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@ -1,24 +1,24 @@
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-- The enriched uranium rod driven EU generator.
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-- A very large and advanced machine providing vast amounts of power.
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-- Very efficient but also expensive to run as it needs uranium. (10000EU 86400 ticks (one week))
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-- Provides HV EUs that can be down converted as needed.
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--
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-- The nuclear reactor core needs water and a protective shield to work.
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-- This is checked now and then and if the machine is tampered with... BOOM!
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--[[
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The enriched uranium rod driven EU generator.
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A very large and advanced machine providing vast amounts of power.
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Very efficient but also expensive to run as it needs uranium.
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Provides 10000 HV EUs for one week (only counted when loaded).
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local burn_ticks = 7 * 24 * 60 * 60 -- (seconds).
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The nuclear reactor core requires a casing of water and a protective
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shield to work. This is checked now and then and if the casing is not
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intact the reactor will melt down!
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--]]
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local burn_ticks = 7 * 24 * 60 * 60 -- Seconds
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local power_supply = 100000 -- EUs
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local fuel_type = "technic:uranium_fuel" -- The reactor burns this stuff
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local fuel_type = "technic:uranium_fuel" -- The reactor burns this
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local S = technic.getter
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if not vector.length_square then
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vector.length_square = function (v)
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return v.x*v.x + v.y*v.y + v.z*v.z
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end
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end
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local reactor_desc = S("@1 Nuclear Reactor Core", S("HV")),
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-- FIXME: recipe must make more sense like a rod recepticle, steam chamber, HV generator?
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-- FIXME: Recipe should make more sense like a rod recepticle, steam chamber, HV generator?
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minetest.register_craft({
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output = 'technic:hv_nuclear_reactor_core',
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recipe = {
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@ -28,7 +28,7 @@ minetest.register_craft({
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}
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})
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local generator_formspec =
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local reactor_formspec =
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"invsize[8,9;]"..
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"label[0,0;"..S("Nuclear Reactor Rod Compartment").."]"..
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"list[current_name;src;2,1;3,2;]"..
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@ -36,7 +36,7 @@ local generator_formspec =
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"listring[]"
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-- "Boxy sphere"
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local nodebox = {
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local node_box = {
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{-0.353, -0.353, -0.353, 0.353, 0.353, 0.353}, -- Box
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{-0.495, -0.064, -0.064, 0.495, 0.064, 0.064}, -- Circle +-x
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{-0.483, -0.128, -0.128, 0.483, 0.128, 0.128},
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@ -55,84 +55,92 @@ local nodebox = {
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{-0.303, -0.303, -0.397, 0.303, 0.303, 0.397},
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}
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local SS_OFF = 0
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local SS_DANGER = 1
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local SS_CLEAR = 2
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local reactor_siren = {}
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local function siren_set_state(pos, newstate)
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local function siren_set_state(pos, state)
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local hpos = minetest.hash_node_position(pos)
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local siren = reactor_siren[hpos]
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if not siren then
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if newstate == "off" then return end
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siren = {state="off"}
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if state == SS_OFF then return end
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siren = {state=SS_OFF}
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reactor_siren[hpos] = siren
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end
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if newstate == "danger" and siren.state ~= "danger" then
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if state == SS_DANGER and siren.state ~= SS_DANGER then
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if siren.handle then minetest.sound_stop(siren.handle) end
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siren.handle = minetest.sound_play("technic_hv_nuclear_reactor_siren_danger_loop", {pos=pos, gain=1.5, loop=true, max_hear_distance=48})
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siren.state = "danger"
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elseif newstate == "clear" then
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siren.handle = minetest.sound_play("technic_hv_nuclear_reactor_siren_danger_loop",
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{pos=pos, gain=1.5, loop=true, max_hear_distance=48})
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siren.state = SS_DANGER
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elseif state == SS_CLEAR then
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if siren.handle then minetest.sound_stop(siren.handle) end
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local clear_handle = minetest.sound_play("technic_hv_nuclear_reactor_siren_clear", {pos=pos, gain=1.5, loop=false, max_hear_distance=48})
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local clear_handle = minetest.sound_play("technic_hv_nuclear_reactor_siren_clear",
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{pos=pos, gain=1.5, loop=false, max_hear_distance=48})
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siren.handle = clear_handle
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siren.state = "clear"
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siren.state = SS_CLEAR
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minetest.after(10, function()
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if siren.handle == clear_handle then
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if siren.handle ~= clear_handle then return end
