2020-09-12 14:57:44 -04:00
|
|
|
|
|
|
|
#include "Globals.h"
|
|
|
|
#include "BlockInfo.h"
|
|
|
|
#include "Blocks/BlockHandler.h"
|
|
|
|
#include "Blocks/ChunkInterface.h"
|
|
|
|
#include "Chunk.h"
|
|
|
|
#include "ClientHandle.h"
|
|
|
|
#include "Entities/FallingBlock.h"
|
|
|
|
#include "LineBlockTracer.h"
|
|
|
|
#include "Simulator/SandSimulator.h"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
namespace Explodinator
|
|
|
|
{
|
|
|
|
const auto StepUnit = 0.3f;
|
|
|
|
const auto KnockbackFactor = 25U;
|
|
|
|
const auto StepAttenuation = 0.225f;
|
|
|
|
const auto TraceCubeSideLength = 16U;
|
|
|
|
const auto BoundingBoxStepUnit = 0.5f;
|
|
|
|
|
|
|
|
/** Converts an absolute floating-point Position into a Chunk-relative one. */
|
|
|
|
static Vector3f AbsoluteToRelative(const Vector3f a_Position, const cChunkCoords a_ChunkPosition)
|
|
|
|
{
|
|
|
|
return { a_Position.x - a_ChunkPosition.m_ChunkX * cChunkDef::Width, a_Position.y, a_Position.z - a_ChunkPosition.m_ChunkZ * cChunkDef::Width };
|
|
|
|
}
|
|
|
|
|
|
|
|
/** Make a From Chunk-relative Position into a To Chunk-relative position. */
|
|
|
|
static Vector3f RebaseRelativePosition(const cChunkCoords a_From, const cChunkCoords a_To, const Vector3f a_Position)
|
|
|
|
{
|
|
|
|
return
|
|
|
|
{
|
|
|
|
a_Position.x + (a_From.m_ChunkX - a_To.m_ChunkX) * cChunkDef::Width,
|
|
|
|
a_Position.y,
|
|
|
|
a_Position.z + (a_From.m_ChunkZ - a_To.m_ChunkZ) * cChunkDef::Width
|
|
|
|
};
|
|
|
|
}
|
|
|
|
|
|
|
|
/** Calculates the approximate percentage of an Entity's bounding box that is exposed to an explosion centred at Position. */
|
|
|
|
static float CalculateEntityExposure(cChunk & a_Chunk, const cEntity & a_Entity, const Vector3f a_Position, const float a_SquareRadius)
|
|
|
|
{
|
|
|
|
unsigned Unobstructed = 0, Total = 0;
|
|
|
|
const auto Box = a_Entity.GetBoundingBox();
|
|
|
|
|
|
|
|
for (float X = Box.GetMinX(); X < Box.GetMaxX(); X += BoundingBoxStepUnit)
|
|
|
|
{
|
|
|
|
for (float Y = Box.GetMinY(); Y < Box.GetMaxY(); Y += BoundingBoxStepUnit)
|
|
|
|
{
|
|
|
|
for (float Z = Box.GetMinZ(); Z < Box.GetMaxZ(); Z += BoundingBoxStepUnit)
|
|
|
|
{
|
|
|
|
const auto Destination = Vector3f(X, Y, Z);
|
|
|
|
if ((Destination - a_Position).SqrLength() > a_SquareRadius)
|
|
|
|
{
|
|
|
|
// Don't bother with points outside our designated area-of-effect
|
|
|
|
// This is, surprisingly, a massive amount of work saved (~3m to detonate a sphere of 37k TNT before, ~1m after):
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (cLineBlockTracer::LineOfSightTrace(*a_Chunk.GetWorld(), a_Position, Destination, cLineBlockTracer::eLineOfSight::losAir))
|
|
|
|
{
|
|
|
|
Unobstructed++;
|
|
|
|
}
|
|
|
|
Total++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return static_cast<float>(Unobstructed) / Total;
|
|
|
|
}
|
|
|
|
|
|
|
|
/** Applies distance-based damage and knockback to all entities within the explosion's effect range. */
|
|
|
|
static void DamageEntities(cChunk & a_Chunk, const Vector3f a_Position, const unsigned a_Power)
|
|
|
|
{
|
|
|
|
const auto Radius = a_Power * 2.f;
|
|
|
|
const auto SquareRadius = Radius * Radius;
|
|
|
|
|
|
|
|
a_Chunk.GetWorld()->ForEachEntityInBox({ a_Position, Radius * 2 }, [&a_Chunk, a_Position, a_Power, Radius, SquareRadius](cEntity & Entity)
|
|
|
|
{
|
|
|
|
// Percentage of rays unobstructed.
