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https://github.com/minetest-mods/technic.git
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Split radiation from nuclear reactor code
This commit is contained in:
parent
b7f43602b3
commit
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@ -35,6 +35,9 @@ dofile(modpath.."/crafts.lua")
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-- Register functions
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dofile(modpath.."/register.lua")
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-- Radiation
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dofile(modpath.."/radiation.lua")
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-- Machines
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dofile(modpath.."/machines/init.lua")
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@ -365,401 +365,3 @@ minetest.register_node("technic:hv_nuclear_reactor_core_active", {
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technic.register_machine("HV", "technic:hv_nuclear_reactor_core", technic.producer)
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technic.register_machine("HV", "technic:hv_nuclear_reactor_core_active", technic.producer)
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--[[
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Radioactivity
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Radiation resistance represents the extent to which a material
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attenuates radiation passing through it; i.e., how good a radiation
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shield it is. This is identified per node type. For materials that
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exist in real life, the radiation resistance value that this system
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uses for a node type consisting of a solid cube of that material is the
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(approximate) number of halvings of ionising radiation that is achieved
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by a meter of the material in real life. This is approximately
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proportional to density, which provides a good way to estimate it.
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Homogeneous mixtures of materials have radiation resistance computed
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by a simple weighted mean. Note that the amount of attenuation that
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a material achieves in-game is not required to be (and is not) the
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same as the attenuation achieved in real life.
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Radiation resistance for a node type may be specified in the node
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definition, under the key "radiation_resistance". As an interim
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measure, until node definitions widely include this, this code
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knows a bunch of values for particular node types in several mods,
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and values for groups of node types. The node definition takes
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precedence if it specifies a value. Nodes for which no value at
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all is known are taken to provide no radiation resistance at all;
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this is appropriate for the majority of node types. Only node types
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consisting of a fairly homogeneous mass of material should report
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non-zero radiation resistance; anything with non-uniform geometry
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or complex internal structure should show no radiation resistance.
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Fractional resistance values are permitted.
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--]]
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local rad_resistance_node = {
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["default:brick"] = 13,
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["default:bronzeblock"] = 45,
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["default:clay"] = 15,
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["default:coalblock"] = 9.6,
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["default:cobble"] = 15,
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["default:copperblock"] = 46,
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["default:desert_cobble"] = 15,
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["default:desert_sand"] = 10,
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["default:desert_stone"] = 17,
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["default:desert_stonebrick"] = 17,
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["default:diamondblock"] = 24,
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["default:dirt"] = 8.2,
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["default:dirt_with_grass"] = 8.2,
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["default:dirt_with_grass_footsteps"] = 8.2,
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["default:dirt_with_snow"] = 8.2,
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["default:glass"] = 17,
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["default:goldblock"] = 170,
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["default:gravel"] = 10,
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["default:ice"] = 5.6,
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["default:lava_flowing"] = 8.5,
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["default:lava_source"] = 17,
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["default:mese"] = 21,
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["default:mossycobble"] = 15,
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["default:nyancat"] = 1000,
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["default:nyancat_rainbow"] = 1000,
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["default:obsidian"] = 18,
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["default:obsidian_glass"] = 18,
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["default:sand"] = 10,
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["default:sandstone"] = 15,
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["default:sandstonebrick"] = 15,
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["default:snowblock"] = 1.7,
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["default:steelblock"] = 40,
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["default:stone"] = 17,
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["default:stone_with_coal"] = 16,
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["default:stone_with_copper"] = 20,
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["default:stone_with_diamond"] = 18,
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["default:stone_with_gold"] = 34,
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["default:stone_with_iron"] = 20,
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["default:stone_with_mese"] = 17,
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["default:stonebrick"] = 17,
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["default:water_flowing"] = 2.8,
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["default:water_source"] = 5.6,
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["farming:desert_sand_soil"] = 10,
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["farming:desert_sand_soil_wet"] = 10,
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["farming:soil"] = 8.2,
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["farming:soil_wet"] = 8.2,
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["glooptest:akalin_crystal_glass"] = 21,
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["glooptest:akalinblock"] = 40,
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["glooptest:alatro_crystal_glass"] = 21,
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["glooptest:alatroblock"] = 40,
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["glooptest:amethystblock"] = 18,
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["glooptest:arol_crystal_glass"] = 21,
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["glooptest:crystal_glass"] = 21,
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["glooptest:emeraldblock"] = 19,
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["glooptest:heavy_crystal_glass"] = 21,
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["glooptest:mineral_akalin"] = 20,
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["glooptest:mineral_alatro"] = 20,
