// ClassicalSharp copyright 2014-2016 UnknownShadow200 | Licensed under MIT using System; using ClassicalSharp.Map; using OpenTK; namespace ClassicalSharp.Singleplayer { public class TNTPhysics { Game game; World map; Random rnd = new Random(); public TNTPhysics( Game game, Physics physics ) { this.game = game; map = game.World; physics.OnPlace[Block.TNT] = HandleTnt; } Vector3[] rayDirs; const float stepLen = 0.3f; float[] hardness; void HandleTnt( int index, byte block ) { int x = index % map.Width; int z = (index / map.Width) % map.Length; int y = (index / map.Width) / map.Length; Explode( 4, x, y, z ); } // Algorithm source: http://minecraft.gamepedia.com/Explosion public void Explode( float power, int x, int y, int z ) { if( rayDirs == null ) InitExplosionCache(); game.UpdateBlock( x, y, z, 0 ); Vector3 basePos = new Vector3( x, y, z ); for( int i = 0; i < rayDirs.Length; i++ ) { Vector3 dir = rayDirs[i] * stepLen; Vector3 position = basePos; float intensity = (float)(0.7 + rnd.NextDouble() * 0.6) * power; while( intensity > 0 ) { position += dir; intensity -= stepLen * 0.75f; Vector3I blockPos = Vector3I.Floor( position ); if( !map.IsValidPos( blockPos ) ) break; byte block = map.GetBlock( blockPos ); intensity -= (hardness[block] / 5 + 0.3f) * stepLen; if( intensity > 0 && block != 0 ) { game.UpdateBlock( blockPos.X, blockPos.Y, blockPos.Z, 0 ); } } } } void InitExplosionCache() { hardness = new float[] { 0, 30, 3, 2.5f, 30, 15, 0, 1.8E+07f, 500, 500, 500, 500, 2.5f, 3, 15, 15, 15, 10, 1, 3, 1.5f, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 0, 0, 0, 0, 30, 30, 30, 30, 30, 0, 7.5f, 30, 6000, 30, 0, 4, 0.5f, 0, 4, 4, 4, 4, 4, 2.5f, // Note that the 30, 500, 15, 15 are guesses (CeramicTile --> Crate) 30, 500, 15, 15, 30, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; rayDirs = new Vector3[1352]; int index = 0; // Y bottom and top planes for( float x = -1; x <= 1.001f; x += 2f/15) { for( float z = -1; z <= 1.001f; z += 2f/15) { rayDirs[index++] = Normalise( x, -1, z ); rayDirs[index++] = Normalise( x, +1, z ); } } // Z planes for( float y = -1 + 2f/15; y <= 1.001f - 2f/15; y += 2f/15) { for( float x = -1; x <= 1.001f; x += 2f/15) { rayDirs[index++] = Normalise( x, y, -1 ); rayDirs[index++] = Normalise( x, y, +1 ); } } // X planes for( float y = -1 + 2f/15; y <= 1.001f - 2f/15; y += 2f/15) { for( float z = -1 + 2f/15; z <= 1.001f- 2f/15; z += 2f/15) { rayDirs[index++] = Normalise( -1, y, z ); rayDirs[index++] = Normalise( +1, y, z ); } } } static Vector3 Normalise( float x, float y, float z ) { float scale = 1f / (float)Math.Sqrt( x * x + y * y + z * z ); return new Vector3( x * scale, y * scale, z * scale ); } } }