forked from minetest/minetest_game
TNT: Damage mobs, knock back players
We apply punch damage to mobs caught in the blast radius, as this code previously only hurt players. We "move" players back 1 node if they're caught in the blast, and slightly up. We can't "eject" players due to missing API code to support that, unfortunately.
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@ -135,16 +135,29 @@ local function entity_physics(pos, radius)
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local objs = minetest.get_objects_inside_radius(pos, radius)
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local objs = minetest.get_objects_inside_radius(pos, radius)
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for _, obj in pairs(objs) do
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for _, obj in pairs(objs) do
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local obj_pos = obj:getpos()
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local obj_pos = obj:getpos()
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local obj_vel = obj:getvelocity()
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local dist = math.max(1, vector.distance(pos, obj_pos))
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local dist = math.max(1, vector.distance(pos, obj_pos))
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if obj_vel ~= nil then
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local damage = (4 / dist) * radius
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if obj:is_player() then
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-- currently the engine has no method to set
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-- player velocity. See #2960
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-- instead, we knock the player back 1.0 node, and slightly upwards
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local dir = vector.normalize(vector.subtract(obj_pos, pos))
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local moveoff = vector.multiply(dir, dist + 1.0)
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local newpos = vector.add(pos, moveoff)
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local newpos = vector.add(newpos, {x = 0, y = 0.2, z = 0})
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obj:setpos(newpos)
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obj:set_hp(obj:get_hp() - damage)
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else
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local obj_vel = obj:getvelocity()
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obj:setvelocity(calc_velocity(pos, obj_pos,
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obj:setvelocity(calc_velocity(pos, obj_pos,
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obj_vel, radius * 10))
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obj_vel, radius * 10))
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obj:punch(obj, 1.0, {
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full_punch_interval = 1.0,
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damage_groups = {fleshy = damage},
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}, nil)
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end
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end
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local damage = (4 / dist) * radius
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obj:set_hp(obj:get_hp() - damage)
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end
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end
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end
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end
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