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["glooptest:mineral_amethyst"] = 17,
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["glooptest:mineral_arol"] = 20,
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["glooptest:mineral_desert_coal"] = 16,
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["glooptest:mineral_desert_iron"] = 20,
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["glooptest:mineral_emerald"] = 17,
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["glooptest:mineral_kalite"] = 20,
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["glooptest:mineral_ruby"] = 18,
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["glooptest:mineral_sapphire"] = 18,
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["glooptest:mineral_talinite"] = 20,
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["glooptest:mineral_topaz"] = 18,
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["glooptest:reinforced_crystal_glass"] = 21,
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["glooptest:rubyblock"] = 27,
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["glooptest:sapphireblock"] = 27,
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["glooptest:talinite_crystal_glass"] = 21,
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["glooptest:taliniteblock"] = 40,
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["glooptest:topazblock"] = 24,
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["mesecons_extrawires:mese_powered"] = 21,
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["moreblocks:cactus_brick"] = 13,
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["moreblocks:cactus_checker"] = 8.5,
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["moreblocks:circle_stone_bricks"] = 17,
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["moreblocks:clean_glass"] = 17,
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["moreblocks:coal_checker"] = 9.0,
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["moreblocks:coal_glass"] = 17,
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["moreblocks:coal_stone"] = 17,
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["moreblocks:coal_stone_bricks"] = 17,
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["moreblocks:glow_glass"] = 17,
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["moreblocks:grey_bricks"] = 15,
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["moreblocks:iron_checker"] = 11,
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["moreblocks:iron_glass"] = 17,
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["moreblocks:iron_stone"] = 17,
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["moreblocks:iron_stone_bricks"] = 17,
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["moreblocks:plankstone"] = 9.3,
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["moreblocks:split_stone_tile"] = 15,
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["moreblocks:split_stone_tile_alt"] = 15,
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["moreblocks:stone_tile"] = 15,
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["moreblocks:super_glow_glass"] = 17,
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["moreblocks:tar"] = 7.0,
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["moreblocks:wood_tile"] = 1.7,
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["moreblocks:wood_tile_center"] = 1.7,
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["moreblocks:wood_tile_down"] = 1.7,
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["moreblocks:wood_tile_flipped"] = 1.7,
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["moreblocks:wood_tile_full"] = 1.7,
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["moreblocks:wood_tile_left"] = 1.7,
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["moreblocks:wood_tile_right"] = 1.7,
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["moreblocks:wood_tile_up"] = 1.7,
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["moreores:mineral_mithril"] = 18,
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["moreores:mineral_silver"] = 21,
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["moreores:mineral_tin"] = 19,
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["moreores:mithril_block"] = 26,
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["moreores:silver_block"] = 53,
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["moreores:tin_block"] = 37,
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["snow:snow_brick"] = 2.8,
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["technic:brass_block"] = 43,
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["technic:carbon_steel_block"] = 40,
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["technic:cast_iron_block"] = 40,
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["technic:chernobylite_block"] = 40,
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["technic:chromium_block"] = 37,
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["technic:corium_flowing"] = 40,
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["technic:corium_source"] = 80,
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["technic:granite"] = 18,
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["technic:lead_block"] = 80,
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["technic:marble"] = 18,
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["technic:marble_bricks"] = 18,
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["technic:mineral_chromium"] = 19,
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["technic:mineral_uranium"] = 71,
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["technic:mineral_zinc"] = 19,
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["technic:stainless_steel_block"] = 40,
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["technic:zinc_block"] = 36,
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["tnt:tnt"] = 11,
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["tnt:tnt_burning"] = 11,
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}
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local rad_resistance_group = {
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concrete = 16,
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tree = 3.4,
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uranium_block = 500,
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wood = 1.7,
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}
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local cache_radiation_resistance = {}
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local function node_radiation_resistance(node_name)
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local resistance = cache_radiation_resistance[node_name]
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if resistance then
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return resistance
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end
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local def = minetest.registered_nodes[node_name]
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if not def then
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cache_radiation_resistance[node_name] = 0
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return 0
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end
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resistance = def.radiation_resistance or
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rad_resistance_node[node_name]
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if not resistance then
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resistance = 0
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for g, v in pairs(def.groups) do
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if v > 0 and rad_resistance_group[g] then
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resistance = resistance + rad_resistance_group[g]
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end
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end
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end
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resistance = math.sqrt(resistance)
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cache_radiation_resistance[node_name] = resistance
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return resistance
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end
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--[[
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Radioactive nodes cause damage to nearby players. The damage
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effect depends on the intrinsic strength of the radiation source,
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the distance between the source and the player, and the shielding
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effect of the intervening material. These determine a rate of damage;
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total damage caused is the integral of this over time.
