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https://github.com/minetest-mods/technic.git
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Add longer-term radiation damage
Radiation now slowly damages you for a while after exposure, with the effect's time and intensity proportional to the amount of radiation received. The radioactivity of some items is reduced to account for the increased damage.
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@ -318,7 +318,7 @@ minetest.register_node("technic:hv_nuclear_reactor_core", {
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minetest.register_node("technic:hv_nuclear_reactor_core_active", {
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minetest.register_node("technic:hv_nuclear_reactor_core_active", {
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tiles = {"technic_hv_nuclear_reactor_core.png"},
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tiles = {"technic_hv_nuclear_reactor_core.png"},
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groups = {cracky=1, technic_machine=1, technic_hv=1,
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groups = {cracky=1, technic_machine=1, technic_hv=1,
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radioactive=6, not_in_creative_inventory=1},
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radioactive=4, not_in_creative_inventory=1},
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legacy_facedir_simple = true,
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legacy_facedir_simple = true,
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sounds = default.node_sound_wood_defaults(),
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sounds = default.node_sound_wood_defaults(),
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drop = "technic:hv_nuclear_reactor_core",
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drop = "technic:hv_nuclear_reactor_core",
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@ -230,30 +230,19 @@ readily available in cubes. The multiplicative factor in the
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formula scales down the difference between shielded and unshielded
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formula scales down the difference between shielded and unshielded
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safe distances, avoiding the latter becoming impractically large.
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safe distances, avoiding the latter becoming impractically large.
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Damage is processed at rates down to 0.25 HP/s, which in the absence of
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Damage is processed at rates down to 0.2 HP/s, which in the absence of
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shielding is attained at the distance specified by the "radioactive"
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shielding is attained at the distance specified by the "radioactive"
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group value. Computed damage rates below 0.25 HP/s result in no
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group value. Computed damage rates below 0.2 HP/s result in no
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damage at all to the player. This gives the player an opportunity
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damage at all to the player. This gives the player an opportunity
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to be safe, and limits the range at which source/player interactions
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to be safe, and limits the range at which source/player interactions
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need to be considered.
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need to be considered.
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--]]
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--]]
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local abdomen_offset = 1
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local abdomen_offset = 1
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local cache_scaled_shielding = {}
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local cache_scaled_shielding = {}
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local rad_dmg_cutoff = 0.25
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local rad_dmg_cutoff = 0.2
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local radiated_players = {}
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local function dmg_player(pos, o, strength)
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local function apply_fractional_damage(o, dmg)
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local pl_pos = o:getpos()
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pl_pos.y = pl_pos.y + abdomen_offset
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local shielding = 0
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local dist = vector.distance(pos, pl_pos)
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for ray_pos in technic.trace_node_ray(pos,
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vector.direction(pos, pl_pos), dist) do
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local shield_name = minetest.get_node(ray_pos).name
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shielding = shielding + node_radiation_resistance(shield_name) * 0.1
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end
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local dmg = (strength * strength) /
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(math.max(0.75, dist * dist) * math.exp(shielding))
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if dmg < rad_dmg_cutoff then return end
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local dmg_int = math.floor(dmg)
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local dmg_int = math.floor(dmg)
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-- The closer you are to getting one more damage point,
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-- The closer you are to getting one more damage point,
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-- the more likely it will be added.
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-- the more likely it will be added.
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@ -261,8 +250,33 @@ local function dmg_player(pos, o, strength)
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dmg_int = dmg_int + 1
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dmg_int = dmg_int + 1
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end
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end
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if dmg_int > 0 then
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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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local new_hp = math.max(o:get_hp() - dmg_int, 0)
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o:set_hp(new_hp)
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return new_hp == 0
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end
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end
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return false
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end
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local function dmg_player(pos, player, strength)
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local pl_pos = player:getpos()
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pl_pos.y = pl_pos.y + abdomen_offset
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local shielding = 0
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local dist = vector.distance(pos, pl_pos)
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for ray_pos in technic.trace_node_ray(pos,
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vector.direction(pos, pl_pos), dist) do
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local shield_name = minetest.get_node(ray_pos).name
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shielding = shielding + node_radiation_resistance(shield_name) * 0.1
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end
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local dmg = (strength * strength) /
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(math.max(0.75, dist * dist) * math.exp(shielding))
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if dmg < rad_dmg_cutoff then return end
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apply_fractional_damage(player, dmg)
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local pn = player:get_player_name()
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radiated_players[pn] = (radiated_players[pn] or 0) + dmg
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end
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end
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local rad_dmg_mult_sqrt = math.sqrt(1 / rad_dmg_cutoff)
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local rad_dmg_mult_sqrt = math.sqrt(1 / rad_dmg_cutoff)
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@ -277,7 +291,6 @@ local function dmg_abm(pos, node)
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end
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end
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end
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end
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if minetest.setting_getbool("enable_damage") then
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if minetest.setting_getbool("enable_damage") then
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minetest.register_abm({
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minetest.register_abm({
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nodenames = {"group:radioactive"},
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nodenames = {"group:radioactive"},
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@ -285,6 +298,27 @@ if minetest.setting_getbool("enable_damage") then
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chance = 1,
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chance = 1,
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action = dmg_abm,
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action = dmg_abm,
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})
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})
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minetest.register_globalstep(function(dtime)
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for pn, dmg in pairs(radiated_players) do
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dmg = dmg - (dtime / 8)
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local player = minetest.get_player_by_name(pn)
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local killed
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if player and dmg > rad_dmg_cutoff then
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killed = apply_fractional_damage(player, (dmg * dtime) / 8)
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else
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dmg = nil
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end
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-- on_dieplayer will have already set this if the player died
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if not killed then
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radiated_players[pn] = dmg
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end
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end
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end)
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minetest.register_on_dieplayer(function(player)
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radiated_players[player:get_player_name()] = nil
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end)
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end
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end
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-- Radioactive materials that can result from destroying a reactor
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-- Radioactive materials that can result from destroying a reactor
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@ -323,7 +357,7 @@ for _, state in pairs({"flowing", "source"}) do
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liquid = 2,
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liquid = 2,
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hot = 3,
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hot = 3,
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igniter = (griefing and 1 or 0),
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igniter = (griefing and 1 or 0),
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radioactive = (state == "source" and 16 or 8),
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radioactive = (state == "source" and 12 or 6),
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not_in_creative_inventory = (state == "flowing" and 1 or nil),
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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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})
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})
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@ -343,7 +377,7 @@ minetest.register_node("technic:chernobylite_block", {
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description = S("Chernobylite Block"),
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description = S("Chernobylite Block"),
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tiles = {"technic_chernobylite_block.png"},
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tiles = {"technic_chernobylite_block.png"},
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is_ground_content = true,
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is_ground_content = true,
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groups = {cracky=1, radioactive=6, level=2},
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groups = {cracky=1, radioactive=4, level=2},
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sounds = default.node_sound_stone_defaults(),
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sounds = default.node_sound_stone_defaults(),
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light_source = 2,
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light_source = 2,
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})
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})
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