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minetest.sound_stop(clear_handle)
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if reactor_siren[hpos] == siren then
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reactor_siren[hpos] = nil
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end
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end
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end)
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elseif newstate == "off" and siren.state ~= "off" then
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elseif state == SS_OFF and siren.state ~= SS_OFF then
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if siren.handle then minetest.sound_stop(siren.handle) end
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siren.handle = nil
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reactor_siren[hpos] = nil
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end
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end
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local function siren_danger(pos, meta)
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meta:set_int("siren", 1)
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siren_set_state(pos, "danger")
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siren_set_state(pos, SS_DANGER)
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end
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local function siren_clear(pos, meta)
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if meta:get_int("siren") ~= 0 then
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siren_set_state(pos, "clear")
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siren_set_state(pos, SS_CLEAR)
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meta:set_int("siren", 0)
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end
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end
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-- The standard reactor structure consists of a 9x9x9 cube. A cross
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-- section through the middle:
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--
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-- CCCC CCCC
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-- CBBB BBBC
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-- CBSS SSBC
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-- CBSWWWSBC
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-- CBSW#WSBC
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-- CBSW|WSBC
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-- CBSS|SSBC
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-- CBBB|BBBC
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-- CCCC|CCCC
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-- C = Concrete, B = Blast-resistant concrete, S = Stainless Steel,
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-- W = water node, # = reactor core, | = HV cable
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--
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-- The man-hole and the HV cable are only in the middle, and the man-hole
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-- is optional.
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--
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-- For the reactor to operate and not melt down, it insists on the inner
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-- 7x7x7 portion (from the core out to the blast-resistant concrete)
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-- being intact. Intactness only depends on the number of nodes of the
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-- right type in each layer. The water layer must have water in all but
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-- at most one node; the steel and blast-resistant concrete layers must
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-- have the right material in all but at most two nodes. The permitted
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-- gaps are meant for the cable and man-hole, but can actually be anywhere
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-- and contain anything. For the reactor to be useful, a cable must
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-- connect to the core, but it can go in any direction.
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--
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-- The outer concrete layer of the standard structure is not required
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-- for the reactor to operate. It is noted here because it used to
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-- be mandatory, and for historical reasons (that it predates the
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-- implementation of radiation) it needs to continue being adequate
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-- shielding of legacy reactors. If it ever ceases to be adequate
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-- shielding for new reactors, legacy ones should be grandfathered.
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local reactor_structure_badness = function(pos)
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--[[
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The standard reactor structure consists of a 9x9x9 cube. A cross
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section through the middle:
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CCCC CCCC
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CBBB BBBC
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CBSS SSBC
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CBSWWWSBC
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CBSW#WSBC
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CBSW|WSBC
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CBSS|SSBC
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CBBB|BBBC
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CCCC|CCCC
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C = Concrete, B = Blast-resistant concrete, S = Stainless Steel,
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W = water node, # = reactor core, | = HV cable
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The man-hole and the HV cable are only in the middle, and the man-hole
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is optional.
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For the reactor to operate and not melt down, it insists on the inner
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7x7x7 portion (from the core out to the blast-resistant concrete)
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being intact. Intactness only depends on the number of nodes of the
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right type in each layer. The water layer must have water in all but
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at most one node; the steel and blast-resistant concrete layers must
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have the right material in all but at most two nodes. The permitted
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gaps are meant for the cable and man-hole, but can actually be anywhere
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and contain anything. For the reactor to be useful, a cable must
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connect to the core, but it can go in any direction.
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The outer concrete layer of the standard structure is not required
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for the reactor to operate. It is noted here because it used to
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be mandatory, and for historical reasons (that it predates the
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implementation of radiation) it needs to continue being adequate
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shielding of legacy reactors. If it ever ceases to be adequate
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shielding for new reactors, legacy ones should be grandfathered.
