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Diffstat (limited to 'src/Physics/Explodinator.cpp')
-rw-r--r-- | src/Physics/Explodinator.cpp | 295 |
1 files changed, 295 insertions, 0 deletions
diff --git a/src/Physics/Explodinator.cpp b/src/Physics/Explodinator.cpp new file mode 100644 index 000000000..3bfb78611 --- /dev/null +++ b/src/Physics/Explodinator.cpp @@ -0,0 +1,295 @@ + +#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()); + cBlockInfo::GetHandler(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( + cBlockInfo::GetHandler(DestroyedBlock)->ConvertToPickups(DestroyedMeta, a_Chunk.GetBlockEntityRel(a_Position)), + 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; + }); + } +} |