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In the absence of effective shielding, for a specific source the
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damage rate varies realistically in inverse proportion to the square
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of the distance. (Distance is measured to the player's abdomen,
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not to the nominal player position which corresponds to the foot.)
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However, if the player is inside a non-walkable (liquid or gaseous)
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radioactive node, the nominal distance could go to zero, yielding
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infinite damage. In that case, the player's body is displacing the
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radioactive material, so the effective distance should remain non-zero.
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We therefore apply a lower distance bound of sqrt(0.75), which is
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the maximum distance one can get from the node center within the node.
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A radioactive node is identified by being in the "radioactive" group,
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and the group value signifies the strength of the radiation source.
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The group value is the distance from a node at which an unshielded
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player will be damaged by 1 HP/s. Or, equivalently, it is the square
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root of the damage rate in HP/s that an unshielded player one node
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away will take.
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Shielding is assessed by adding the shielding values of all nodes
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between the source node and the player, ignoring the source node itself.
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As in reality, shielding causes exponential attenuation of radiation.
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However, the effect is scaled down relative to real life. A node with
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radiation resistance value R yields attenuation of sqrt(R) * 0.1 nepers.
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(In real life it would be about R * 0.69 nepers, by the definition
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of the radiation resistance values.) The sqrt part of this formula
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scales down the differences between shielding types, reflecting the
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game's simplification of making expensive materials such as gold
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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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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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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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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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need to be considered.
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--]]
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local abdomen_offset = 1
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local cache_scaled_shielding = {}
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local rad_dmg_cutoff = 0.25
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local function dmg_player(pos, o, strength)
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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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-- 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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if math.random() < dmg - 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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local rad_dmg_mult_sqrt = math.sqrt(1 / rad_dmg_cutoff)
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local function dmg_abm(pos, node)
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local strength = minetest.get_item_group(node.name, "radioactive")
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local max_dist = strength * rad_dmg_mult_sqrt
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for _, o in pairs(minetest.get_objects_inside_radius(pos,
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max_dist + abdomen_offset)) do
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if o:is_player() then
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dmg_player(pos, o, strength)
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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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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 = dmg_abm,
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})
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end
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-- Radioactive materials that can result from destroying a reactor
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local griefing = technic.config:get_bool("enable_corium_griefing")
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for _, state in pairs({"flowing", "source"}) do
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minetest.register_node("technic:corium_"..state, {
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description = S(state == "source" and "Corium Source" or "Flowing Corium"),
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drawtype = (state == "source" and "liquid" or "flowingliquid"),
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[state == "source" and "tiles" or "special_tiles"] = {{
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name = "technic_corium_"..state.."_animated.png",
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animation = {
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type = "vertical_frames",
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aspect_w = 16,
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aspect_h = 16,
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length = 3.0,
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},
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}},
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paramtype = "light",
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paramtype2 = (state == "flowing" and "flowingliquid" or nil),
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light_source = (state == "source" and 8 or 5),
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walkable = false,
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pointable = false,
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diggable = false,
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buildable_to = true,
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drop = "",
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drowning = 1,
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liquidtype = state,
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liquid_alternative_flowing = "technic:corium_flowing",
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liquid_alternative_source = "technic:corium_source",
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liquid_viscosity = LAVA_VISC,