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--]]
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local function reactor_structure_badness(pos)
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local vm = VoxelManip()
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local pos1 = vector.subtract(pos, 3)
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local pos2 = vector.add(pos, 3)
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@ -179,14 +187,16 @@ local reactor_structure_badness = function(pos)
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return (25 - waterlayer) + (96 - steellayer) + (216 - blastlayer)
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end
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local function meltdown_reactor(pos)
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print("A reactor melted down at "..minetest.pos_to_string(pos))
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local function melt_down_reactor(pos)
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minetest.log("action", "A reactor melted down at "..minetest.pos_to_string(pos))
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minetest.set_node(pos, {name="technic:corium_source"})
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end
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minetest.register_abm({
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nodenames = {"technic:hv_nuclear_reactor_core_active"},
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interval = 1,
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interval = 4,
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chance = 1,
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action = function (pos, node)
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local meta = minetest.get_meta(pos)
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@ -194,14 +204,14 @@ minetest.register_abm({
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local accum_badness = meta:get_int("structure_accumulated_badness")
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if badness == 0 then
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if accum_badness ~= 0 then
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meta:set_int("structure_accumulated_badness", accum_badness - 1)
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meta:set_int("structure_accumulated_badness", accum_badness - 4)
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siren_clear(pos, meta)
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end
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else
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siren_danger(pos, meta)
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accum_badness = accum_badness + badness
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if accum_badness >= 100 then
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meltdown_reactor(pos)
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if accum_badness >= 25 then
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melt_down_reactor(pos)
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else
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meta:set_int("structure_accumulated_badness", accum_badness)
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end
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@ -209,40 +219,36 @@ minetest.register_abm({
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end,
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})
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local run = function(pos, node)
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local function run(pos, node)
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local meta = minetest.get_meta(pos)
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local machine_name = S("Nuclear %s Generator Core"):format("HV")
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local burn_time = meta:get_int("burn_time") or 0
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if burn_time >= burn_ticks or burn_time == 0 then
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local inv = meta:get_inventory()
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if not inv:is_empty("src") then
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local srclist = inv:get_list("src")
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local src_list = inv:get_list("src")
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local correct_fuel_count = 0
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for _, srcstack in pairs(srclist) do
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if srcstack then
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if srcstack:get_name() == fuel_type then
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for _, src_stack in pairs(src_list) do
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if src_stack and src_stack:get_name() == fuel_type then
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correct_fuel_count = correct_fuel_count + 1
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end
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end
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end
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-- Check that the reactor is complete as well
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-- as the correct number of correct fuel
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-- Check that the reactor is complete and has the correct fuel
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if correct_fuel_count == 6 and
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reactor_structure_badness(pos) == 0 then
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meta:set_int("burn_time", 1)
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technic.swap_node(pos, "technic:hv_nuclear_reactor_core_active")
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meta:set_int("HV_EU_supply", power_supply)
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for idx, srcstack in pairs(srclist) do
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srcstack:take_item()
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inv:set_stack("src", idx, srcstack)
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for idx, src_stack in pairs(src_list) do
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src_stack:take_item()
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inv:set_stack("src", idx, src_stack)
