technic/technic/machines/HV/nuclear_reactor.lua

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-- The enriched uranium rod driven EU generator.
-- A very large and advanced machine providing vast amounts of power.
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-- Very efficient but also expensive to run as it needs uranium. (10000EU 86400 ticks (one week))
-- Provides HV EUs that can be down converted as needed.
--
-- The nuclear reactor core needs water and a protective shield to work.
-- This is checked now and then and if the machine is tampered with... BOOM!
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local burn_ticks = 7 * 24 * 60 * 60 -- (seconds).
local power_supply = 100000 -- EUs
local fuel_type = "technic:uranium_fuel" -- The reactor burns this stuff
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local S = technic.getter
if not vector.length_square then
vector.length_square = function (v)
return v.x*v.x + v.y*v.y + v.z*v.z
end
end
-- FIXME: recipe must make more sense like a rod recepticle, steam chamber, HV generator?
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minetest.register_craft({
output = 'technic:hv_nuclear_reactor_core',
recipe = {
{'technic:carbon_plate', 'default:obsidian_glass', 'technic:carbon_plate'},
{'technic:composite_plate', 'technic:machine_casing', 'technic:composite_plate'},
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{'technic:stainless_steel_ingot', 'technic:hv_cable', 'technic:stainless_steel_ingot'},
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}
})
local generator_formspec =
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"invsize[8,9;]"..
"label[0,0;"..S("Nuclear Reactor Rod Compartment").."]"..
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"list[current_name;src;2,1;3,2;]"..
"list[current_player;main;0,5;8,4;]"..
"listring[]"
-- "Boxy sphere"
local nodebox = {
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{ -0.353, -0.353, -0.353, 0.353, 0.353, 0.353 }, -- Box
{ -0.495, -0.064, -0.064, 0.495, 0.064, 0.064 }, -- Circle +-x
{ -0.483, -0.128, -0.128, 0.483, 0.128, 0.128 },
{ -0.462, -0.191, -0.191, 0.462, 0.191, 0.191 },
{ -0.433, -0.249, -0.249, 0.433, 0.249, 0.249 },
{ -0.397, -0.303, -0.303, 0.397, 0.303, 0.303 },
{ -0.305, -0.396, -0.305, 0.305, 0.396, 0.305 }, -- Circle +-y
{ -0.250, -0.432, -0.250, 0.250, 0.432, 0.250 },
{ -0.191, -0.461, -0.191, 0.191, 0.461, 0.191 },
{ -0.130, -0.482, -0.130, 0.130, 0.482, 0.130 },
{ -0.066, -0.495, -0.066, 0.066, 0.495, 0.066 },
{ -0.064, -0.064, -0.495, 0.064, 0.064, 0.495 }, -- Circle +-z
{ -0.128, -0.128, -0.483, 0.128, 0.128, 0.483 },
{ -0.191, -0.191, -0.462, 0.191, 0.191, 0.462 },
{ -0.249, -0.249, -0.433, 0.249, 0.249, 0.433 },
{ -0.303, -0.303, -0.397, 0.303, 0.303, 0.397 },
}
local reactor_siren = {}
local function siren_set_state(pos, newstate)
local hpos = minetest.hash_node_position(pos)
local siren = reactor_siren[hpos]
if not siren then
if newstate == "off" then return end
siren = {state="off"}
reactor_siren[hpos] = siren
end
if newstate == "danger" and siren.state ~= "danger" then
if siren.handle then minetest.sound_stop(siren.handle) end
siren.handle = minetest.sound_play("technic_hv_nuclear_reactor_siren_danger_loop", {pos=pos, gain=1.5, loop=true, max_hear_distance=48})
siren.state = "danger"
elseif newstate == "clear" then
if siren.handle then minetest.sound_stop(siren.handle) end
local clear_handle = minetest.sound_play("technic_hv_nuclear_reactor_siren_clear", {pos=pos, gain=1.5, loop=false, max_hear_distance=48})
siren.handle = clear_handle
siren.state = "clear"
minetest.after(10, function ()
if siren.handle == clear_handle then
minetest.sound_stop(clear_handle)
if reactor_siren[hpos] == siren then
reactor_siren[hpos] = nil
