summaryrefslogtreecommitdiffstats
path: root/src/Physics/Explodinator.cpp
blob: f7662861ee93c026e2369a5e629b3542c1b3dc07 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315

#include "Globals.h"
#include "BlockInfo.h"
#include "Explodinator.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 = 0.5;

	/** 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)
	{
		const Vector3d Position = a_Position;
		unsigned Unobstructed = 0, Total = 0;
		const auto Box = a_Entity.GetBoundingBox();

		for (double X = Box.GetMinX(); X < Box.GetMaxX(); X += BoundingBoxStepUnit)
		{
			for (double Y = Box.GetMinY(); Y < Box.GetMaxY(); Y += BoundingBoxStepUnit)
			{
				for (double Z = Box.GetMinZ(); Z < Box.GetMaxZ(); Z += BoundingBoxStepUnit)
				{
					const Vector3d Destination{X, Y, Z};
					if ((Destination - 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, expensive call so only apply to Pawns:
			if (Entity.IsPawn())
			{
				const auto ReducedImpact = Impact - Impact * Entity.GetEnchantmentBlastKnockbackReduction();
				Entity.SetSpeed(Direction.NormalizeCopy() * KnockbackFactor * ReducedImpact);
			}
			else
			{
				Entity.SetSpeed(Direction.NormalizeCopy() * KnockbackFactor * Impact);
			}

			// Continue iteration:
			return false;
		});
	}

	/** Returns true if block should always drop when exploded.
	Currently missing conduits from 1.13 */
	static bool BlockAlwaysDrops(const BLOCKTYPE a_Block)
	{
		// If it's a Shulker box
		if (IsBlockShulkerBox(a_Block))
		{
			return true;
		}

		switch (a_Block)
		{
			case E_BLOCK_DRAGON_EGG:
			case E_BLOCK_BEACON:
			case E_BLOCK_HEAD: return true;
		}

		return false;
	}

	/** Sets the block at the given position, updating surroundings. */
	static void SetBlock(cWorld & a_World, cChunk & a_Chunk, const Vector3i a_AbsolutePosition, const Vector3i a_RelativePosition, const BLOCKTYPE a_DestroyedBlock, const BLOCKTYPE a_NewBlock, const cEntity * const a_ExplodingEntity)
	{
		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, a_ExplodingEntity);
	}

	/** Work out what should happen when an explosion destroys the given block.
	Tasks include lighting TNT, dropping pickups, setting fire and flinging 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 cEntity * const a_ExplodingEntity)
	{
		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)  // If the block is TNT we should set it off
		{
			// 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 (a_ExplodingEntity->IsTNT() || BlockAlwaysDrops(DestroyedBlock) || Random.RandBool(1.f / a_Power))  // For TNT explosions, destroying a block that always drops, or if RandBool, drop pickups
		{
			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:
				SetBlock(World, a_Chunk, Absolute, a_Position, DestroyedBlock, E_BLOCK_FIRE, a_ExplodingEntity);
				return;
			}
		}
		else if (const auto Shrapnel = World.GetTNTShrapnelLevel(); (Shrapnel > slNone) && Random.RandBool(0))  // Currently 0% 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);
			}
		}

		SetBlock(World, a_Chunk, Absolute, a_Position, DestroyedBlock, E_BLOCK_AIR, a_ExplodingEntity);
	}

	/** 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_Direction, const unsigned a_Power, const bool a_Fiery, float a_Intensity, const cEntity * const a_ExplodingEntity)
	{
		// The current position the ray is at.
		auto Checkpoint = a_Origin;

		// The displacement that the ray in one iteration step should travel.
		const auto Step = a_Direction.NormalizeCopy() * StepUnit;

		// Loop until intensity runs out:
		while (a_Intensity > 0)
		{
			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, a_ExplodingEntity);

			// 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;
		}
	}

	/** Returns a random intensity for an Explosion Lazor (tm) as a function of the explosion's power. */
	static float RandomIntensity(MTRand & a_Random, const unsigned a_Power)
	{
		return a_Power * (0.7f + a_Random.RandReal(0.6f));
	}

	/** 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 cEntity * const a_ExplodingEntity)
	{
		// 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;
		auto & Random = GetRandomProvider();

		// 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
		// for the top and bottom sides:
		for (int OffsetX = -HalfSide; OffsetX < HalfSide; OffsetX++)
		{
			for (int OffsetZ = -HalfSide; OffsetZ < HalfSide; OffsetZ++)
			{
				DestructionTrace(&a_Chunk, a_Position, Vector3f(OffsetX, +1, OffsetZ), a_Power, a_Fiery, RandomIntensity(Random, a_Power), a_ExplodingEntity);
				DestructionTrace(&a_Chunk, a_Position, Vector3f(OffsetX, -1, OffsetZ), a_Power, a_Fiery, RandomIntensity(Random, a_Power), a_ExplodingEntity);
			}
		}

		// Left and right sides, avoid duplicates at top and bottom edges:
		for (int OffsetX = -HalfSide; OffsetX < HalfSide; OffsetX++)
		{
			for (int OffsetY = -HalfSide + 1; OffsetY < HalfSide - 1; OffsetY++)
			{
				DestructionTrace(&a_Chunk, a_Position, Vector3f(OffsetX, OffsetY, +1), a_Power, a_Fiery, RandomIntensity(Random, a_Power), a_ExplodingEntity);
				DestructionTrace(&a_Chunk, a_Position, Vector3f(OffsetX, OffsetY, -1), a_Power, a_Fiery, RandomIntensity(Random, a_Power), a_ExplodingEntity);
			}
		}

		// Front and back sides, avoid all edges:
		for (int OffsetZ = -HalfSide + 1; OffsetZ < HalfSide - 1; OffsetZ++)
		{
			for (int OffsetY = -HalfSide + 1; OffsetY < HalfSide - 1; OffsetY++)
			{
				DestructionTrace(&a_Chunk, a_Position, Vector3f(+1, OffsetY, OffsetZ), a_Power, a_Fiery, RandomIntensity(Random, a_Power), a_ExplodingEntity);
				DestructionTrace(&a_Chunk, a_Position, Vector3f(-1, OffsetY, OffsetZ), a_Power, a_Fiery, RandomIntensity(Random, a_Power), a_ExplodingEntity);
			}
		}
	}

	/** 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, const cEntity * const a_ExplodingEntity)
	{
		a_World.DoWithChunkAt(a_Position.Floor(), [a_Position, a_Power, a_Fiery, a_ExplodingEntity](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, a_ExplodingEntity);

			return false;
		});
	}
}