#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(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(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()); cBlockHandler::For(a_DestroyedBlock).OnBroken(Interface, a_World, a_AbsolutePosition, a_DestroyedBlock, DestroyedMeta); } /** 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(cBlockHandler::For(DestroyedBlock).ConvertToPickups(DestroyedMeta), 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(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; }); } }