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liquid_renewable = false,
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damage_per_second = 6,
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post_effect_color = {a=192, r=80, g=160, b=80},
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groups = {
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liquid = 2,
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hot = 3,
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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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not_in_creative_inventory = (state == "flowing" and 1 or nil),
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},
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})
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end
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if rawget(_G, "bucket") and bucket.register_liquid then
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bucket.register_liquid(
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"technic:corium_source",
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"technic:corium_flowing",
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"technic:bucket_corium",
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"technic_bucket_corium.png",
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"Corium Bucket"
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)
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end
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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=6, level=2},
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sounds = default.node_sound_stone_defaults(),
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light_source = 2,
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})
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minetest.register_abm({
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nodenames = {"group:water"},
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neighbors = {"technic:corium_source"},
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interval = 1,
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chance = 1,
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action = function(pos, node)
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minetest.remove_node(pos)
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end,
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})
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minetest.register_abm({
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nodenames = {"technic:corium_flowing"},
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neighbors = {"group:water"},
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interval = 1,
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chance = 1,
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action = function(pos, node)
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minetest.set_node(pos, {name="technic:chernobylite_block"})
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end,
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})
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minetest.register_abm({
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nodenames = {"technic:corium_flowing"},
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interval = 5,
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chance = (griefing and 10 or 1),
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action = function(pos, node)
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minetest.set_node(pos, {name="technic:chernobylite_block"})
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end,
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})
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if griefing then
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minetest.register_abm({
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nodenames = {"technic:corium_source", "technic:corium_flowing"},
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interval = 4,
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chance = 4,
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action = function(pos, node)
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for _, offset in ipairs({
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vector.new(1,0,0),
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vector.new(-1,0,0),
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vector.new(0,0,1),
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vector.new(0,0,-1),
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vector.new(0,-1,0),
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}) do
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if math.random(8) == 1 then
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minetest.dig_node(vector.add(pos, offset))
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end
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end
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end,
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})
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end
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|
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400
technic/radiation.lua
Normal file
400
technic/radiation.lua
Normal file
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@ -0,0 +1,400 @@
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--[[
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Radioactivity
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|
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Radiation resistance represents the extent to which a material
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attenuates radiation passing through it; i.e., how good a radiation
|
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shield it is. This is identified per node type. For materials that
|
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exist in real life, the radiation resistance value that this system
|
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uses for a node type consisting of a solid cube of that material is the
|
||||
(approximate) number of halvings of ionising radiation that is achieved
|
||||
by a meter of the material in real life. This is approximately
|
||||
proportional to density, which provides a good way to estimate it.
|
||||
Homogeneous mixtures of materials have radiation resistance computed
|
||||
by a simple weighted mean. Note that the amount of attenuation that
|
||||
a material achieves in-game is not required to be (and is not) the
|
||||
same as the attenuation achieved in real life.
|
||||
|
||||
Radiation resistance for a node type may be specified in the node
|
||||
definition, under the key "radiation_resistance". As an interim
|
||||
measure, until node definitions widely include this, this code
|
||||
knows a bunch of values for particular node types in several mods,
|
||||
and values for groups of node types. The node definition takes
|
||||
precedence if it specifies a value. Nodes for which no value at
|
||||
all is known are taken to provide no radiation resistance at all;
|
||||
this is appropriate for the majority of node types. Only node types
|
||||
consisting of a fairly homogeneous mass of material should report
|
||||
non-zero radiation resistance; anything with non-uniform geometry
|
||||
or complex internal structure should show no radiation resistance.
|
||||
Fractional resistance values are permitted.