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end
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return
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end
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end
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meta:set_int("HV_EU_supply", 0)
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meta:set_int("burn_time", 0)
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meta:set_string("infotext", S("%s Idle"):format(machine_name))
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meta:set_string("infotext", S("%s Idle"):format(reactor_desc))
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technic.swap_node(pos, "technic:hv_nuclear_reactor_core")
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meta:set_int("structure_accumulated_badness", 0)
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siren_clear(pos, meta)
|
|
|
|
@ -250,16 +256,14 @@ local run = function(pos, node)
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burn_time = burn_time + 1
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meta:set_int("burn_time", burn_time)
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local percent = math.floor(burn_time / burn_ticks * 100)
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|
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meta:set_string("infotext", machine_name.." ("..percent.."%)")
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meta:set_string("infotext", reactor_desc.." ("..percent.."%)")
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meta:set_int("HV_EU_supply", power_supply)
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|
end
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
minetest.register_node("technic:hv_nuclear_reactor_core", {
|
|
|
|
|
description = S("Nuclear %s Generator Core"):format("HV"),
|
|
|
|
|
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"},
|
|
|
|
|
description = reactor_desc,
|
|
|
|
|
tiles = {"technic_hv_nuclear_reactor_core.png"},
|
|
|
|
|
groups = {cracky=1, technic_machine=1, technic_hv=1},
|
|
|
|
|
legacy_facedir_simple = true,
|
|
|
|
|
sounds = default.node_sound_wood_defaults(),
|
|
|
|
@ -268,22 +272,17 @@ minetest.register_node("technic:hv_nuclear_reactor_core", {
|
|
|
|
|
stack_max = 1,
|
|
|
|
|
node_box = {
|
|
|
|
|
type = "fixed",
|
|
|
|
|
fixed = nodebox
|
|
|
|
|
fixed = node_box
|
|
|
|
|
},
|
|
|
|
|
on_construct = function(pos)
|
|
|
|
|
local meta = minetest.get_meta(pos)
|
|
|
|
|
meta:set_string("infotext", S("Nuclear %s Generator Core"):format("HV"))
|
|
|
|
|
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)
|
|
|
|
|
meta:set_string("infotext", reactor_desc)
|
|
|
|
|
meta:set_string("formspec", reactor_formspec)
|
|
|
|
|
local inv = meta:get_inventory()
|
|
|
|
|
inv:set_size("src", 6)
|
|
|
|
|
end,
|
|
|
|
|
can_dig = technic.machine_can_dig,
|
|
|
|
|
on_destruct = function(pos) siren_set_state(pos, "off") end,
|
|
|
|
|
on_destruct = function(pos) siren_set_state(pos, SS_OFF) end,
|
|
|
|
|
allow_metadata_inventory_put = technic.machine_inventory_put,
|
|
|
|
|
allow_metadata_inventory_take = technic.machine_inventory_take,
|
|
|
|
|
allow_metadata_inventory_move = technic.machine_inventory_move,
|
|
|
|
@ -291,24 +290,22 @@ minetest.register_node("technic:hv_nuclear_reactor_core", {
|
|
|
|
|
})
|
|
|
|
|
|
|
|
|
|
minetest.register_node("technic:hv_nuclear_reactor_core_active", {
|
|
|
|
|
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"},
|
|
|
|
|
tiles = {"technic_hv_nuclear_reactor_core.png"},
|
|
|
|
|
groups = {cracky=1, technic_machine=1, technic_hv=1,
|
|
|
|
|
radioactive=11000, 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,
|
|
|
|
|
light_source = 14,
|
|
|
|
|
paramtype = "light",
|
|
|
|
|
node_box = {
|
|
|
|
|
type = "fixed",
|
|
|
|
|
fixed = nodebox
|
|
|
|
|
fixed = node_box
|
|
|
|
|
},
|
|
|
|
|
can_dig = technic.machine_can_dig,
|
|
|
|
|
after_dig_node = meltdown_reactor,
|
|
|
|
|
on_destruct = function(pos) siren_set_state(pos, "off") end,
|
|
|
|
|
after_dig_node = melt_down_reactor,
|
|
|
|
|
on_destruct = function(pos) siren_set_state(pos, SS_OFF) end,
|
|
|
|
|
allow_metadata_inventory_put = technic.machine_inventory_put,
|
|
|
|
|
allow_metadata_inventory_take = technic.machine_inventory_take,
|
|
|
|
|
allow_metadata_inventory_move = technic.machine_inventory_move,
|
|
|
|
@ -342,34 +339,36 @@ minetest.register_node("technic:hv_nuclear_reactor_core_active", {
|
|
|
|
|
technic.register_machine("HV", "technic:hv_nuclear_reactor_core", technic.producer)
|
|
|
|
|
technic.register_machine("HV", "technic:hv_nuclear_reactor_core_active", technic.producer)
|
|
|
|
|
|
|
|
|
|
-- radioactivity
|
|
|
|
|
--[[
|
|
|
|
|
Radioactivity
|
|
|
|
|
|
|
|
|
|
Radiation resistance represents the extent to which a material
|
|
|
|
|
attenuates radiation passing through it; i.e., how good a radiation
|
|
|
|
|
shield it is. This is identified per node type. For materials that
|
|
|
|
|
exist in real life, the radiation resistance value that this system
|
|
|
|
|
uses for a node type consisting of a solid cube of that material is the
|
|
|
|
|
(approximate) number of halvings of ionising radiation that is achieved
|
|
|
|
|
by a meter of the material in real life. This is approximately
|
|
|
|
|
proportional to density, which provides a good way to estimate it.
|
|
|
|
|
Homogeneous mixtures of materials have radiation resistance computed
|
|
|
|
|
by a simple weighted mean. Note that the amount of attenuation that
|
|
|
|
|
a material achieves in-game is not required to be (and is not) the
|
|
|
|
|
same as the attenuation achieved in real life.
|
|
|
|
|
|
|
|
|
|
Radiation resistance for a node type may be specified in the node
|
|
|
|
|
definition, under the key "radiation_resistance". As an interim
|
|
|
|
|
measure, until node definitions widely include this, this code
|
|
|
|
|
knows a bunch of values for particular node types in several mods,
|
|
|
|
|
and values for groups of node types. The node definition takes
|
|
|
|
|
precedence if it specifies a value. Nodes for which no value at
|
|
|
|
|
all is known are taken to provide no radiation resistance at all;
|
|
|
|
|
this is appropriate for the majority of node types. Only node types
|
|
|
|
|
consisting of a fairly homogeneous mass of material should report
|
|
|
|
|
non-zero radiation resistance; anything with non-uniform geometry
|
|
|
|
|
or complex internal structure should show no radiation resistance.
