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