end
end
end)
elseif newstate == "off" and siren.state ~= "off" then
if siren.handle then minetest.sound_stop(siren.handle) end
siren.handle = nil
reactor_siren[hpos] = nil
end
end
local function siren_danger(pos, meta)
meta:set_int("siren", 1)
siren_set_state(pos, "danger")
end
local function siren_clear(pos, meta)
if meta:get_int("siren") ~= 0 then
siren_set_state(pos, "clear")
meta:set_int("siren", 0)
end
end
-- The standard reactor structure consists of a 9x9x9 cube. A cross
-- section through the middle:
--
-- CCCC CCCC
-- CBBB BBBC
-- CBSS SSBC
-- CBSWWWSBC
-- CBSW#WSBC
-- CBSW|WSBC
-- CBSS|SSBC
-- CBBB|BBBC
-- CCCC|CCCC
-- C = Concrete, B = Blast-resistant concrete, S = Stainless Steel,
-- W = water node, # = reactor core, | = HV cable
--
-- The man-hole and the HV cable are only in the middle, and the man-hole
-- is optional.
--
-- For the reactor to operate and not melt down, it insists on the inner
-- 7x7x7 portion (from the core out to the blast-resistant concrete)
-- being intact. Intactness only depends on the number of nodes of the
-- right type in each layer. The water layer must have water in all but
-- at most one node; the steel and blast-resistant concrete layers must
-- have the right material in all but at most two nodes. The permitted
-- gaps are meant for the cable and man-hole, but can actually be anywhere
-- and contain anything. For the reactor to be useful, a cable must
-- connect to the core, but it can go in any direction.
--
-- The outer concrete layer of the standard structure is not required
-- for the reactor to operate. It is noted here because it used to
-- be mandatory, and for historical reasons (that it predates the
-- implementation of radiation) it needs to continue being adequate
-- shielding of legacy reactors. If it ever ceases to be adequate
-- shielding for new reactors, legacy ones should be grandfathered.
local reactor_structure_badness = function(pos)
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local vm = VoxelManip()
local pos1 = vector.subtract(pos, 3)
local pos2 = vector.add(pos, 3)
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local MinEdge, MaxEdge = vm:read_from_map(pos1, pos2)
local data = vm:get_data()
local area = VoxelArea:new({MinEdge=MinEdge, MaxEdge=MaxEdge})
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local c_blast_concrete = minetest.get_content_id("technic:blast_resistant_concrete")
local c_stainless_steel = minetest.get_content_id("technic:stainless_steel_block")
local c_water_source = minetest.get_content_id("default:water_source")
local c_water_flowing = minetest.get_content_id("default:water_flowing")
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local blastlayer, steellayer, waterlayer = 0, 0, 0
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for z = pos1.z, pos2.z do
for y = pos1.y, pos2.y do
for x = pos1.x, pos2.x do
local cid = data[area:index(x, y, z)]
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if x == pos1.x or x == pos2.x or
y == pos1.y or y == pos2.y or
z == pos1.z or z == pos2.z then
if cid == c_blast_concrete then
blastlayer = blastlayer + 1
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end
elseif x == pos1.x+1 or x == pos2.x-1 or
y == pos1.y+1 or y == pos2.y-1 or
z == pos1.z+1 or z == pos2.z-1 then
if cid == c_stainless_steel then
steellayer = steellayer + 1
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end
elseif x == pos1.x+2 or x == pos2.x-2 or
y == pos1.y+2 or y == pos2.y-2 or
z == pos1.z+2 or z == pos2.z-2 then
if cid == c_water_source or cid == c_water_flowing then
waterlayer = waterlayer + 1
end
end
end
end
end
if waterlayer > 25 then waterlayer = 25 end
if steellayer > 96 then steellayer = 96 end
if blastlayer > 216 then blastlayer = 216 end
