mirror of
https://github.com/minetest-mods/technic.git
synced 2024-11-15 15:00:45 +01:00
dc4f4f66e6
This prevents on_dieplayer being called unnecessarily, causing problems such as repeated death messages.
517 lines
16 KiB
Lua
517 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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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:getpos(), 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 = 1,
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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", {
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description = S("Chernobylite Block"),
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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 = 1,
|
|
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 = 1,
|
|
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
|
|
|