mirror of
https://github.com/minetest-mods/technic.git
synced 2024-11-15 23:10:41 +01:00
da95be53ec
The radiation damage group can be not set when armor completely protects against radiation or when no mod has set a default value for the damage group. We want to apply radiation damage in the second case but not in the first.
518 lines
16 KiB
Lua
518 lines
16 KiB
Lua
--[[
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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 S = technic.getter
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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:tinblock"] = 37,
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["pbj_pup:pbj_pup"] = 10000,
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["pbj_pup:pbj_pup_candies"] = 10000,
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["gloopblocks:rainbow_block_diagonal"] = 5000,
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["gloopblocks:rainbow_block_horizontal"] = 10000,
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["default:nyancat"] = 10000,
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["default:nyancat_rainbow"] = 10000,
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["nyancat:nyancat"] = 10000,
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["nyancat:nyancat_rainbow"] = 10000,
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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:stone_with_tin"] = 19,
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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:mithril_block"] = 26,
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["moreores:silver_block"] = 53,
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["snow:snow_brick"] = 2.8,
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["basic_materials: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 0.2 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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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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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 = 0.2
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local radiated_players = {}
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local armor_enabled = technic.config:get_bool("enable_radiation_protection")
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local entity_damage = technic.config:get_bool("enable_entity_radiation_damage")
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local longterm_damage = technic.config:get_bool("enable_longterm_radiation_damage")
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local function apply_fractional_damage(o, 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 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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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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return false
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end
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local function calculate_base_damage(node_pos, object_pos, strength)
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local shielding = 0
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local dist = vector.distance(node_pos, object_pos)
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for ray_pos in technic.trace_node_ray(node_pos,
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vector.direction(node_pos, object_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) * 0.025
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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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return dmg
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end
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local function calculate_damage_multiplier(object)
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local ag = object.get_armor_groups and object:get_armor_groups()
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if not ag then
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return 0
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end
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if ag.immortal then
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return 0
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end
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if ag.radiation then
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return 0.01 * ag.radiation
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elseif armor_enabled then
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return 0
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end
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if ag.fleshy then
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return math.sqrt(0.01 * ag.fleshy)
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end
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return 0
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end
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local function calculate_object_center(object)
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if object:is_player() then
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return {x=0, y=abdomen_offset, z=0}
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end
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return {x=0, y=0, z=0}
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end
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local function dmg_object(pos, object, strength)
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local obj_pos = vector.add(object:get_pos(), calculate_object_center(object))
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local mul
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if armor_enabled or entity_damage then
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-- we need to check may the object be damaged even if armor is disabled
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mul = calculate_damage_multiplier(object)
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if mul == 0 then
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return
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end
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end
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local dmg = calculate_base_damage(pos, obj_pos, strength)
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if not dmg then
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return
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end
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if armor_enabled then
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dmg = dmg * mul
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end
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apply_fractional_damage(object, dmg)
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if longterm_damage and object:is_player() then
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local pn = object: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 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 (entity_damage or o:is_player()) and o:get_hp() > 0 then
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dmg_object(pos, o, strength)
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end
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end
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end
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if minetest.settings:get_bool("enable_damage") then
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minetest.register_abm({
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label = "Radiation damage",
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nodenames = {"group:radioactive"},
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interval = 1,
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chance = 2,
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action = dmg_abm,
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})
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if longterm_damage then
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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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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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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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special_tiles = {
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{
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name = "technic_corium_"..state.."_animated.png",
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backface_culling = false,
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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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{
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name = "technic_corium_"..state.."_animated.png",
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backface_culling = true,
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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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},
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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 12 or 6),
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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", {
|
|
description = S("Chernobylite Block"),
|
|
tiles = {"technic_chernobylite_block.png"},
|
|
is_ground_content = true,
|
|
groups = {cracky=1, radioactive=4, level=2},
|
|
sounds = default.node_sound_stone_defaults(),
|
|
light_source = 2,
|
|
})
|
|
|
|
minetest.register_abm({
|
|
label = "Corium: boil-off water (sources)",
|
|
nodenames = {"group:water"},
|
|
neighbors = {"technic:corium_source"},
|
|
interval = 1,
|
|
chance = 3,
|
|
action = function(pos, node)
|
|
minetest.remove_node(pos)
|
|
end,
|
|
})
|
|
|
|
minetest.register_abm({
|
|
label = "Corium: boil-off water (flowing)",
|
|
nodenames = {"technic:corium_flowing"},
|
|
neighbors = {"group:water"},
|
|
interval = 1,
|
|
chance = 3,
|
|
action = function(pos, node)
|
|
minetest.set_node(pos, {name="technic:chernobylite_block"})
|
|
end,
|
|
})
|
|
|
|
minetest.register_abm({
|
|
label = "Corium: become chernobylite",
|
|
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({
|
|
label = "Corium: griefing",
|
|
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
|