|
|
|
|
const auto Exposure = CalculateEntityExposure(a_Chunk, Entity, a_Position, SquareRadius);
|
|
|
|
const auto Direction = Entity.GetPosition() - a_Position;
|
|
|
|
const auto Impact = (1 - (static_cast<float>(Direction.Length()) / Radius)) * Exposure;
|
|
|
|
|
|
|
|
// Don't apply damage to other TNT entities and falling blocks, they should be invincible:
|
|
|
|
if (!Entity.IsTNT() && !Entity.IsFallingBlock())
|
|
|
|
{
|
|
|
|
const auto Damage = (Impact * Impact + Impact) * 7 * a_Power + 1;
|
|
|
|
Entity.TakeDamage(dtExplosion, nullptr, FloorC(Damage), 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Impact reduced by armour:
|
|
|
|
const auto ReducedImpact = Impact - Impact * Entity.GetEnchantmentBlastKnockbackReduction(); // TODO: call is very expensive, should only apply to Pawns
|
|
|
|
Entity.SetSpeed(Direction.NormalizeCopy() * KnockbackFactor * ReducedImpact);
|
|
|
|
|
|
|
|
// Continue iteration:
|
|
|
|
return false;
|
|
|
|
});
|
|
|
|
}
|
|
|
|
|
|
|
|
/** Sets the block at the given position, updating surroundings. */
|
|
|
|
static void DestroyBlock(cWorld & a_World, cChunk & a_Chunk, const Vector3i a_AbsolutePosition, const Vector3i a_RelativePosition, const BLOCKTYPE a_DestroyedBlock, const BLOCKTYPE a_NewBlock)
|
|
|
|
{
|
|
|
|
const auto DestroyedMeta = a_Chunk.GetMeta(a_RelativePosition);
|
|
|
|
|
|
|
|
// SetBlock wakes up all simulators for the area, so that water and lava flows and sand falls into the blasted holes
|
|
|
|
// It also is responsible for calling cBlockHandler::OnNeighborChanged to pop off blocks that fail CanBeAt
|
|
|
|
// An explicit call to cBlockHandler::OnBroken handles the destruction of multiblock structures
|
|
|
|
// References at (FS #391, GH #4418):
|
|
|
|
a_Chunk.SetBlock(a_RelativePosition, a_NewBlock, 0);
|
|
|
|
|
|
|
|
cChunkInterface Interface(a_World.GetChunkMap());
|
2020-09-20 09:50:52 -04:00
|
|
|
cBlockHandler::For(a_DestroyedBlock).OnBroken(Interface, a_World, a_AbsolutePosition, a_DestroyedBlock, DestroyedMeta);
|
2020-09-12 14:57:44 -04:00
|
|
|
}
|
|
|
|
|
|
|
|
/** Sets the block at the given Position to air, updates surroundings, and spawns pickups, fire, shrapnel according to Minecraft rules.
|
|
|
|
OK, _mostly_ Minecraft rules. */
|
|
|
|
static void DestroyBlock(cChunk & a_Chunk, const Vector3i a_Position, const unsigned a_Power, const bool a_Fiery)
|
|
|
|
{
|
|
|
|
const auto DestroyedBlock = a_Chunk.GetBlock(a_Position);
|
|
|
|
if (DestroyedBlock == E_BLOCK_AIR)
|
|
|
|
{
|
|
|
|
// There's nothing left for us here, but a barren and empty land
|
|
|
|
// Let's go.
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
auto & World = *a_Chunk.GetWorld();
|
|
|
|
auto & Random = GetRandomProvider();
|
|
|
|
const auto Absolute = cChunkDef::RelativeToAbsolute(a_Position, a_Chunk.GetPos());
|
|
|
|
if (DestroyedBlock == E_BLOCK_TNT)
|
|
|
|
{
|
|
|
|
// Random fuse between 10 to 30 game ticks.