|
|
|
|
|
Fractional resistance values are permitted.
|
|
|
|
|
--]]
|
|
|
|
|
|
|
|
|
|
-- Radiation resistance represents the extent to which a material
|
|
|
|
|
-- attenuates radiation passing through it; i.e., how good a radiation
|
|
|
|
|
-- shield it is. This is identified per node type. For materials that
|
|
|
|
|
-- exist in real life, the radiation resistance value that this system
|
|
|
|
|
-- uses for a node type consisting of a solid cube of that material is the
|
|
|
|
|
-- (approximate) number of halvings of ionising radiation that is achieved
|
|
|
|
|
-- by a metre of the material in real life. This is approximately
|
|
|
|
|
-- proportional to density, which provides a good way to estimate it.
|
|
|
|
|
-- Homogeneous mixtures of materials have radiation resistance computed
|
|
|
|
|
-- by a simple weighted mean. Note that the amount of attenuation that
|
|
|
|
|
-- a material achieves in-game is not required to be (and is not) the
|
|
|
|
|
-- same as the attenuation achieved in real life.
|
|
|
|
|
--
|
|
|
|
|
-- Radiation resistance for a node type may be specified in the node
|
|
|
|
|
-- definition, under the key "radiation_resistance". As an interim
|
|
|
|
|
-- measure, until node definitions widely include this, this code
|
|
|
|
|
-- knows a bunch of values for particular node types in several mods,
|
|
|
|
|
-- and values for groups of node types. The node definition takes
|
|
|
|
|
-- precedence if it specifies a value. Nodes for which no value at
|
|
|
|
|
-- all is known are taken to provide no radiation resistance at all;
|
|
|
|
|
-- this is appropriate for the majority of node types. Only node types
|
|
|
|
|
-- consisting of a fairly homogeneous mass of material should report
|
|
|
|
|
-- non-zero radiation resistance; anything with non-uniform geometry
|
|
|
|
|
-- or complex internal structure should show no radiation resistance.
|
|
|
|
|
-- Fractional resistance values are permitted; two significant figures
|
|
|
|
|
-- is the recommended precision.
|
|
|
|
|
local default_radiation_resistance_per_node = {
|
|
|
|
|
["default:brick"] = 13,
|
|
|
|
|
["default:bronzeblock"] = 45,
|
|
|
|
@ -506,12 +505,13 @@ local default_radiation_resistance_per_group = {
|
|
|
|
|
wood = 1.7,
|
|
|
|
|
}
|
|
|
|
|
local cache_radiation_resistance = {}
|
|
|
|
|
local function node_radiation_resistance(nodename)
|
|
|
|
|
local eff = cache_radiation_resistance[nodename]
|
|
|
|
|
local function node_radiation_resistance(node_name)
|
|
|
|
|
local eff = cache_radiation_resistance[node_name]
|
|
|
|
|
if eff then return eff end
|
|
|
|
|
local def = minetest.registered_nodes[nodename] or {groups={}}
|
|
|
|
|
eff = def.radiation_resistance or default_radiation_resistance_per_node[nodename]
|
|
|
|
|
if not eff then
|
|
|
|
|
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
|
|
|
|
|
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]
|
|
|
|
@ -520,93 +520,81 @@ local function node_radiation_resistance(nodename)
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
if not eff then eff = 0 end
|
|
|
|
|
cache_radiation_resistance[nodename] = eff
|
|
|
|
|
cache_radiation_resistance[node_name] = eff
|
|
|
|
|
return eff
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
-- Radioactive nodes cause damage to nearby players. The damage
|
|
|
|
|
-- effect depends on the intrinsic strength of the radiation source,
|
|
|
|
|
-- the distance between the source and the player, and the shielding
|
|
|
|
|
-- effect of the intervening material. These determine a rate of damage;
|
|
|
|
|
-- total damage caused is the integral of this over time.
|
|
|
|
|
--
|
|
|
|
|
-- In the absence of effective shielding, for a specific source the
|
|
|
|
|
-- damage rate varies realistically in inverse proportion to the square
|
|
|
|
|
-- of the distance. (Distance is measured to the player's abdomen,
|
|
|
|
|
-- not to the nominal player position which corresponds to the foot.)
|
|
|
|
|
-- However, if the player is inside a non-walkable (liquid or gaseous)
|
|
|
|
|
-- radioactive node, the nominal distance could go to zero, yielding
|
|
|
|
|
-- infinite damage. In that case, the player's body is displacing the
|
|
|
|
|
-- radioactive material, so the effective distance should remain non-zero.
