Use tracing for explosions (#4845)
* TNT: Implement tracing algorithm + Add intensity tracing * Fix iterating over all players to SendExplosion, even those not in range * Implemented TNT entity interaction * Fixed misaligned destruction tracing * Finalise TNT algorithm - Remove BlockArea and just use chunks Using SetBlock makes it so that we can update everything properly, and does appear to be faster. * BlockInfo learns about explosion attentuation * Rename Explodinator parameters * TNT: pull block destruction into common function Co-authored-by: Alexander Harkness <me@bearbin.net>
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@@ -436,6 +436,127 @@ bool cBlockInfo::IsSnowable(BLOCKTYPE a_BlockType)
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float cBlockInfo::GetExplosionAbsorption(const BLOCKTYPE Block)
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{
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switch (Block)
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{
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case E_BLOCK_BEDROCK:
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case E_BLOCK_COMMAND_BLOCK:
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case E_BLOCK_END_GATEWAY:
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case E_BLOCK_END_PORTAL:
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case E_BLOCK_END_PORTAL_FRAME: return 3600000;
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case E_BLOCK_ANVIL:
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case E_BLOCK_ENCHANTMENT_TABLE:
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case E_BLOCK_OBSIDIAN: return 1200;
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case E_BLOCK_ENDER_CHEST: return 600;
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case E_BLOCK_LAVA:
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case E_BLOCK_STATIONARY_LAVA:
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case E_BLOCK_WATER:
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case E_BLOCK_STATIONARY_WATER: return 100;
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case E_BLOCK_DRAGON_EGG:
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case E_BLOCK_END_STONE:
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case E_BLOCK_END_BRICKS: return 9;
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case E_BLOCK_STONE:
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case E_BLOCK_BLOCK_OF_COAL:
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case E_BLOCK_DIAMOND_BLOCK:
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case E_BLOCK_EMERALD_BLOCK:
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case E_BLOCK_GOLD_BLOCK:
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case E_BLOCK_IRON_BLOCK:
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case E_BLOCK_BLOCK_OF_REDSTONE:
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case E_BLOCK_BRICK:
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case E_BLOCK_BRICK_STAIRS:
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case E_BLOCK_COBBLESTONE:
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case E_BLOCK_COBBLESTONE_STAIRS:
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case E_BLOCK_IRON_BARS:
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case E_BLOCK_JUKEBOX:
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case E_BLOCK_MOSSY_COBBLESTONE:
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case E_BLOCK_NETHER_BRICK:
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case E_BLOCK_NETHER_BRICK_FENCE:
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case E_BLOCK_NETHER_BRICK_STAIRS:
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case E_BLOCK_PRISMARINE_BLOCK:
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case E_BLOCK_STONE_BRICKS:
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case E_BLOCK_STONE_BRICK_STAIRS:
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case E_BLOCK_COBBLESTONE_WALL: return 6;
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case E_BLOCK_IRON_DOOR:
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case E_BLOCK_IRON_TRAPDOOR:
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case E_BLOCK_MOB_SPAWNER: return 5;
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case E_BLOCK_HOPPER: return 4.8f;
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case E_BLOCK_TERRACOTTA: return 4.2f;
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case E_BLOCK_COBWEB: return 4;
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case E_BLOCK_DISPENSER:
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case E_BLOCK_DROPPER:
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case E_BLOCK_FURNACE:
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case E_BLOCK_OBSERVER: return 3.5f;
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case E_BLOCK_BEACON:
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case E_BLOCK_COAL_ORE:
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case E_BLOCK_COCOA_POD:
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case E_BLOCK_DIAMOND_ORE:
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case E_BLOCK_EMERALD_ORE:
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case E_BLOCK_GOLD_ORE:
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case E_BLOCK_IRON_ORE:
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case E_BLOCK_LAPIS_BLOCK:
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case E_BLOCK_LAPIS_ORE:
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case E_BLOCK_NETHER_QUARTZ_ORE:
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case E_BLOCK_PLANKS:
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case E_BLOCK_REDSTONE_ORE:
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case E_BLOCK_FENCE:
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case E_BLOCK_FENCE_GATE:
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case E_BLOCK_WOODEN_DOOR:
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case E_BLOCK_WOODEN_SLAB:
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case E_BLOCK_WOODEN_STAIRS:
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case E_BLOCK_TRAPDOOR: return 3;
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case E_BLOCK_CHEST:
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case E_BLOCK_WORKBENCH:
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case E_BLOCK_TRAPPED_CHEST: return 2.5f;
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case E_BLOCK_BONE_BLOCK:
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case E_BLOCK_CAULDRON:
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case E_BLOCK_LOG: return 2;
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case E_BLOCK_CONCRETE: return 1.8f;
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case E_BLOCK_BOOKCASE: return 1.5f;
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case E_BLOCK_STANDING_BANNER:
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case E_BLOCK_WALL_BANNER:
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case E_BLOCK_JACK_O_LANTERN:
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case E_BLOCK_MELON:
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case E_BLOCK_HEAD:
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case E_BLOCK_NETHER_WART_BLOCK:
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case E_BLOCK_PUMPKIN:
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case E_BLOCK_SIGN_POST:
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case E_BLOCK_WALLSIGN: return 1;
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case E_BLOCK_QUARTZ_BLOCK:
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case E_BLOCK_QUARTZ_STAIRS:
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case E_BLOCK_RED_SANDSTONE:
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case E_BLOCK_RED_SANDSTONE_STAIRS:
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case E_BLOCK_SANDSTONE:
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case E_BLOCK_SANDSTONE_STAIRS:
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case E_BLOCK_WOOL: return 0.8f;
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case E_BLOCK_SILVERFISH_EGG: return 0.75f;
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case E_BLOCK_ACTIVATOR_RAIL:
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case E_BLOCK_DETECTOR_RAIL:
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case E_BLOCK_POWERED_RAIL:
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case E_BLOCK_RAIL: return 0.7f;
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case E_BLOCK_GRASS_PATH:
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case E_BLOCK_CLAY:
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case E_BLOCK_FARMLAND:
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case E_BLOCK_GRASS:
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case E_BLOCK_GRAVEL:
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case E_BLOCK_SPONGE: return 0.6f;
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case E_BLOCK_BREWING_STAND:
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case E_BLOCK_STONE_BUTTON:
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case E_BLOCK_WOODEN_BUTTON:
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case E_BLOCK_CAKE:
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case E_BLOCK_CONCRETE_POWDER:
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case E_BLOCK_DIRT:
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case E_BLOCK_FROSTED_ICE:
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case E_BLOCK_HAY_BALE:
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case E_BLOCK_ICE: return 0.5f;
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default: return 0;
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}
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}
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void cBlockInfo::sHandlerDeleter::operator () (cBlockHandler * a_Handler)
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{
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delete a_Handler;
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