return (25 - waterlayer) + (96 - steellayer) + (216 - blastlayer)
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end
local function meltdown_reactor(pos)
print("A reactor melted down at "..minetest.pos_to_string(pos))
minetest.set_node(pos, {name="technic:corium_source"})
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end
minetest.register_abm({
nodenames = {"technic:hv_nuclear_reactor_core_active"},
interval = 1,
chance = 1,
action = function (pos, node)
local meta = minetest.get_meta(pos)
local badness = reactor_structure_badness(pos)
local accum_badness = meta:get_int("structure_accumulated_badness")
if badness == 0 then
if accum_badness ~= 0 then
meta:set_int("structure_accumulated_badness", accum_badness - 1)
siren_clear(pos, meta)
end
else
siren_danger(pos, meta)
accum_badness = accum_badness + badness
if accum_badness >= 100 then
meltdown_reactor(pos)
else
meta:set_int("structure_accumulated_badness", accum_badness)
end
end
end,
})
local run = function(pos, node)
local meta = minetest.get_meta(pos)
local machine_name = S("Nuclear %s Generator Core"):format("HV")
local burn_time = meta:get_int("burn_time") or 0
if burn_time >= burn_ticks or burn_time == 0 then
local inv = meta:get_inventory()
if not inv:is_empty("src") then
local srclist = inv:get_list("src")
local correct_fuel_count = 0
for _, srcstack in pairs(srclist) do
if srcstack then
if srcstack:get_name() == fuel_type then
correct_fuel_count = correct_fuel_count + 1
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end
end
end
-- Check that the reactor is complete as well
-- as the correct number of correct fuel
if correct_fuel_count == 6 and
reactor_structure_badness(pos) == 0 then
meta:set_int("burn_time", 1)
technic.swap_node(pos, "technic:hv_nuclear_reactor_core_active")
meta:set_int("HV_EU_supply", power_supply)
for idx, srcstack in pairs(srclist) do
srcstack:take_item()
inv:set_stack("src", idx, srcstack)
end
return
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end
end
meta:set_int("HV_EU_supply", 0)
meta:set_int("burn_time", 0)
meta:set_string("infotext", S("%s Idle"):format(machine_name))
technic.swap_node(pos, "technic:hv_nuclear_reactor_core")
meta:set_int("structure_accumulated_badness", 0)
siren_clear(pos, meta)
elseif burn_time > 0 then
burn_time = burn_time + 1
meta:set_int("burn_time", burn_time)
local percent = math.floor(burn_time / burn_ticks * 100)
meta:set_string("infotext", machine_name.." ("..percent.."%)")
meta:set_int("HV_EU_supply", power_supply)
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end
end
minetest.register_node("technic:hv_nuclear_reactor_core", {
description = S("Nuclear %s Generator Core"):format("HV"),
tiles = {"technic_hv_nuclear_reactor_core.png", "technic_hv_nuclear_reactor_core.png",
"technic_hv_nuclear_reactor_core.png", "technic_hv_nuclear_reactor_core.png",
"technic_hv_nuclear_reactor_core.png", "technic_hv_nuclear_reactor_core.png"},
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groups = {cracky=1, technic_machine=1, technic_hv=1},
legacy_facedir_simple = true,
sounds = default.node_sound_wood_defaults(),
drawtype="nodebox",
paramtype = "light",
stack_max = 1,
node_box = {
type = "fixed",
fixed = nodebox
},
on_construct = function(pos)
local meta = minetest.get_meta(pos)
meta:set_string("infotext", S("Nuclear %s Generator Core"):format("HV"))
meta:set_int("HV_EU_supply", 0)
-- Signal to the switching station that this device burns some
-- sort of fuel and needs special handling
meta:set_int("HV_EU_from_fuel", 1)
meta:set_int("burn_time", 0)
meta:set_string("formspec", generator_formspec)
local inv = meta:get_inventory()
inv:set_size("src", 6)
end,
can_dig = technic.machine_can_dig,
on_destruct = function(pos) siren_set_state(pos, "off") end,