|
|
|
|
const int FuseTime = Random.RandInt(10, 30);
|
|
|
|
|
|
|
|
// Activate the TNT, with initial velocity and no fuse sound:
|
|
|
|
World.SpawnPrimedTNT(Vector3d(0.5, 0, 0.5) + Absolute, FuseTime, 1, false);
|
|
|
|
}
|
|
|
|
else if (Random.RandBool(1.f / a_Power))
|
|
|
|
{
|
|
|
|
const auto DestroyedMeta = a_Chunk.GetMeta(a_Position);
|
|
|
|
a_Chunk.GetWorld()->SpawnItemPickups(
|
2020-09-20 09:50:52 -04:00
|
|
|
cBlockHandler::For(DestroyedBlock).ConvertToPickups(DestroyedMeta, a_Chunk.GetBlockEntityRel(a_Position)),
|
2020-09-12 14:57:44 -04:00
|
|
|
Absolute
|
|
|
|
);
|
|
|
|
}
|
|
|
|
else if (a_Fiery && Random.RandBool(1.f / 3.f)) // 33% chance of starting fires if it can start fires
|
|
|
|
{
|
|
|
|
const auto Below = a_Position.addedY(-1);
|
|
|
|
if ((Below.y >= 0) && cBlockInfo::FullyOccupiesVoxel(a_Chunk.GetBlock(Below)))
|
|
|
|
{
|
|
|
|
// Start a fire:
|
|
|
|
DestroyBlock(World, a_Chunk, Absolute, a_Position, DestroyedBlock, E_BLOCK_FIRE);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (const auto Shrapnel = World.GetTNTShrapnelLevel(); (Shrapnel > slNone) && Random.RandBool(0)) // 20% chance of flinging stuff around
|
|
|
|
{
|
|
|
|
// If the block is shrapnel-able, make a falling block entity out of it:
|
|
|
|
if (
|
|
|
|
((Shrapnel == slAll) && cBlockInfo::FullyOccupiesVoxel(DestroyedBlock)) ||
|
|
|
|
((Shrapnel == slGravityAffectedOnly) && cSandSimulator::IsAllowedBlock(DestroyedBlock))
|
|
|
|
)
|
|
|
|
{
|
|
|
|
const auto DestroyedMeta = a_Chunk.GetMeta(a_Position);
|
|
|
|
auto FallingBlock = std::make_unique<cFallingBlock>(Vector3d(0.5, 0, 0.5) + Absolute, DestroyedBlock, DestroyedMeta);
|
|
|
|
// TODO: correct velocity FallingBlock->SetSpeedY(40);
|
|
|
|
FallingBlock->Initialize(std::move(FallingBlock), World);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
DestroyBlock(World, a_Chunk, Absolute, a_Position, DestroyedBlock, E_BLOCK_AIR);
|
|
|
|
}
|
|
|
|
|
|
|
|
/** Traces the path taken by one Explosion Lazor (tm) with given direction and intensity, that will destroy blocks until it is exhausted. */
|
|
|
|
static void DestructionTrace(cChunk * a_Chunk, Vector3f a_Origin, const Vector3f a_Destination, const unsigned a_Power, const bool a_Fiery, float a_Intensity)
|
|
|
|
{
|
|
|
|
// The current position the ray is at.
|
|
|
|
auto Checkpoint = a_Origin;
|
|
|
|
|
|
|
|
// The total displacement the ray must travel.
|
|
|
|
const auto TraceDisplacement = (a_Destination - a_Origin);
|
|
|
|
|
|
|
|
// The displacement that they ray in one iteration step should travel.
|
|
|
|
const auto Step = TraceDisplacement.NormalizeCopy() * StepUnit;
|
|
|
|
|
|
|
|
// Loop until we've reached the prescribed destination:
|
|
|
|
while (TraceDisplacement > (Checkpoint - a_Origin))
|
|
|
|
{
|
|
|
|
auto Position = Checkpoint.Floor();
|
|
|
|
if (!cChunkDef::IsValidHeight(Position.y))
|
|
|
|
{
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
const auto Neighbour = a_Chunk->GetRelNeighborChunkAdjustCoords(Position);
|
|
|
|
if ((Neighbour == nullptr) || !Neighbour->IsValid())
|
|
|
|
{
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
a_Intensity -= 0.3f * (0.3f + cBlockInfo::GetExplosionAbsorption(Neighbour->GetBlock(Position)));
|
|
|
|
if (a_Intensity <= 0)
|
|
|
|
{
|
|
|
|
// The ray is exhausted:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
DestroyBlock(*Neighbour, Position, a_Power, a_Fiery);
|
|
|
|
|
|
|
|
// Adjust coordinates to be relative to the neighbour chunk:
|
|
|
|
Checkpoint = RebaseRelativePosition(a_Chunk->GetPos(), Neighbour->GetPos(), Checkpoint);
|
|
|
|
a_Origin = RebaseRelativePosition(a_Chunk->GetPos(), Neighbour->GetPos(), a_Origin);
|
|
|
|
a_Chunk = Neighbour;
|
|
|
|
|
|
|
|
// Increment the simulation, weaken the ray:
|
|
|
|
Checkpoint += Step;
|
|
|
|
a_Intensity -= StepAttenuation;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/** Sends out Explosion Lazors (tm) originating from the given position that destroy blocks. */
|
|
|
|
static void DamageBlocks(cChunk & a_Chunk, const Vector3f a_Position, const unsigned a_Power, const bool a_Fiery)
|
|
|
|
{
|
|
|
|
const auto Intensity = a_Power * (0.7f + GetRandomProvider().RandReal(0.6f));
|
|
|
|
const auto ExplosionRadius = CeilC((Intensity / StepAttenuation) * StepUnit);
|
|
|
|
|
|
|
|
// Oh boy... Better hope you have a hot cache, 'cos this little manoeuvre's gonna cost us 1352 raytraces in one tick...