|
||||
--]]
|
||||
|
||||
local S = technic.getter
|
||||
|
||||
local rad_resistance_node = {
|
||||
["default:brick"] = 13,
|
||||
["default:bronzeblock"] = 45,
|
||||
["default:clay"] = 15,
|
||||
["default:coalblock"] = 9.6,
|
||||
["default:cobble"] = 15,
|
||||
["default:copperblock"] = 46,
|
||||
["default:desert_cobble"] = 15,
|
||||
["default:desert_sand"] = 10,
|
||||
["default:desert_stone"] = 17,
|
||||
["default:desert_stonebrick"] = 17,
|
||||
["default:diamondblock"] = 24,
|
||||
["default:dirt"] = 8.2,
|
||||
["default:dirt_with_grass"] = 8.2,
|
||||
["default:dirt_with_grass_footsteps"] = 8.2,
|
||||
["default:dirt_with_snow"] = 8.2,
|
||||
["default:glass"] = 17,
|
||||
["default:goldblock"] = 170,
|
||||
["default:gravel"] = 10,
|
||||
["default:ice"] = 5.6,
|
||||
["default:lava_flowing"] = 8.5,
|
||||
["default:lava_source"] = 17,
|
||||
["default:mese"] = 21,
|
||||
["default:mossycobble"] = 15,
|
||||
["default:nyancat"] = 1000,
|
||||
["default:nyancat_rainbow"] = 1000,
|
||||
["default:obsidian"] = 18,
|
||||
["default:obsidian_glass"] = 18,
|
||||
["default:sand"] = 10,
|
||||
["default:sandstone"] = 15,
|
||||
["default:sandstonebrick"] = 15,
|
||||
["default:snowblock"] = 1.7,
|
||||
["default:steelblock"] = 40,
|
||||
["default:stone"] = 17,
|
||||
["default:stone_with_coal"] = 16,
|
||||
["default:stone_with_copper"] = 20,
|
||||
["default:stone_with_diamond"] = 18,
|
||||
["default:stone_with_gold"] = 34,
|
||||
["default:stone_with_iron"] = 20,
|
||||
["default:stone_with_mese"] = 17,
|
||||
["default:stonebrick"] = 17,
|
||||
["default:water_flowing"] = 2.8,
|
||||
["default:water_source"] = 5.6,
|
||||
["farming:desert_sand_soil"] = 10,
|
||||
["farming:desert_sand_soil_wet"] = 10,
|
||||
["farming:soil"] = 8.2,
|
||||
["farming:soil_wet"] = 8.2,
|
||||
["glooptest:akalin_crystal_glass"] = 21,
|
||||
["glooptest:akalinblock"] = 40,
|
||||
["glooptest:alatro_crystal_glass"] = 21,
|
||||
["glooptest:alatroblock"] = 40,
|
||||
["glooptest:amethystblock"] = 18,
|
||||
["glooptest:arol_crystal_glass"] = 21,
|
||||
["glooptest:crystal_glass"] = 21,
|
||||
["glooptest:emeraldblock"] = 19,
|
||||
["glooptest:heavy_crystal_glass"] = 21,
|
||||
["glooptest:mineral_akalin"] = 20,
|
||||
["glooptest:mineral_alatro"] = 20,
|
||||
["glooptest:mineral_amethyst"] = 17,
|
||||
["glooptest:mineral_arol"] = 20,
|
||||
["glooptest:mineral_desert_coal"] = 16,
|
||||
["glooptest:mineral_desert_iron"] = 20,
|
||||
["glooptest:mineral_emerald"] = 17,
|
||||
["glooptest:mineral_kalite"] = 20,
|
||||
["glooptest:mineral_ruby"] = 18,
|
||||
["glooptest:mineral_sapphire"] = 18,
|
||||
["glooptest:mineral_talinite"] = 20,
|
||||
["glooptest:mineral_topaz"] = 18,
|
||||
["glooptest:reinforced_crystal_glass"] = 21,
|
||||
["glooptest:rubyblock"] = 27,
|
||||
["glooptest:sapphireblock"] = 27,
|
||||
["glooptest:talinite_crystal_glass"] = 21,
|
||||
["glooptest:taliniteblock"] = 40,
|
||||
["glooptest:topazblock"] = 24,
|
||||
["mesecons_extrawires:mese_powered"] = 21,
|
||||
["moreblocks:cactus_brick"] = 13,
|
||||
["moreblocks:cactus_checker"] = 8.5,
|
||||
["moreblocks:circle_stone_bricks"] = 17,
|
||||
["moreblocks:clean_glass"] = 17,
|
||||
["moreblocks:coal_checker"] = 9.0,
|
||||
["moreblocks:coal_glass"] = 17,