allow_metadata_inventory_put = technic.machine_inventory_put,
allow_metadata_inventory_take = technic.machine_inventory_take,
allow_metadata_inventory_move = technic.machine_inventory_move,
technic_run = run,
})
minetest.register_node("technic:hv_nuclear_reactor_core_active", {
tiles = {"technic_hv_nuclear_reactor_core.png", "technic_hv_nuclear_reactor_core.png",
"technic_hv_nuclear_reactor_core.png", "technic_hv_nuclear_reactor_core.png",
"technic_hv_nuclear_reactor_core.png", "technic_hv_nuclear_reactor_core.png"},
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groups = {cracky=1, technic_machine=1, technic_hv=1,
radioactive=11000, not_in_creative_inventory=1},
legacy_facedir_simple = true,
sounds = default.node_sound_wood_defaults(),
drop="technic:hv_nuclear_reactor_core",
drawtype="nodebox",
light_source = 15,
paramtype = "light",
node_box = {
type = "fixed",
fixed = nodebox
},
can_dig = technic.machine_can_dig,
after_dig_node = meltdown_reactor,
on_destruct = function(pos) siren_set_state(pos, "off") end,
allow_metadata_inventory_put = technic.machine_inventory_put,
allow_metadata_inventory_take = technic.machine_inventory_take,
allow_metadata_inventory_move = technic.machine_inventory_move,
technic_run = run,
technic_on_disable = function(pos, node)
local timer = minetest.get_node_timer(pos)
timer:start(1)
end,
on_timer = function(pos, node)
local meta = minetest.get_meta(pos)
-- Connected back?
if meta:get_int("HV_EU_timeout") > 0 then return false end
local burn_time = meta:get_int("burn_time") or 0
if burn_time >= burn_ticks or burn_time == 0 then
meta:set_int("HV_EU_supply", 0)
meta:set_int("burn_time", 0)
technic.swap_node(pos, "technic:hv_nuclear_reactor_core")
meta:set_int("structure_accumulated_badness", 0)
siren_clear(pos, meta)
return false
end
meta:set_int("burn_time", burn_time + 1)
return true
end,
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})
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technic.register_machine("HV", "technic:hv_nuclear_reactor_core", technic.producer)
technic.register_machine("HV", "technic:hv_nuclear_reactor_core_active", technic.producer)
-- radioactivity
-- Radiation resistance represents the extent to which a material
-- attenuates radiation passing through it; i.e., how good a radiation
-- shield it is. This is identified per node type. For materials that
-- exist in real life, the radiation resistance value that this system
-- uses for a node type consisting of a solid cube of that material is the
-- (approximate) number of halvings of ionising radiation that is achieved
-- by a metre of the material in real life. This is approximately
-- proportional to density, which provides a good way to estimate it.
-- Homogeneous mixtures of materials have radiation resistance computed
-- by a simple weighted mean. Note that the amount of attenuation that
-- a material achieves in-game is not required to be (and is not) the
-- same as the attenuation achieved in real life.
--
-- Radiation resistance for a node type may be specified in the node
-- definition, under the key "radiation_resistance". As an interim
-- measure, until node definitions widely include this, this code
-- knows a bunch of values for particular node types in several mods,
-- and values for groups of node types. The node definition takes
-- precedence if it specifies a value. Nodes for which no value at
-- all is known are taken to provide no radiation resistance at all;
-- this is appropriate for the majority of node types. Only node types
-- consisting of a fairly homogeneous mass of material should report
-- non-zero radiation resistance; anything with non-uniform geometry
-- or complex internal structure should show no radiation resistance.
