Inverse square law for radiation damage

This commit is contained in:
Zefram 2014-07-24 17:38:53 +01:00
parent e64fdbf03b
commit 17c5b66524
1 changed files with 47 additions and 7 deletions

View File

@ -12,6 +12,15 @@ local fuel_type = "technic:uranium_fuel" -- The reactor burns this stuff
local S = technic.getter
if not vector.distance_square then
vector.distance_square = function (u, v)
local dx = v.x - u.x
local dy = v.y - u.y
local dz = v.z - u.z
return dx*dx + dy*dy + dz*dz
end
end
-- FIXME: recipe must make more sense like a rod recepticle, steam chamber, HV generator?
minetest.register_craft({
output = 'technic:hv_nuclear_reactor_core',
@ -211,7 +220,7 @@ 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"},
groups = {snappy=2, choppy=2, oddly_breakable_by_hand=2, technic_machine=1, radioactive=2, not_in_creative_inventory=1},
groups = {snappy=2, choppy=2, oddly_breakable_by_hand=2, technic_machine=1, radioactive=3, not_in_creative_inventory=1},
legacy_facedir_simple = true,
sounds = default.node_sound_wood_defaults(),
drop="technic:hv_nuclear_reactor_core",
@ -257,15 +266,46 @@ technic.register_machine("HV", "technic:hv_nuclear_reactor_core_active", technic
-- radioactive materials that can result from destroying a reactor
local assumed_abdomen_offset = vector.new(0, 1, 0)
local assumed_abdomen_offset_length = vector.length(assumed_abdomen_offset)
minetest.register_abm({
nodenames = {"group:radioactive"},
interval = 1,
chance = 1,
action = function (pos, node)
for r = 1, minetest.registered_nodes[node.name].groups.radioactive do
for _, o in ipairs(minetest.get_objects_inside_radius(pos, r*2)) do
if o:is_player() then
o:set_hp(math.max(o:get_hp() - 1, 0))
-- Damage depends on distance between the radiation source
-- and the player, with an inverse square relationship.
-- The "radioactive" group value is the distance in
-- metres from a node at which a player will be damaged by
-- 1 HP/s. Or, equivalently, it is the square root of the
-- damage rate in HP/s that a player 1 m away will take.
local strength = minetest.registered_nodes[node.name].groups.radioactive
-- Damage is processed at rates down to 0.25 HP/s,
-- which is attained at twice the 1 HP/s distance.
for _, o in ipairs(minetest.get_objects_inside_radius(pos, strength*2 + assumed_abdomen_offset_length)) do
if o:is_player() then
-- If the player is very close, swimming
-- in radioactive liquid, then the nominal
-- distance could go to zero, but in
-- that case we model the player's body
-- displacing the liquid and increasing
-- the effective distance to non-zero.
-- The minimum effective distance is set
-- to the maximum distance one can get
-- from the node centre within the node,
-- so that swimming in radioactive liquid
-- gives a uniform effective distance.
local dist_sq = math.max(0.75, vector.distance_square(pos, vector.add(o:getpos(), assumed_abdomen_offset)))
local dmg_rate = strength*strength/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
@ -305,7 +345,7 @@ for _, state in ipairs({ "flowing", "source" }) do
liquid = 2,
hot = 3,
igniter = 1,
radioactive = (state == "source" and 3 or 2),
radioactive = (state == "source" and 4 or 3),
not_in_creative_inventory = (state == "flowing" and 1 or nil),
},
})
@ -325,7 +365,7 @@ minetest.register_node("technic:chernobylite_block", {
description = S("Chernobylite Block"),
tiles = { "technic_chernobylite_block.png" },
is_ground_content = true,
groups = { cracky=1, radioactive=1, level=2 },
groups = { cracky=1, radioactive=2, level=2 },
sounds = default.node_sound_stone_defaults(),
light_source = 2,