From 2912e2da787214519056b06c0b9b9ad12edf5bea Mon Sep 17 00:00:00 2001 From: Zefram Date: Wed, 20 Aug 2014 20:09:41 +0100 Subject: [PATCH] Rebalance radiation shielding Squeeze the range of material shielding values. The strongest shielding materials get weaker, and weaker shielding materials, especially low-end ones such as dirt, get stronger. The radioactivity of the active reactor core is increased so that the standard shielding is (still) only narrowly sufficient. --- technic/machines/HV/nuclear_reactor.lua | 35 ++++++++++++++++--------- 1 file changed, 23 insertions(+), 12 deletions(-) diff --git a/technic/machines/HV/nuclear_reactor.lua b/technic/machines/HV/nuclear_reactor.lua index 19a3c99..31252a7 100644 --- a/technic/machines/HV/nuclear_reactor.lua +++ b/technic/machines/HV/nuclear_reactor.lua @@ -293,7 +293,7 @@ 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 = {cracky=1, technic_machine=1, radioactive=7000, not_in_creative_inventory=1}, + groups = {cracky=1, technic_machine=1, radioactive=11000, not_in_creative_inventory=1}, legacy_facedir_simple = true, sounds = default.node_sound_wood_defaults(), drop="technic:hv_nuclear_reactor_core", @@ -548,14 +548,18 @@ end -- -- 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 radiation resistance values from the sampled nodes yield --- a measure of the total amount of radiation resistance on the path. --- As in reality, shielding causes exponential attenuation of radiation. --- However, the effect is scaled down relative to real life: each --- metre-point of shielding, corresponding to a real-life halving of --- radiation, reduces radiation by 0.01 nepers (a factor of about 1.01). --- This scales down the difference between shielded and unshielded safe --- distances, avoiding the latter becoming impractically large. +-- 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" @@ -565,6 +569,7 @@ end -- 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 = {} minetest.register_abm({ nodenames = {"group:radioactive"}, interval = 1, @@ -578,15 +583,21 @@ minetest.register_abm({ 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 resistance = 0 + 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 - resistance = resistance + node_radiation_resistance(minetest.get_node(intnodepos).name) + 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(-0.0025*resistance) / math.max(0.75, dist_sq) + 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