-- Fractional resistance values are permitted; two significant figures
-- is the recommended precision.
local default_radiation_resistance_per_node = {
["default:brick"] = 13,
["default:bronzeblock"] = 45,
["default:clay"] = 15,
["default:coalblock"] = 9.6,
["default:cobble"] = 15,
["default:copperblock"] = 46,
["default:desert_cobble"] = 15,
["default:desert_sand"] = 10,
["default:desert_stone"] = 17,
["default:desert_stonebrick"] = 17,
["default:diamondblock"] = 24,
["default:dirt"] = 8.2,
["default:dirt_with_grass"] = 8.2,
["default:dirt_with_grass_footsteps"] = 8.2,
["default:dirt_with_snow"] = 8.2,
["default:glass"] = 17,
["default:goldblock"] = 170,
["default:gravel"] = 10,
["default:ice"] = 5.6,
["default:lava_flowing"] = 8.5,
["default:lava_source"] = 17,
["default:mese"] = 21,
["default:mossycobble"] = 15,
["default:nyancat"] = 1000,
["default:nyancat_rainbow"] = 1000,
["default:obsidian"] = 18,
["default:obsidian_glass"] = 18,
["default:sand"] = 10,
["default:sandstone"] = 15,
["default:sandstonebrick"] = 15,
["default:snowblock"] = 1.7,
["default:steelblock"] = 40,
["default:stone"] = 17,
["default:stone_with_coal"] = 16,
["default:stone_with_copper"] = 20,
["default:stone_with_diamond"] = 18,
["default:stone_with_gold"] = 34,
["default:stone_with_iron"] = 20,
["default:stone_with_mese"] = 17,
["default:stonebrick"] = 17,
["default:water_flowing"] = 2.8,
["default:water_source"] = 5.6,
["farming:desert_sand_soil"] = 10,
["farming:desert_sand_soil_wet"] = 10,
["farming:soil"] = 8.2,
["farming:soil_wet"] = 8.2,
["glooptest:akalin_crystal_glass"] = 21,
["glooptest:akalinblock"] = 40,
["glooptest:alatro_crystal_glass"] = 21,
["glooptest:alatroblock"] = 40,
["glooptest:amethystblock"] = 18,
["glooptest:arol_crystal_glass"] = 21,
["glooptest:crystal_glass"] = 21,
["glooptest:emeraldblock"] = 19,
["glooptest:heavy_crystal_glass"] = 21,
["glooptest:mineral_akalin"] = 20,
["glooptest:mineral_alatro"] = 20,
["glooptest:mineral_amethyst"] = 17,
["glooptest:mineral_arol"] = 20,
["glooptest:mineral_desert_coal"] = 16,
["glooptest:mineral_desert_iron"] = 20,
["glooptest:mineral_emerald"] = 17,
["glooptest:mineral_kalite"] = 20,
["glooptest:mineral_ruby"] = 18,
["glooptest:mineral_sapphire"] = 18,
["glooptest:mineral_talinite"] = 20,
["glooptest:mineral_topaz"] = 18,
["glooptest:reinforced_crystal_glass"] = 21,
["glooptest:rubyblock"] = 27,
["glooptest:sapphireblock"] = 27,
["glooptest:talinite_crystal_glass"] = 21,
["glooptest:taliniteblock"] = 40,
["glooptest:topazblock"] = 24,
["mesecons_extrawires:mese_powered"] = 21,
["moreblocks:cactus_brick"] = 13,
["moreblocks:cactus_checker"] = 8.5,
["moreblocks:circle_stone_bricks"] = 17,
["moreblocks:clean_glass"] = 17,
["moreblocks:coal_checker"] = 9.0,
["moreblocks:coal_glass"] = 17,
["moreblocks:coal_stone"] = 17,
["moreblocks:coal_stone_bricks"] = 17,
["moreblocks:glow_glass"] = 17,
["moreblocks:grey_bricks"] = 15,
["moreblocks:iron_checker"] = 11,
["moreblocks:iron_glass"] = 17,
["moreblocks:iron_stone"] = 17,
["moreblocks:iron_stone_bricks"] = 17,
["moreblocks:plankstone"] = 9.3,
["moreblocks:split_stone_tile"] = 15,
["moreblocks:split_stone_tile_alt"] = 15,
["moreblocks:stone_tile"] = 15,
["moreblocks:super_glow_glass"] = 17,
["moreblocks:tar"] = 7.0,
["moreblocks:wood_tile"] = 1.7,
["moreblocks:wood_tile_center"] = 1.7,
["moreblocks:wood_tile_down"] = 1.7,