|
||||
["moreblocks:coal_stone"] = 17,
|
||||
["moreblocks:coal_stone_bricks"] = 17,
|
||||
["moreblocks:glow_glass"] = 17,
|
||||
["moreblocks:grey_bricks"] = 15,
|
||||
["moreblocks:iron_checker"] = 11,
|
||||
["moreblocks:iron_glass"] = 17,
|
||||
["moreblocks:iron_stone"] = 17,
|
||||
["moreblocks:iron_stone_bricks"] = 17,
|
||||
["moreblocks:plankstone"] = 9.3,
|
||||
["moreblocks:split_stone_tile"] = 15,
|
||||
["moreblocks:split_stone_tile_alt"] = 15,
|
||||
["moreblocks:stone_tile"] = 15,
|
||||
["moreblocks:super_glow_glass"] = 17,
|
||||
["moreblocks:tar"] = 7.0,
|
||||
["moreblocks:wood_tile"] = 1.7,
|
||||
["moreblocks:wood_tile_center"] = 1.7,
|
||||
["moreblocks:wood_tile_down"] = 1.7,
|
||||
["moreblocks:wood_tile_flipped"] = 1.7,
|
||||
["moreblocks:wood_tile_full"] = 1.7,
|
||||
["moreblocks:wood_tile_left"] = 1.7,
|
||||
["moreblocks:wood_tile_right"] = 1.7,
|
||||
["moreblocks:wood_tile_up"] = 1.7,
|
||||
["moreores:mineral_mithril"] = 18,
|
||||
["moreores:mineral_silver"] = 21,
|
||||
["moreores:mineral_tin"] = 19,
|
||||
["moreores:mithril_block"] = 26,
|
||||
["moreores:silver_block"] = 53,
|
||||
["moreores:tin_block"] = 37,
|
||||
["snow:snow_brick"] = 2.8,
|
||||
["technic:brass_block"] = 43,
|
||||
["technic:carbon_steel_block"] = 40,
|
||||
["technic:cast_iron_block"] = 40,
|
||||
["technic:chernobylite_block"] = 40,
|
||||
["technic:chromium_block"] = 37,
|
||||
["technic:corium_flowing"] = 40,
|
||||
["technic:corium_source"] = 80,
|
||||
["technic:granite"] = 18,
|
||||
["technic:lead_block"] = 80,
|
||||
["technic:marble"] = 18,
|
||||
["technic:marble_bricks"] = 18,
|
||||
["technic:mineral_chromium"] = 19,
|
||||
["technic:mineral_uranium"] = 71,
|
||||
["technic:mineral_zinc"] = 19,
|
||||
["technic:stainless_steel_block"] = 40,
|
||||
["technic:zinc_block"] = 36,
|
||||
["tnt:tnt"] = 11,
|
||||
["tnt:tnt_burning"] = 11,
|
||||
}
|
||||
local rad_resistance_group = {
|
||||
concrete = 16,
|
||||
tree = 3.4,
|
||||
uranium_block = 500,
|
||||
wood = 1.7,
|
||||
}
|
||||
local cache_radiation_resistance = {}
|
||||
local function node_radiation_resistance(node_name)
|
||||
local resistance = cache_radiation_resistance[node_name]
|
||||
if resistance then
|
||||
return resistance
|
||||
end
|
||||
local def = minetest.registered_nodes[node_name]
|
||||
if not def then
|
||||
cache_radiation_resistance[node_name] = 0
|
||||
return 0
|
||||
end
|
||||
resistance = def.radiation_resistance or
|
||||
rad_resistance_node[node_name]
|
||||
if not resistance then
|
||||
resistance = 0
|
||||
for g, v in pairs(def.groups) do
|
||||
if v > 0 and rad_resistance_group[g] then
|
||||
resistance = resistance + rad_resistance_group[g]
|
||||
end
|
||||
end
|
||||
end
|
||||
resistance = math.sqrt(resistance)
|
||||
cache_radiation_resistance[node_name] = resistance
|
||||
return resistance
|
||||
end
|
||||
|
||||
|
||||
--[[
|
||||
Radioactive nodes cause damage to nearby players. The damage
|
||||
effect depends on the intrinsic strength of the radiation source,
|
||||
the distance between the source and the player, and the shielding
|
||||
effect of the intervening material. These determine a rate of damage;
|
||||
total damage caused is the integral of this over time.
