Tweak radioactivity

This simplifies radioactivity by removing the 1000 and 0.25 multipliers.
It also increases the effectiveness of protection (I think it was too low
before -- most of the advantage of adding protective layers was just from
the increased distance).
This commit is contained in:
ShadowNinja 2016-03-21 03:14:08 -04:00
parent 297fabd37f
commit b7f43602b3
3 changed files with 54 additions and 49 deletions

View File

@ -194,14 +194,16 @@ for p = 0, 35 do
-- a natural (0.7%-fissile) uranium block having the activity of
-- 9 uranium ore blocks (due to 9 ingots per block). The group
-- value is proportional to the square root of the activity, and
-- uranium ore has radioactive=1000. This yields radioactive=2065
-- for a fully-depleted uranium block and radioactive=5286 for
-- uranium ore has radioactive=1. This yields radioactive=1.0
-- for a fully-depleted uranium block and radioactive=2.6 for
-- a 3.5%-fissile uranium block.
local radioactivity = math.floor(math.sqrt((1+5.55*p/35) * 18 / (1+5.55*7/35)) + 0.5);
(ov or minetest.register_node)(block, {
description = string.format(S("%.1f%%-Fissile Uranium Block"), p/10),
tiles = {"technic_uranium_block.png"},
is_ground_content = true,
groups = {uranium_block=1, not_in_creative_inventory=nici, cracky=1, level=2, radioactive=math.floor(1000*math.sqrt((1+5.55*p/35) * 9 / (1+5.55*7/35)) + 0.5)},
groups = {uranium_block=1, not_in_creative_inventory=nici,
cracky=1, level=2, radioactive=radioactivity},
sounds = default.node_sound_stone_defaults(),
});
if not ov then
@ -219,3 +221,4 @@ for p = 0, 35 do
})
end
end

View File

@ -318,7 +318,7 @@ minetest.register_node("technic:hv_nuclear_reactor_core", {
minetest.register_node("technic:hv_nuclear_reactor_core_active", {
tiles = {"technic_hv_nuclear_reactor_core.png"},
groups = {cracky=1, technic_machine=1, technic_hv=1,
radioactive=11000, not_in_creative_inventory=1},
radioactive=6, not_in_creative_inventory=1},
legacy_facedir_simple = true,
sounds = default.node_sound_wood_defaults(),
drop = "technic:hv_nuclear_reactor_core",
@ -395,7 +395,7 @@ or complex internal structure should show no radiation resistance.
Fractional resistance values are permitted.
--]]
local default_radiation_resistance_per_node = {
local rad_resistance_node = {
["default:brick"] = 13,
["default:bronzeblock"] = 45,
["default:clay"] = 15,
@ -524,7 +524,7 @@ local default_radiation_resistance_per_node = {
["tnt:tnt"] = 11,
["tnt:tnt_burning"] = 11,
}
local default_radiation_resistance_per_group = {
local rad_resistance_group = {
concrete = 16,
tree = 3.4,
uranium_block = 500,
@ -532,24 +532,31 @@ local default_radiation_resistance_per_group = {
}
local cache_radiation_resistance = {}
local function node_radiation_resistance(node_name)
local eff = cache_radiation_resistance[node_name]
if eff then return eff end
local resistance = cache_radiation_resistance[node_name]
if resistance then
return resistance
end
local def = minetest.registered_nodes[node_name]
eff = def and def.radiation_resistance or
default_radiation_resistance_per_node[node_name]
if def and not eff then
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 default_radiation_resistance_per_group[g] then
eff = default_radiation_resistance_per_group[g]
break
if v > 0 and rad_resistance_group[g] then
resistance = resistance + rad_resistance_group[g]
end
end
end
if not eff then eff = 0 end
cache_radiation_resistance[node_name] = eff
return eff
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,
@ -570,10 +577,10 @@ 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 1000 times the distance from a node at which
an unshielded player will be damaged by 0.25 HP/s. Or, equivalently,
it is 2000 times the square root of the damage rate in HP/s that an
unshielded player 1 node away will take.
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.
@ -595,45 +602,40 @@ 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 = vector.new(0, 1, 0)
local abdomen_offset_length = vector.length(abdomen_offset)
local abdomen_offset = 1
local cache_scaled_shielding = {}
local rad_dmg_cutoff = 0.25
local function dmg_player(pos, o, strength)
local pl_pos = vector.add(o:getpos(), abdomen_offset)
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
if not vector.equals(ray_pos, pos) then
local shield_name = minetest.get_node(ray_pos).name
local shield_val = cache_scaled_shielding[sname]
if not shield_val then
shield_val = math.sqrt(node_radiation_resistance(shield_name)) * 0.025
cache_scaled_shielding[shield_name] = shield_val
end
shielding = shielding + shield_val
end
local shield_name = minetest.get_node(ray_pos).name
shielding = shielding + node_radiation_resistance(shield_name) * 0.1
end
local dmg = (0.25e-6 * strength * strength) /
local dmg = (strength * strength) /
(math.max(0.75, dist * dist) * math.exp(shielding))
if dmg >= 0.25 then
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
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,
strength * 0.001 + abdomen_offset_length)) do
max_dist + abdomen_offset)) do
if o:is_player() then
dmg_player(pos, o, strength)
end
@ -686,7 +688,7 @@ for _, state in pairs({"flowing", "source"}) do
liquid = 2,
hot = 3,
igniter = (griefing and 1 or 0),
radioactive = (state == "source" and 32000 or 16000),
radioactive = (state == "source" and 16 or 8),
not_in_creative_inventory = (state == "flowing" and 1 or nil),
},
})
@ -706,7 +708,7 @@ minetest.register_node("technic:chernobylite_block", {
description = S("Chernobylite Block"),
tiles = {"technic_chernobylite_block.png"},
is_ground_content = true,
groups = {cracky=1, radioactive=5000, level=2},
groups = {cracky=1, radioactive=6, level=2},
sounds = default.node_sound_stone_defaults(),
light_source = 2,
})

View File

@ -5,7 +5,7 @@ minetest.register_node( ":technic:mineral_uranium", {
description = S("Uranium Ore"),
tiles = { "default_stone.png^technic_mineral_uranium.png" },
is_ground_content = true,
groups = {cracky=3, radioactive=1000},
groups = {cracky=3, radioactive=1},
sounds = default.node_sound_stone_defaults(),
drop = "technic:uranium_lump",
})
@ -74,7 +74,7 @@ minetest.register_node(":technic:uranium_block", {
description = S("Uranium Block"),
tiles = { "technic_uranium_block.png" },
is_ground_content = true,
groups = {uranium_block=1, cracky=1, level=2, radioactive=3000},
groups = {uranium_block=1, cracky=1, level=2, radioactive=2},
sounds = default.node_sound_stone_defaults()
})