["moreblocks:wood_tile_flipped"] = 1.7,
["moreblocks:wood_tile_full"] = 1.7,
["moreblocks:wood_tile_left"] = 1.7,
["moreblocks:wood_tile_right"] = 1.7,
["moreblocks:wood_tile_up"] = 1.7,
["moreores:mineral_mithril"] = 18,
["moreores:mineral_silver"] = 21,
["moreores:mineral_tin"] = 19,
["moreores:mithril_block"] = 26,
["moreores:silver_block"] = 53,
["moreores:tin_block"] = 37,
["snow:snow_brick"] = 2.8,
["technic:brass_block"] = 43,
["technic:carbon_steel_block"] = 40,
["technic:cast_iron_block"] = 40,
["technic:chernobylite_block"] = 40,
["technic:chromium_block"] = 37,
["technic:corium_flowing"] = 40,
["technic:corium_source"] = 80,
["technic:granite"] = 18,
["technic:lead_block"] = 80,
["technic:marble"] = 18,
["technic:marble_bricks"] = 18,
["technic:mineral_chromium"] = 19,
["technic:mineral_uranium"] = 71,
["technic:mineral_zinc"] = 19,
["technic:stainless_steel_block"] = 40,
["technic:zinc_block"] = 36,
["tnt:tnt"] = 11,
["tnt:tnt_burning"] = 11,
}
local default_radiation_resistance_per_group = {
concrete = 16,
tree = 3.4,
Uranium enrichment via centrifuge Replacing the extractor-based system, uranium to be used as reactor fuel must now be enriched in stages using the centrifuge. Uranium metal can exist at 36 levels of fissile content, from 0.0% to 3.5% in steps of 0.1%. One round of centrifuging splits two dust of a particular grade in to one dust each of the two neighbouring grades. Uranium of each grade can exist as dust, ingot, and block, with all the regular metal processes to convert between them. Uranium from ore exists in lump form, and is 0.7% fissle. The blocks are radioactive to a degree dependent on fissile content. Thus the chemical refinement and processing of uranium now follows the standard pattern for metals, and is orthogonal to isotopic enrichment. Each form of uranium (dust, ingot, block) intentionally looks identical regardless of fissile grade. If technic_worldgen is used alone, it defines only one grade of uranium (as before), but defines it in the regular metal pattern, with lump, ingot produced by cooking lump, and block crafted from ingots. It identifies the metal only as "uranium". The multiple grades of uranium are defined by the technic mod, which identifies each grade as "N.N%-fissile uranium". The single grade that was registered by technic_worldgen is redefined to be described specifically as "0.7%-fissile uranium". For the redefinition to work, technic_worldgen must load before technic, so technic now declares a dependency on technic_worldgen. Each fuel rod is made from five 3.5%-fissile ingots, each of which in turn requires one to start with five 0.7%-fissile dust, so each fuel rod is now derived from 12.5 uranium lumps (or 25 if the lumps were first cooked rather than being ground). This replaces the 20 lumps required by the former recipes. After setting up and priming the centrifuge cascade, enriching a full set of fuel for the reactor (six fuel rods) takes 14700 centrifuge operations. It's intended to be a practical necessity to automate the centrifuge. In the absence of EU upgrades for the centrifuges, these operations consume 5.88e8 EU, about 0.97% of the 6.048e10 EU that the fuel set will produce in the reactor. The intent is that, in this respect as in others, operating a reactor should carry a very high up-front cost, but ultimately be very profitable.