|
|
|
|
|
-- We therefore apply a lower distance bound of sqrt(0.75) m, which is
|
|
|
|
|
-- the maximum distance one can get from the node centre within the node.
|
|
|
|
|
--
|
|
|
|
|
-- A radioactive node is identified by being in the "radioactive" group,
|
|
|
|
|
-- and the group value signifies the strength of the radiation source.
|
|
|
|
|
-- The group value is the distance in millimetres 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 m away will take.
|
|
|
|
|
--
|
|
|
|
|
-- Shielding is assessed by sampling every 0.25 m along the path
|
|
|
|
|
-- from the source to the player, ignoring the source node itself.
|
|
|
|
|
-- The summed shielding values from the sampled nodes yield a measure
|
|
|
|
|
-- of the total amount of shielding on the path. As in reality,
|
|
|
|
|
-- shielding causes exponential attenuation of radiation. However, the
|
|
|
|
|
-- effect is scaled down relative to real life. A metre of a node with
|
|
|
|
|
-- radiation resistance value R yields attenuation of sqrt(R)*0.1 nepers.
|
|
|
|
|
-- (In real life it would be about R*0.69 nepers, by the definition
|
|
|
|
|
-- of the radiation resistance values.) The sqrt part of this formula
|
|
|
|
|
-- scales down the differences between shielding types, reflecting the
|
|
|
|
|
-- game's simplification of making expensive materials such as gold
|
|
|
|
|
-- readily available in cubic metres. The multiplicative factor in the
|
|
|
|
|
-- formula scales down the difference between shielded and unshielded
|
|
|
|
|
-- safe distances, avoiding the latter becoming impractically large.
|
|
|
|
|
--
|
|
|
|
|
-- Damage is processed at rates down to 0.25 HP/s, which in the absence of
|
|
|
|
|
-- shielding is attained at the distance specified by the "radioactive"
|
|
|
|
|
-- group value. Computed damage rates below 0.25 HP/s result in no
|
|
|
|
|
-- damage at all to the player. This gives the player an opportunity
|
|
|
|
|
-- to be safe, and limits the range at which source/player interactions
|
|
|
|
|
-- need to be considered.
|
|
|
|
|
local assumed_abdomen_offset = vector.new(0, 1, 0)
|
|
|
|
|
local assumed_abdomen_offset_length = vector.length(assumed_abdomen_offset)
|
|
|
|
|
--[[
|
|
|
|
|
Radioactive nodes cause damage to nearby players. The damage
|
|
|
|
|
effect depends on the intrinsic strength of the radiation source,
|
|
|
|
|
the distance between the source and the player, and the shielding
|
|
|
|
|
effect of the intervening material. These determine a rate of damage;
|
|
|
|
|
total damage caused is the integral of this over time.
|
|
|
|
|
|
|
|
|
|
In the absence of effective shielding, for a specific source the
|
|
|
|
|
damage rate varies realistically in inverse proportion to the square
|
|
|
|
|
of the distance. (Distance is measured to the player's abdomen,
|
|
|
|
|
not to the nominal player position which corresponds to the foot.)
|
|
|
|
|
However, if the player is inside a non-walkable (liquid or gaseous)
|
|
|
|
|
radioactive node, the nominal distance could go to zero, yielding
|
|
|
|
|
infinite damage. In that case, the player's body is displacing the
|
|
|
|
|
radioactive material, so the effective distance should remain non-zero.
|
|
|
|
|
We therefore apply a lower distance bound of sqrt(0.75), which is
|
|
|
|
|
the maximum distance one can get from the node center within the node.
|
|
|
|
|
|
|
|
|
|
A radioactive node is identified by being in the "radioactive" group,
|
|
|
|
|
and the group value signifies the strength of the radiation source.
|
|
|
|
|
The group value is 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.
|
|
|
|
|
|
|
|
|
|
Shielding is assessed by adding the shielding values of all nodes
|
|
|
|
|
between the source node and the player, ignoring the source node itself.
|
|
|
|
|
As in reality, shielding causes exponential attenuation of radiation.
|
|
|
|
|
However, the effect is scaled down relative to real life. A node with
|
|
|
|
|
radiation resistance value R yields attenuation of sqrt(R) * 0.1 nepers.
