Fix radiation damage

This commit is contained in:
ShadowNinja 2016-03-20 22:34:59 -04:00
parent 584cd82b58
commit 097d033585

View File

@ -573,23 +573,24 @@ local abdomen_offset = vector.new(0, 1, 0)
local abdomen_offset_length = vector.length(abdomen_offset) local abdomen_offset_length = vector.length(abdomen_offset)
local cache_scaled_shielding = {} local cache_scaled_shielding = {}
local function dmg_player(pos, o) local function dmg_player(pos, o, strength)
local pl_pos = vector.add(o:getpos(), abdomen_offset) local pl_pos = vector.add(o:getpos(), abdomen_offset)
local shielding = 0 local shielding = 0
local dist = vector.distance(pos, pl_pos)
for ray_pos in technic.trace_node_ray(pos, for ray_pos in technic.trace_node_ray(pos,
vector.direction(pos, pl_pos), vector.direction(pos, pl_pos), dist) do
vector.distance(pos, pl_pos)) do
if not vector.equals(ray_pos, pos) then if not vector.equals(ray_pos, pos) then
local shield_name = minetest.get_node(ray_pos).name local shield_name = minetest.get_node(ray_pos).name
local shield_val = cache_scaled_shielding[sname] local shield_val = cache_scaled_shielding[sname]
if not shield_val then if not shield_val then
shield_val = math.sqrt(node_radiation_resistance(shield_name)) * -0.025 shield_val = math.sqrt(node_radiation_resistance(shield_name)) * 0.025
cache_scaled_shielding[shield_name] = shield_val cache_scaled_shielding[shield_name] = shield_val
end end
shielding = shielding + sval shielding = shielding + shield_val
end end
end end
local dmg = (0.25e-6 * strength * strength * math.exp(shielding)) / math.max(0.75, dist_sq) local dmg = (0.25e-6 * strength * strength) /
(math.max(0.75, dist * dist) * math.exp(shielding))
if dmg >= 0.25 then if dmg >= 0.25 then
local dmg_int = math.floor(dmg) local dmg_int = math.floor(dmg)
-- The closer you are to getting one more damage point, -- The closer you are to getting one more damage point,
@ -608,7 +609,7 @@ local function dmg_abm(pos, node)
for _, o in pairs(minetest.get_objects_inside_radius(pos, for _, o in pairs(minetest.get_objects_inside_radius(pos,
strength * 0.001 + abdomen_offset_length)) do strength * 0.001 + abdomen_offset_length)) do
if o:is_player() then if o:is_player() then
dmg_player(pos, o) dmg_player(pos, o, strength)
end end
end end
end end