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uranium_block = 500,
wood = 1.7,
}
local cache_radiation_resistance = {}
local function node_radiation_resistance(nodename)
local eff = cache_radiation_resistance[nodename]
if eff then return eff end
local def = minetest.registered_nodes[nodename] or {groups={}}
eff = def.radiation_resistance or default_radiation_resistance_per_node[nodename]
if not eff then
for g, v in pairs(def.groups) do
if v > 0 and default_radiation_resistance_per_group[g] then
eff = default_radiation_resistance_per_group[g]
break
end
end
end
if not eff then eff = 0 end
cache_radiation_resistance[nodename] = eff
return eff
end
-- Radioactive nodes cause damage to nearby players. The damage
-- effect depends on the intrinsic strength of the radiation source,
-- the distance between the source and the player, and the shielding
-- effect of the intervening material. These determine a rate of damage;
-- total damage caused is the integral of this over time.
--
-- In the absence of effective shielding, for a specific source the
-- damage rate varies realistically in inverse proportion to the square
-- of the distance. (Distance is measured to the player's abdomen,
-- not to the nominal player position which corresponds to the foot.)
-- However, if the player is inside a non-walkable (liquid or gaseous)
-- radioactive node, the nominal distance could go to zero, yielding
-- infinite damage. In that case, the player's body is displacing the
-- radioactive material, so the effective distance should remain non-zero.
-- We therefore apply a lower distance bound of sqrt(0.75) m, which is
-- the maximum distance one can get from the node centre within the node.
--
-- A radioactive node is identified by being in the "radioactive" group,
-- and the group value signifies the strength of the radiation source.
-- The group value is the distance in millimetres from a node at which
-- an unshielded player will be damaged by 0.25 HP/s. Or, equivalently,
-- it is 2000 times the square root of the damage rate in HP/s that an
-- unshielded player 1 m away will take.
--
-- Shielding is assessed by sampling every 0.25 m along the path
-- from the source to the player, ignoring the source node itself.
-- The summed shielding values from the sampled nodes yield a measure
-- of the total amount of shielding on the path. As in reality,
-- shielding causes exponential attenuation of radiation. However, the
-- effect is scaled down relative to real life. A metre of a node with
-- radiation resistance value R yields attenuation of sqrt(R)*0.1 nepers.
-- (In real life it would be about R*0.69 nepers, by the definition
-- of the radiation resistance values.) The sqrt part of this formula
-- scales down the differences between shielding types, reflecting the
-- game's simplification of making expensive materials such as gold
-- readily available in cubic metres. The multiplicative factor in the
-- formula scales down the difference between shielded and unshielded
-- safe distances, avoiding the latter becoming impractically large.
--
-- Damage is processed at rates down to 0.25 HP/s, which in the absence of
-- shielding is attained at the distance specified by the "radioactive"
-- group value. Computed damage rates below 0.25 HP/s result in no
-- damage at all to the player. This gives the player an opportunity
-- to be safe, and limits the range at which source/player interactions
-- need to be considered.
