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TNT: Add explode_center flag
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Add 'explode_centre' flag which when false explodes as normal and when true runs on_blast on centre node as well as dropping items.
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tenplus1 authored and rubenwardy committed Aug 26, 2017
1 parent bcf98df commit fe67ffd
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Showing 2 changed files with 12 additions and 4 deletions.
3 changes: 2 additions & 1 deletion game_api.txt
Expand Up @@ -363,7 +363,8 @@ TNT API
^ Create an explosion.

* `position` The center of explosion.
* `definition` The TNT definion as passed to `tnt.register`
* `definition` The TNT definion as passed to `tnt.register` with the following addition:
* `explode_center` false by default which removes TNT node on blast, when true will explode center node.

`tnt.burn(position, [nodename])`

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13 changes: 10 additions & 3 deletions mods/tnt/init.lua
Expand Up @@ -208,6 +208,7 @@ local function add_effects(pos, radius, drops)
collisiondetection = false,
vertical = false,
texture = "tnt_boom.png",
glow = 15,
})
minetest.add_particlespawner({
amount = 64,
Expand Down Expand Up @@ -272,7 +273,7 @@ function tnt.burn(pos, nodename)
end
end

local function tnt_explode(pos, radius, ignore_protection, ignore_on_blast, owner)
local function tnt_explode(pos, radius, ignore_protection, ignore_on_blast, owner, explode_center)
pos = vector.round(pos)
-- scan for adjacent TNT nodes first, and enlarge the explosion
local vm1 = VoxelManip()
Expand All @@ -286,6 +287,10 @@ local function tnt_explode(pos, radius, ignore_protection, ignore_on_blast, owne
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")
-- make sure we still have explosion even when centre node isnt tnt related
if explode_center then
count = 1
end

for z = pos.z - 2, pos.z + 2 do
for y = pos.y - 2, pos.y + 2 do
Expand Down Expand Up @@ -384,12 +389,14 @@ end
function tnt.boom(pos, def)
local meta = minetest.get_meta(pos)
local owner = meta:get_string("owner")
if not def.explode_center then
minetest.set_node(pos, {name = "tnt:boom"})
end
local sound = def.sound or "tnt_explode"
minetest.sound_play(sound, {pos = pos, gain = 1.5,
max_hear_distance = math.min(def.radius * 20, 128)})
minetest.set_node(pos, {name = "tnt:boom"})
local drops, radius = tnt_explode(pos, def.radius, def.ignore_protection,
def.ignore_on_blast, owner)
def.ignore_on_blast, owner, def.explode_center)
-- append entity drops
local damage_radius = (radius / def.radius) * def.damage_radius
entity_physics(pos, damage_radius, drops)
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