|
|
|
|
const int HalfSide = TraceCubeSideLength / 2;
|
|
|
|
|
|
|
|
// The following loops implement the tracing algorithm described in http://minecraft.gamepedia.com/Explosion
|
|
|
|
|
|
|
|
// Trace rays from the explosion centre to all points in a square of area TraceCubeSideLength * TraceCubeSideLength
|
|
|
|
// in the YM and YP directions:
|
|
|
|
for (int OffsetX = -HalfSide; OffsetX < HalfSide; OffsetX++)
|
|
|
|
{
|
|
|
|
for (int OffsetZ = -HalfSide; OffsetZ < HalfSide; OffsetZ++)
|
|
|
|
{
|
|
|
|
DestructionTrace(&a_Chunk, a_Position, a_Position + Vector3f(OffsetX, +ExplosionRadius, OffsetZ), a_Power, a_Fiery, Intensity);
|
|
|
|
DestructionTrace(&a_Chunk, a_Position, a_Position + Vector3f(OffsetX, -ExplosionRadius, OffsetZ), a_Power, a_Fiery, Intensity);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
Trace rays from the centre to the sides of the explosion cube, being careful to avoid duplicates:
|
|
|
|
|
|
|
|
Top view:
|
|
|
|
______
|
|
|
|
. | (dot to make style checker happy)
|
|
|
|
| |
|
|
|
|
| |
|
|
|
|
| ______
|
|
|
|
|
|
|
|
Side view:
|
|
|
|
+ +
|
|
|
|
|====== |
|
|
|
|
| | |
|
|
|
|
|====== |
|
|
|
|
+ +
|
|
|
|
|
|
|
|
*/
|
|
|
|
for (int Offset = -HalfSide; Offset < HalfSide - 1; Offset++)
|
|
|
|
{
|
|
|
|
for (int OffsetY = -HalfSide + 1; OffsetY < HalfSide - 1; OffsetY++)
|
|
|
|
{
|
|
|
|
DestructionTrace(&a_Chunk, a_Position, a_Position + Vector3f(ExplosionRadius, OffsetY, Offset + 1), a_Power, a_Fiery, Intensity);
|
|
|
|
DestructionTrace(&a_Chunk, a_Position, a_Position + Vector3f(-ExplosionRadius, OffsetY, Offset), a_Power, a_Fiery, Intensity);
|
|
|
|
DestructionTrace(&a_Chunk, a_Position, a_Position + Vector3f(Offset, OffsetY, ExplosionRadius), a_Power, a_Fiery, Intensity);
|
|
|
|
DestructionTrace(&a_Chunk, a_Position, a_Position + Vector3f(Offset + 1, OffsetY, -ExplosionRadius), a_Power, a_Fiery, Intensity);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/** Sends an explosion packet to all clients in the given chunk. */
|
|
|
|
static void LagTheClient(cChunk & a_Chunk, const Vector3f a_Position, const unsigned a_Power)
|
|
|
|
{
|
|
|
|
for (const auto Client : a_Chunk.GetAllClients())
|
|
|
|
{
|
|
|
|
Client->SendExplosion(a_Position, a_Power);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Kaboom(cWorld & a_World, const Vector3f a_Position, const unsigned a_Power, const bool a_Fiery)
|
|
|
|
{
|
|
|
|
a_World.DoWithChunkAt(a_Position.Floor(), [a_Position, a_Power, a_Fiery](cChunk & a_Chunk)
|
|
|
|
{
|
|
|
|
LagTheClient(a_Chunk, a_Position, a_Power);
|
|
|
|
DamageEntities(a_Chunk, a_Position, a_Power);
|
|
|
|
DamageBlocks(a_Chunk, AbsoluteToRelative(a_Position, a_Chunk.GetPos()), a_Power, a_Fiery);
|
|
|
|
|
|
|
|
return false;
|
|
|
|
});
|
|
|
|
}
|
|
|
|
}
|