-- The enriched uranium rod driven EU generator. -- A very large and advanced machine providing vast amounts of power. -- Very efficient but also expensive to run as it needs uranium. (10000EU 86400 ticks (24h)) -- Provides HV EUs that can be down converted as needed. -- -- The nuclear reactor core needs water and a protective shield to work. -- This is checked now and then and if the machine is tampered with... BOOM! local burn_ticks = 7 * 24 * 60 * 60 -- (seconds). local power_supply = 100000 -- EUs local fuel_type = "technic:uranium_fuel" -- The reactor burns this stuff -- FIXME: recipe must make more sense like a rod recepticle, steam chamber, HV generator? minetest.register_craft({ output = 'technic:hv_nuclear_reactor_core', recipe = { {'technic:stainless_steel_ingot', 'technic:stainless_steel_ingot', 'technic:stainless_steel_ingot'}, {'technic:stainless_steel_ingot', '', 'technic:stainless_steel_ingot'}, {'technic:stainless_steel_ingot', 'technic:hv_cable', 'technic:stainless_steel_ingot'}, } }) local generator_formspec = "invsize[8,9;]".. "label[0,0;Nuclear Reactor Rod Compartment]".. "list[current_name;src;2,1;3,2;]".. "list[current_player;main;0,5;8,4;]" -- "Boxy sphere" local nodebox = { { -0.353, -0.353, -0.353, 0.353, 0.353, 0.353 }, -- Box { -0.495, -0.064, -0.064, 0.495, 0.064, 0.064 }, -- Circle +-x { -0.483, -0.128, -0.128, 0.483, 0.128, 0.128 }, { -0.462, -0.191, -0.191, 0.462, 0.191, 0.191 }, { -0.433, -0.249, -0.249, 0.433, 0.249, 0.249 }, { -0.397, -0.303, -0.303, 0.397, 0.303, 0.303 }, { -0.305, -0.396, -0.305, 0.305, 0.396, 0.305 }, -- Circle +-y { -0.250, -0.432, -0.250, 0.250, 0.432, 0.250 }, { -0.191, -0.461, -0.191, 0.191, 0.461, 0.191 }, { -0.130, -0.482, -0.130, 0.130, 0.482, 0.130 }, { -0.066, -0.495, -0.066, 0.066, 0.495, 0.066 }, { -0.064, -0.064, -0.495, 0.064, 0.064, 0.495 }, -- Circle +-z { -0.128, -0.128, -0.483, 0.128, 0.128, 0.483 }, { -0.191, -0.191, -0.462, 0.191, 0.191, 0.462 }, { -0.249, -0.249, -0.433, 0.249, 0.249, 0.433 }, { -0.303, -0.303, -0.397, 0.303, 0.303, 0.397 }, } minetest.register_node("technic:hv_nuclear_reactor_core", { description = "Nuclear Reactor", 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 = {snappy=2, choppy=2, oddly_breakable_by_hand=2}, legacy_facedir_simple = true, sounds = default.node_sound_wood_defaults(), drawtype="nodebox", paramtype = "light", stack_max = 1, node_box = { type = "fixed", fixed = nodebox }, on_construct = function(pos) local meta = minetest.get_meta(pos) meta:set_string("infotext", "Nuclear Reactor Core") meta:set_int("HV_EU_supply", 0) -- Signal to the switching station that this device burns some -- sort of fuel and needs special handling meta:set_int("HV_EU_from_fuel", 1) meta:set_int("burn_time", 0) meta:set_string("formspec", generator_formspec) local inv = meta:get_inventory() inv:set_size("src", 6) end, can_dig = function(pos,player) local meta = minetest.get_meta(pos); local inv = meta:get_inventory() if not inv:is_empty("src") then minetest.chat_send_player(player:get_player_name(), "Machine cannot be removed because it is not empty"); return false else return true end end, }) minetest.register_node("technic:hv_nuclear_reactor_core_active", { description = "HV Uranium Reactor", 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 = {snappy=2, choppy=2, oddly_breakable_by_hand=2, not_in_creative_inventory=1}, legacy_facedir_simple = true, sounds = default.node_sound_wood_defaults(), drop="technic:hv_nuclear_reactor_core", drawtype="nodebox", light_source = 15, paramtype = "light", node_box = { type = "fixed", fixed = nodebox }, can_dig = function(pos,player) local meta = minetest.get_meta(pos); local inv = meta:get_inventory() if not inv:is_empty("src") then minetest.chat_send_player(player:get_player_name(), "Machine cannot be removed because it is not empty"); return false else return true end end, }) local check_reactor_structure = function(pos) -- The reactor consists of a 9x9x9 cube structure -- A cross section through the middle: -- CCCC CCCC -- CBBB BBBC -- CBSS SSBC -- CBSWWWSBC -- CBSW#WSBC -- CBSW|WSBC -- CBSS|SSBC -- CBBB|BBBC -- CCCC|CCCC -- C = Concrete, B = Blast resistant concrete, S = Stainless Steel, -- W = water node, # = reactor core, | = HV cable -- The man-hole and the HV cable is only in the middle -- The man-hole is optional local vm = VoxelManip() local pos1 = vector.subtract(pos, 4) local pos2 = vector.add(pos, 4) local MinEdge, MaxEdge = vm:read_from_map(pos1, pos2) local data = vm:get_data() local area = VoxelArea:new({MinEdge=MinEdge, MaxEdge=MaxEdge}) local c_concrete = minetest.get_content_id("technic:concrete") local c_blast_concrete = minetest.get_content_id("technic:blast_resistant_concrete") local c_stainless_steel = minetest.get_content_id("technic:stainless_steel_block") local c_water_source = minetest.get_content_id("default:water_source") local c_water_flowing = minetest.get_content_id("default:water_flowing") local concretelayer, blastlayer, steellayer, waterlayer = 0, 0, 0, 0 for z = pos1.z, pos2.z do for y = pos1.y, pos2.y do for x = pos1.x, pos2.x do -- If the position is in the outer layer if x == pos1.x or x == pos2.x or y == pos1.y or y == pos2.y or z == pos1.z or z == pos2.z then if data[area:index(x, y, z)] == c_concrete then concretelayer = concretelayer + 1 end elseif x == pos1.x+1 or x == pos2.x-1 or y == pos1.y+1 or y == pos2.y-1 or z == pos1.z+1 or z == pos2.z-1 then if data[area:index(x, y, z)] == c_blast_concrete then blastlayer = blastlayer + 1 end elseif x == pos1.x+2 or x == pos2.x-2 or y == pos1.y+2 or y == pos2.y-2 or z == pos1.z+2 or z == pos2.z-2 then if data[area:index(x, y, z)] == c_stainless_steel then steellayer = steellayer + 1 end elseif x == pos1.x+3 or x == pos2.x-3 or y == pos1.y+3 or y == pos2.y-3 or z == pos1.z+3 or z == pos2.z-3 then local cid = data[area:index(x, y, z)] if cid == c_water_source or cid == c_water_flowing then waterlayer = waterlayer + 1 end end end end end if waterlayer >= 25 and steellayer >= 96 and blastlayer >= 216 and concretelayer >= 384 then return true end end local explode_reactor = function(pos) print("A reactor exploded at "..minetest.pos_to_string(pos)) end local function damage_nearby_players(pos) local objs = minetest.get_objects_inside_radius(pos, 4) for _, o in pairs(objs) do if o:is_player() then o:set_hp(math.max(o:get_hp() - 2, 0)) end end end minetest.register_abm({ nodenames = {"technic:hv_nuclear_reactor_core", "technic:hv_nuclear_reactor_core_active"}, interval = 1, chance = 1, action = function(pos, node, active_object_count, active_object_count_wider) local meta = minetest.get_meta(pos) local burn_time = meta:get_int("burn_time") or 0 if burn_time >= burn_ticks or burn_time == 0 then local inv = meta:get_inventory() if not inv:is_empty("src") then local srclist = inv:get_list("src") local correct_fuel_count = 0 for _, srcstack in pairs(srclist) do if srcstack then if srcstack:get_name() == fuel_type then correct_fuel_count = correct_fuel_count + 1 end end end -- Check that the reactor is complete as well -- as the correct number of correct fuel if correct_fuel_count == 6 and check_reactor_structure(pos) then meta:set_int("burn_time", 1) hacky_swap_node(pos, "technic:hv_nuclear_reactor_core_active") meta:set_int("HV_EU_supply", power_supply) for idx, srcstack in pairs(srclist) do srcstack:take_item() inv:set_stack("src", idx, srcstack) end return end end meta:set_int("HV_EU_supply", 0) meta:set_int("burn_time", 0) meta:set_string("infotext", "Nuclear Reactor Core (idle)") hacky_swap_node(pos, "technic:hv_nuclear_reactor_core") elseif burn_time > 0 then damage_nearby_players(pos) if not check_reactor_structure(pos) then explode_reactor(pos) end burn_time = burn_time + 1 meta:set_int("burn_time", burn_time) local percent = math.floor(burn_time / burn_ticks * 100) meta:set_string("infotext", "Nuclear Reactor Core ("..percent.."%)") meta:set_int("HV_EU_supply", power_supply) end end }) technic.register_machine("HV", "technic:hv_nuclear_reactor_core", technic.producer) technic.register_machine("HV", "technic:hv_nuclear_reactor_core_active", technic.producer)