local assumed_abdomen_offset = vector.new(0, 1, 0)
local assumed_abdomen_offset_length = vector.length(assumed_abdomen_offset)
local cache_scaled_shielding = {}
local damage_enabled = minetest.setting_getbool("enable_damage")
if damage_enabled then
minetest.register_abm({
nodenames = {"group:radioactive"},
interval = 1,
chance = 1,
action = function (pos, node)
local strength = minetest.registered_nodes[node.name].groups.radioactive
for _, o in ipairs(minetest.get_objects_inside_radius(pos, strength*0.001 + assumed_abdomen_offset_length)) do
if o:is_player() then
local rel = vector.subtract(vector.add(o:getpos(), assumed_abdomen_offset), pos)
local dist_sq = vector.length_square(rel)
local dist = math.sqrt(dist_sq)
local dirstep = dist == 0 and vector.new(0,0,0) or vector.divide(rel, dist*4)
local intpos = pos
local shielding = 0
for intdist = 0.25, dist, 0.25 do
intpos = vector.add(intpos, dirstep)
local intnodepos = vector.round(intpos)
if not vector.equals(intnodepos, pos) then
local sname = minetest.get_node(intnodepos).name
local sval = cache_scaled_shielding[sname]
if not sval then
sval = math.sqrt(node_radiation_resistance(sname)) * -0.025
cache_scaled_shielding[sname] = sval
end
shielding = shielding + sval
end
end
local dmg_rate = 0.25e-6 * strength*strength * math.exp(shielding) / math.max(0.75, dist_sq)
if dmg_rate >= 0.25 then
local dmg_int = math.floor(dmg_rate)
if math.random() < dmg_rate-dmg_int then
dmg_int = dmg_int + 1
end
if dmg_int > 0 then
o:set_hp(math.max(o:get_hp() - dmg_int, 0))
end
end
end
end
end,
})
end
-- radioactive materials that can result from destroying a reactor
local corium_griefing = 1
if (not technic.config:get_bool("enable_corium_griefing")) then
corium_griefing = 0
end
for _, state in ipairs({ "flowing", "source" }) do
minetest.register_node("technic:corium_"..state, {
description = S(state == "source" and "Corium Source" or "Flowing Corium"),
drawtype = (state == "source" and "liquid" or "flowingliquid"),
[state == "source" and "tiles" or "special_tiles"] = {{
name = "technic_corium_"..state.."_animated.png",
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 3.0,
},
}},
paramtype = "light",
paramtype2 = (state == "flowing" and "flowingliquid" or nil),
light_source = (state == "source" and 8 or 5),
walkable = false,
pointable = false,
diggable = false,
buildable_to = true,
drop = "",
drowning = 1,
liquidtype = state,
liquid_alternative_flowing = "technic:corium_flowing",
liquid_alternative_source = "technic:corium_source",
liquid_viscosity = LAVA_VISC,
liquid_renewable = false,
damage_per_second = 6,
post_effect_color = { a=192, r=80, g=160, b=80 },
groups = {
liquid = 2,
hot = 3,
igniter = corium_griefing,
radioactive = (state == "source" and 32000 or 16000),
not_in_creative_inventory = (state == "flowing" and 1 or nil),
},
})
end
if bucket and bucket.register_liquid then
bucket.register_liquid(
"technic:corium_source",
"technic:corium_flowing",
"technic:bucket_corium",
"technic_bucket_corium.png",
"Corium Bucket"
)
end
minetest.register_node("technic:chernobylite_block", {
description = S("Chernobylite Block"),
tiles = { "technic_chernobylite_block.png" },
is_ground_content = true,
groups = { cracky=1, radioactive=5000, level=2 },
sounds = default.node_sound_stone_defaults(),
light_source = 2,
})
minetest.register_abm({
nodenames = {"group:water"},
neighbors = {"technic:corium_source"},
interval = 1,
chance = 1,
action = function (pos, node)
minetest.remove_node(pos)
end,
})
if (corium_griefing == 1) then
minetest.register_abm({
nodenames = {"technic:corium_flowing"},
interval = 5,
2015-11-28 08:31:27 +01:00
chance = 10,
action = function (pos, node)
minetest.set_node(pos, {name="technic:chernobylite_block"})
end,
})
minetest.register_abm({
nodenames = { "technic:corium_source", "technic:corium_flowing" },
interval = 4,
chance = 4,
action = function (pos, node)
for _, offset in ipairs({
vector.new(1,0,0),
vector.new(-1,0,0),
vector.new(0,0,1),
vector.new(0,0,-1),
vector.new(0,-1,0),
}) do
if math.random(8) == 1 then
minetest.dig_node(vector.add(pos, offset))
end
end
end,
})
end