|
|
|
|
|
(In real life it would be about R * 0.69 nepers, by the definition
|
|
|
|
|
of the radiation resistance values.) The sqrt part of this formula
|
|
|
|
|
scales down the differences between shielding types, reflecting the
|
|
|
|
|
game's simplification of making expensive materials such as gold
|
|
|
|
|
readily available in cubes. The multiplicative factor in the
|
|
|
|
|
formula scales down the difference between shielded and unshielded
|
|
|
|
|
safe distances, avoiding the latter becoming impractically large.
|
|
|
|
|
|
|
|
|
|
Damage is processed at rates down to 0.25 HP/s, which in the absence of
|
|
|
|
|
shielding is attained at the distance specified by the "radioactive"
|
|
|
|
|
group value. Computed damage rates below 0.25 HP/s result in no
|
|
|
|
|
damage at all to the player. This gives the player an opportunity
|
|
|
|
|
to be safe, and limits the range at which source/player interactions
|
|
|
|
|
need to be considered.
|
|
|
|
|
--]]
|
|
|
|
|
local abdomen_offset = vector.new(0, 1, 0)
|
|
|
|
|
local abdomen_offset_length = vector.length(abdomen_offset)
|
|
|
|
|
local cache_scaled_shielding = {}
|
|
|
|
|
|
|
|
|
|
local damage_enabled = minetest.setting_getbool("enable_damage")
|
|
|
|
|
|
|
|
|
|
if damage_enabled then
|
|
|
|
|
minetest.register_abm({
|
|
|
|
|
nodenames = {"group:radioactive"},
|
|
|
|
|
interval = 1,
|
|
|
|
|
chance = 1,
|
|
|
|
|
action = function (pos, node)
|
|
|
|
|
local strength = minetest.registered_nodes[node.name].groups.radioactive
|
|
|
|
|
for _, o in ipairs(minetest.get_objects_inside_radius(pos, strength*0.001 + assumed_abdomen_offset_length)) do
|
|
|
|
|
if o:is_player() then
|
|
|
|
|
local rel = vector.subtract(vector.add(o:getpos(), assumed_abdomen_offset), pos)
|
|
|
|
|
local dist_sq = vector.length_square(rel)
|
|
|
|
|
local dist = math.sqrt(dist_sq)
|
|
|
|
|
local dirstep = dist == 0 and vector.new(0,0,0) or vector.divide(rel, dist*4)
|
|
|
|
|
local intpos = pos
|
|
|
|
|
local function dmg_player(pos, o)
|
|
|
|
|
local pl_pos = vector.add(o:getpos(), abdomen_offset)
|
|
|
|
|
local shielding = 0
|
|
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for intdist = 0.25, dist, 0.25 do
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intpos = vector.add(intpos, dirstep)
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local intnodepos = vector.round(intpos)
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|
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|
if not vector.equals(intnodepos, pos) then
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|
local sname = minetest.get_node(intnodepos).name
|
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|
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|
local sval = cache_scaled_shielding[sname]
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|
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|
if not sval then
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|
sval = math.sqrt(node_radiation_resistance(sname)) * -0.025
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|
cache_scaled_shielding[sname] = sval
|
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|
for ray_pos in technic.trace_node_ray(pos,
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vector.direction(pos, pl_pos),
|
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|
vector.distance(pos, pl_pos)) do
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|
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|
if not vector.equals(ray_pos, pos) then
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|
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|
local shield_name = minetest.get_node(ray_pos).name
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|
|
|
local shield_val = cache_scaled_shielding[sname]
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|
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|
if not shield_val then
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|
shield_val = math.sqrt(node_radiation_resistance(shield_name)) * -0.025
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|
|
|
cache_scaled_shielding[shield_name] = shield_val
|
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|
|
|
end
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|