|
||||
|
||||
In the absence of effective shielding, for a specific source the
|
||||
damage rate varies realistically in inverse proportion to the square
|
||||
of the distance. (Distance is measured to the player's abdomen,
|
||||
not to the nominal player position which corresponds to the foot.)
|
||||
However, if the player is inside a non-walkable (liquid or gaseous)
|
||||
radioactive node, the nominal distance could go to zero, yielding
|
||||
infinite damage. In that case, the player's body is displacing the
|
||||
radioactive material, so the effective distance should remain non-zero.
|
||||
We therefore apply a lower distance bound of sqrt(0.75), which is
|
||||
the maximum distance one can get from the node center within the node.
|
||||
|
||||
A radioactive node is identified by being in the "radioactive" group,
|
||||
and the group value signifies the strength of the radiation source.
|
||||
The group value is the distance from a node at which an unshielded
|
||||
player will be damaged by 1 HP/s. Or, equivalently, it is the square
|
||||
root of the damage rate in HP/s that an unshielded player one node
|
||||
away will take.
|
||||
|
||||
Shielding is assessed by adding the shielding values of all nodes
|
||||
between the source node and the player, ignoring the source node itself.
|
||||
As in reality, shielding causes exponential attenuation of radiation.
|
||||
However, the effect is scaled down relative to real life. 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 cubes. 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"
|
||||
group value. Computed damage rates below 0.25 HP/s result in no
|
||||
damage at all to the player. This gives the player an opportunity
|
||||
to be safe, and limits the range at which source/player interactions
|
||||
need to be considered.
|
||||
--]]
|
||||
local abdomen_offset = 1
|
||||
local cache_scaled_shielding = {}
|
||||
local rad_dmg_cutoff = 0.25
|
||||
|
||||
local function dmg_player(pos, o, strength)
|
||||
local pl_pos = o:getpos()
|
||||
pl_pos.y = pl_pos.y + abdomen_offset
|
||||
local shielding = 0
|
||||
local dist = vector.distance(pos, pl_pos)
|
||||
for ray_pos in technic.trace_node_ray(pos,
|
||||
vector.direction(pos, pl_pos), dist) do
|
||||
local shield_name = minetest.get_node(ray_pos).name
|
||||
shielding = shielding + node_radiation_resistance(shield_name) * 0.1
|
||||
end
|
||||
local dmg = (strength * strength) /
|
||||
(math.max(0.75, dist * dist) * math.exp(shielding))
|
||||
if dmg < rad_dmg_cutoff then return end
|
||||
local dmg_int = math.floor(dmg)
|
||||
-- The closer you are to getting one more damage point,
|
||||
-- the more likely it will be added.
|
||||
if math.random() < dmg - 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
|
||||
|
||||
local rad_dmg_mult_sqrt = math.sqrt(1 / rad_dmg_cutoff)
|
||||
local function dmg_abm(pos, node)
|
||||
local strength = minetest.get_item_group(node.name, "radioactive")
|
||||
local max_dist = strength * rad_dmg_mult_sqrt
|
||||
for _, o in pairs(minetest.get_objects_inside_radius(pos,
|
||||
max_dist + abdomen_offset)) do
|
||||
if o:is_player() then
|
||||
dmg_player(pos, o, strength)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
if minetest.setting_getbool("enable_damage") then
|
||||
minetest.register_abm({
|
||||
nodenames = {"group:radioactive"},
|
||||
interval = 1,
|
||||
chance = 1,
|
||||
action = dmg_abm,
|
||||
})
|
||||
end
|
||||
|
||||
