, pos2)
vel = vector.normalize(vel)
vel = vector.multiply(vel, power)
-- Divide by distance
local dist = vector.distance(pos1, pos2)
dist = math.max(dist, 1)
vel = vector.divide(vel, dist)
-- Add old velocity
vel = vector.add(vel, old_vel)
-- randomize it a bit
vel = vector.add(vel, {
x = math.random() - 0.5,
y = math.random() - 0.5,
z = math.random() - 0.5,
})
-- Limit to terminal velocity
dist = vector.length(vel)
if dist > 250 then
vel = vector.divide(vel, dist / 250)
end
return vel
end
local function entity_physics(pos, radius, drops)
local objs = minetest.get_objects_inside_radius(pos, radius)
for _, obj in pairs(objs) do
local obj_pos = obj:getpos()
local dist = math.max(1, vector.distance(pos, obj_pos))
local damage = (4 / dist) * radius
if obj:is_player() then
-- currently the engine has no method to set
-- player velocity. See #2960
-- instead, we knock the player back 1.0 node, and slightly upwards
local dir = vector.normalize(vector.subtract(obj_pos, pos))
local moveoff = vector.multiply(dir, dist + 1.0)
local newpos = vector.add(pos, moveoff)
newpos = vector.add(newpos, {x = 0, y = 0.2, z = 0})
obj:setpos(newpos)
obj:set_hp(obj:get_hp() - damage)
else
local do_damage = true
local do_knockback = true
local entity_drops = {}
local luaobj = obj:get_luaentity()
local objdef = minetest.registered_entities[luaobj.name]
if objdef and objdef.on_blast then
do_damage, do_knockback, entity_drops = objdef.on_blast(luaobj, damage)
end
if do_knockback then
local obj_vel = obj:getvelocity()
obj:setvelocity(calc_velocity(pos, obj_pos,
obj_vel, radius * 10))
end
if do_damage then
if not obj:get_armor_groups().immortal then
obj:punch(obj, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = damage},
}, nil)
end
end
for _, item in pairs(entity_drops) do
add_drop(drops, item)
end
end
end
end
local function add_effects(pos, radius, drops)
minetest.add_particle({
pos = pos,
@ -259,79 +365,6 @@ local function UNUSED_mock_tnt_explode(pos, radius, ignore_protection, ignore_on
return drops, radius
end
local function eject_drops(drops, pos, radius)
local drop_pos = vector.new(pos)
for _, item in pairs(drops) do
local count = math.min(item:get_count(), item:get_stack_max())
while count > 0 do
local take = math.max(1,math.min(radius * radius,
count,
item:get_stack_max()))
rand_pos(pos, drop_pos, radius)
local dropitem = ItemStack(item)
dropitem:set_count(take)
local obj = minetest.add_item(drop_pos, dropitem)
if obj then
obj:get_luaentity().collect = true
obj:setacceleration({x = 0, y = -10, z = 0})
obj:setvelocity({x = math.random(-3, 3),
y = math.random(0, 10),
z = math.random(-3, 3)})
end
count = count - take
end
end
end
local function entity_physics(pos, radius, drops)
local objs = minetest.get_objects_inside_radius(pos, radius)
for _, obj in pairs(objs) do
local obj_pos = obj:getpos()
local dist = math.max(1, vector.distance(pos, obj_pos))
local damage = (4 / dist) * radius
if obj:is_player() then
-- currently the engine has no method to set
-- player velocity. See #2960
-- instead, we knock the player back 1.0 node, and slightly upwards
local dir = vector.normalize(vector.subtract(obj_pos, pos))
local moveoff = vector.multiply(dir, dist + 1.0)
local newpos = vector.add(pos, moveoff)
newpos = vector.add(newpos, {x = 0, y = 0.2, z = 0})
obj:setpos(newpos)
obj:set_hp(obj:get_hp() - damage)
else
local do_damage = true
local do_knockback = true
local entity_drops = {}
local luaobj = obj:get_luaentity()
local objdef = minetest.registered_entities[luaobj.name]
if objdef and objdef.on_blast then
do_damage, do_knockback, entity_drops = objdef.on_blast(luaobj, damage)
end
if do_knockback then
local obj_vel = obj:getvelocity()
obj:setvelocity(calc_velocity(pos, obj_pos,
obj_vel, radius * 10))
end
if do_damage then
if not obj:get_armor_groups().immortal then
obj:punch(obj, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = damage},
}, nil)
end
end
for _, item in pairs(entity_drops) do
add_drop(drops, item)
end
end
end
end
function mock_tnt.boom(pos, def)
minetest.sound_play("tnt_explode", {pos = pos, gain = 1.5, max_hear_distance = 2*64})
@ -392,6 +425,8 @@ function mock_tnt.register_tnt(def)
local tnt_bottom = def.tiles.bottom or def.name .. "_bottom.png"
local tnt_side = def.tiles.side or def.name .. "_side.png"
local tnt_burning = def.tiles.burning or def.name .. "_top_burning_animated.png"
local all_tiles = { tnt_top, tnt_bottom, tnt_side }
if def.all_tiles then all_tiles = def.all_tiles end
if not def.damage_radius then def.damage_radius = def.radius * 2 end
-- if "not" since only make fake if real does not exist:
@ -399,7 +434,7 @@ function mock_tnt.register_tnt(def)
-- if not enable_tnt then
minetest.register_node(":" .. name, {
description = def.description,
tiles = { tnt_top, tnt_bottom, tnt_side },
tiles = all_tiles,
is_ground_content = false,
groups = {dig_immediate = 2, mesecon = 2, tnt = 1, flammable = 5},
sounds = default.node_sound_sand_defaults(),
@ -459,12 +494,48 @@ function mock_tnt.register_tnt(def)
})
end
-- minetest.register_node( "mock_tnt:mock_tnt", {
-- description = "Unknown Explosive",
-- tiles = { "mock_tnt_top.png", "mock_tnt_sides.png", "mock_tnt_sides.png", "mock_tnt_sides.png", "mock_tnt_sides.png", "mock_tnt_sides.png" },
-- is_ground_content = true,
-- groups = {cracky = 1, level = 2},
-- sounds = default.node_sound_sand_defaults(),
-- })
mock_tnt.register_tnt({
name = "mock_tnt:mock_tnt",
description = "Unknown Explosive",
radius = tnt_radius,
-- all_tiles = { "mock_tnt_top.png", "mock_tnt_bottom.png", "mock_tnt_side-blank.png", "mock_tnt_side-blank.png", "mock_tnt_side.png", "mock_tnt_side.png" },
-- could also be top,bottom,east,east,north,north
-- or top,bottom,side
})
-- Only when "not" to not overlap tnt mod:
if not enable_tnt then
minetest.register_alias("tnt:tnt", "mock_tnt:mock_tnt")
minetest.register_craft({
output = "mock_tnt:mock_tnt",
recipe = {
{"group:wood", "tnt:gunpowder", "group:wood"},
{"tnt:gunpowder", "tnt:gunpowder", "tnt:gunpowder"},
{"group:wood", "tnt:gunpowder", "group:wood"}
}
})
minetest.register_abm({
label = "mock_tnt ignition",
nodenames = {"group:tnt", "tnt:gunpowder"},
neighbors = {"fire:basic_flame", "default:lava_source", "default:lava_flowing", "default:torch", "fire:permanent_flame"},
interval = 4,
chance = 1,
action = function(pos, node)
mock_tnt.burn(pos, node.name)
end,
})
end
-- ALREADY DONE by minetest_game tnt mod even if tnt_enable is false:

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