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|
shielding = shielding + sval
|
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|
|
|
end
|
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|
end
|
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|
local dmg_rate = 0.25e-6 * strength*strength * math.exp(shielding) / math.max(0.75, dist_sq)
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|
|
|
if dmg_rate >= 0.25 then
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|
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|
local dmg_int = math.floor(dmg_rate)
|
|
|
|
|
if math.random() < dmg_rate-dmg_int then
|
|
|
|
|
local dmg = (0.25e-6 * strength * strength * math.exp(shielding)) / math.max(0.75, dist_sq)
|
|
|
|
|
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
|
|
|
|
@ -614,18 +602,31 @@ if damage_enabled then
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
local function dmg_abm(pos, node)
|
|
|
|
|
local strength = minetest.get_item_group(node.name, "radioactive")
|
|
|
|
|
for _, o in pairs(minetest.get_objects_inside_radius(pos,
|
|
|
|
|
strength * 0.001 + abdomen_offset_length)) do
|
|
|
|
|
if o:is_player() then
|
|
|
|
|
dmg_player(pos, o)
|
|
|
|
|
end
|
|
|
|
|
end,
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if minetest.setting_getbool("enable_damage") then
|
|
|
|
|
minetest.register_abm({
|
|
|
|
|
nodenames = {"group:radioactive"},
|
|
|
|
|
interval = 1,
|
|
|
|
|
chance = 1,
|
|
|
|
|
action = dmg_abm,
|
|
|
|
|
})
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
-- radioactive materials that can result from destroying a reactor
|
|
|
|
|
local corium_griefing = 1
|
|
|
|
|
if (not technic.config:get_bool("enable_corium_griefing")) then
|
|
|
|
|
corium_griefing = 0
|
|
|
|
|
end
|
|
|
|
|
-- Radioactive materials that can result from destroying a reactor
|
|
|
|
|
local griefing = technic.config:get_bool("enable_corium_griefing")
|
|
|
|
|
|
|
|
|
|
for _, state in ipairs({ "flowing", "source" }) do
|
|
|
|
|
for _, state in pairs({"flowing", "source"}) do
|
|
|
|
|
minetest.register_node("technic:corium_"..state, {
|
|
|
|
|
description = S(state == "source" and "Corium Source" or "Flowing Corium"),
|
|
|
|
|
drawtype = (state == "source" and "liquid" or "flowingliquid"),
|
|
|
|
@ -657,14 +658,14 @@ for _, state in ipairs({ "flowing", "source" }) do
|
|
|
|
|
groups = {
|
|
|
|
|
liquid = 2,
|
|
|
|
|
hot = 3,
|
|
|
|
|
igniter = corium_griefing,
|
|
|
|
|
igniter = (griefing and 1 or 0),
|
|
|
|
|
radioactive = (state == "source" and 32000 or 16000),
|
|
|
|
|
not_in_creative_inventory = (state == "flowing" and 1 or nil),
|
|
|
|
|
},
|
|
|
|
|
})
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
if bucket and bucket.register_liquid then
|
|
|
|
|
if rawget(_G, "bucket") and bucket.register_liquid then
|
|
|
|
|
bucket.register_liquid(
|
|
|
|
|
"technic:corium_source",
|
|
|
|
|
"technic:corium_flowing",
|
|
|
|
@ -681,7 +682,6 @@ minetest.register_node("technic:chernobylite_block", {
|
|
|
|
|
groups = {cracky=1, radioactive=5000, level=2},
|
|
|
|
|
sounds = default.node_sound_stone_defaults(),
|
|
|
|
|
light_source = 2,
|
|
|
|
|
|
|
|
|
|
})
|
|
|
|
|
|
|
|
|
|
minetest.register_abm({
|
|
|
|
@ -694,15 +694,26 @@ minetest.register_abm({
|
|
|
|
|
end,
|
|
|
|
|
})
|
|
|
|
|
|
|
|
|
|
if (corium_griefing == 1) then
|
|
|
|
|
minetest.register_abm({
|
|
|
|
|
nodenames = {"technic:corium_flowing"},
|
|
|
|
|
interval = 5,
|
|
|
|
|
chance = 10,
|
|
|
|
|
neighbors = {"group:water"},
|
|
|
|
|
interval = 1,
|
|
|
|
|
chance = 1,
|
|
|
|
|
action = function(pos, node)
|
|
|
|
|
minetest.set_node(pos, {name="technic:chernobylite_block"})
|
|
|
|
|
end,
|
|
|
|
|
})
|
|
|
|
|
|
|
|
|
|
minetest.register_abm({
|
|
|
|
|
nodenames = {"technic:corium_flowing"},
|
|
|
|
|
interval = 5,
|
|
|
|
|
chance = (griefing and 10 or 1),
|
|
|
|
|
action = function(pos, node)
|
|
|
|
|
minetest.set_node(pos, {name="technic:chernobylite_block"})
|
|
|
|
|
end,
|
|
|
|
|
})
|
|
|
|
|
|
|
|
|
|
if griefing then
|
|
|
|
|
minetest.register_abm({
|
|
|
|
|
nodenames = {"technic:corium_source", "technic:corium_flowing"},
|
|
|
|
|
interval = 4,
|
|
|
|
@ -722,3 +733,4 @@ if (corium_griefing == 1) then
|
|
|
|
|
end,
|
|
|
|
|
})
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|