-- Radioactive materials that can result from destroying a reactor
|
||||
local griefing = technic.config:get_bool("enable_corium_griefing")
|
||||
|
||||
for _, state in pairs({"flowing", "source"}) do
|
||||
minetest.register_node("technic:corium_"..state, {
|
||||
description = S(state == "source" and "Corium Source" or "Flowing Corium"),
|
||||
drawtype = (state == "source" and "liquid" or "flowingliquid"),
|
||||
[state == "source" and "tiles" or "special_tiles"] = {{
|
||||
name = "technic_corium_"..state.."_animated.png",
|
||||
animation = {
|
||||
type = "vertical_frames",
|
||||
aspect_w = 16,
|
||||
aspect_h = 16,
|
||||
length = 3.0,
|
||||
},
|
||||
}},
|
||||
paramtype = "light",
|
||||
paramtype2 = (state == "flowing" and "flowingliquid" or nil),
|
||||
light_source = (state == "source" and 8 or 5),
|
||||
walkable = false,
|
||||
pointable = false,
|
||||
diggable = false,
|
||||
buildable_to = true,
|
||||
drop = "",
|
||||
drowning = 1,
|
||||
liquidtype = state,
|
||||
liquid_alternative_flowing = "technic:corium_flowing",
|
||||
liquid_alternative_source = "technic:corium_source",
|
||||
liquid_viscosity = LAVA_VISC,
|
||||
liquid_renewable = false,
|
||||
damage_per_second = 6,
|
||||
post_effect_color = {a=192, r=80, g=160, b=80},
|
||||
groups = {
|
||||
liquid = 2,
|
||||
hot = 3,
|
||||
igniter = (griefing and 1 or 0),
|
||||
radioactive = (state == "source" and 16 or 8),
|
||||
not_in_creative_inventory = (state == "flowing" and 1 or nil),
|
||||
},
|
||||
})
|
||||
end
|
||||
|
||||
if rawget(_G, "bucket") and bucket.register_liquid then
|
||||
bucket.register_liquid(
|
||||
"technic:corium_source",
|
||||
"technic:corium_flowing",
|
||||
"technic:bucket_corium",
|
||||
"technic_bucket_corium.png",
|
||||
"Corium Bucket"
|
||||
)
|
||||
end
|
||||
|
||||
minetest.register_node("technic:chernobylite_block", {
|
||||
description = S("Chernobylite Block"),
|
||||
tiles = {"technic_chernobylite_block.png"},
|
||||
is_ground_content = true,
|
||||
groups = {cracky=1, radioactive=6, level=2},
|
||||
sounds = default.node_sound_stone_defaults(),
|
||||
light_source = 2,
|
||||
})
|
||||
|
||||
minetest.register_abm({
|
||||
nodenames = {"group:water"},
|
||||
neighbors = {"technic:corium_source"},
|
||||
interval = 1,
|
||||
chance = 1,
|
||||
action = function(pos, node)
|
||||
minetest.remove_node(pos)
|
||||
end,
|
||||
})
|
||||
|
||||
minetest.register_abm({
|
||||
nodenames = {"technic:corium_flowing"},
|
||||
neighbors = {"group:water"},
|
||||
interval = 1,
|
||||
chance = 1,
|
||||
action = function(pos, node)
|
||||
minetest.set_node(pos, {name="technic:chernobylite_block"})
|
||||
end,
|
||||
})
|
||||
|
||||
minetest.register_abm({
|
||||
nodenames = {"technic:corium_flowing"},
|
||||
interval = 5,
|
||||
chance = (griefing and 10 or 1),
|
||||
action = function(pos, node)
|
||||
minetest.set_node(pos, {name="technic:chernobylite_block"})
|
||||
end,
|
||||
})
|
||||
|
||||
if griefing then
|
||||
minetest.register_abm({
|
||||
nodenames = {"technic:corium_source", "technic:corium_flowing"},
|
||||
interval = 4,
|
||||
chance = 4,
|
||||
action = function(pos, node)
|
||||
for _, offset in ipairs({
|
||||
vector.new(1,0,0),
|
||||
vector.new(-1,0,0),
|
||||
vector.new(0,0,1),
|
||||
vector.new(0,0,-1),
|
||||
vector.new(0,-1,0),
|
||||
}) do
|
||||
if math.random(8) == 1 then
|
||||
minetest.dig_node(vector.add(pos, offset))
|
||||
end
|
||||
end
|
||||
end,
|
||||
})
|
||||
end
|
||||
|
Loading…
Reference in New Issue
Block a user