diff --git a/technic/init.lua b/technic/init.lua index 70ad848..4464082 100644 --- a/technic/init.lua +++ b/technic/init.lua @@ -35,6 +35,9 @@ dofile(modpath.."/crafts.lua") -- Register functions dofile(modpath.."/register.lua") +-- Radiation +dofile(modpath.."/radiation.lua") + -- Machines dofile(modpath.."/machines/init.lua") diff --git a/technic/machines/HV/nuclear_reactor.lua b/technic/machines/HV/nuclear_reactor.lua index 6477697..235d03c 100644 --- a/technic/machines/HV/nuclear_reactor.lua +++ b/technic/machines/HV/nuclear_reactor.lua @@ -365,401 +365,3 @@ 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 - -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. ---]] - -local rad_resistance_node = { - ["default:brick"] = 13, - ["default:bronzeblock"] = 45, - ["default:clay"] = 15, - ["default:coalblock"] = 9.6, - ["default:cobble"] = 15, - ["default:copperblock"] = 46, - ["default:desert_cobble"] = 15, - ["default:desert_sand"] = 10, - ["default:desert_stone"] = 17, - ["default:desert_stonebrick"] = 17, - ["default:diamondblock"] = 24, - ["default:dirt"] = 8.2, - ["default:dirt_with_grass"] = 8.2, - ["default:dirt_with_grass_footsteps"] = 8.2, - ["default:dirt_with_snow"] = 8.2, - ["default:glass"] = 17, - ["default:goldblock"] = 170, - ["default:gravel"] = 10, - ["default:ice"] = 5.6, - ["default:lava_flowing"] = 8.5, - ["default:lava_source"] = 17, - ["default:mese"] = 21, - ["default:mossycobble"] = 15, - ["default:nyancat"] = 1000, - ["default:nyancat_rainbow"] = 1000, - ["default:obsidian"] = 18, - ["default:obsidian_glass"] = 18, - ["default:sand"] = 10, - ["default:sandstone"] = 15, - ["default:sandstonebrick"] = 15, - ["default:snowblock"] = 1.7, - ["default:steelblock"] = 40, - ["default:stone"] = 17, - ["default:stone_with_coal"] = 16, - ["default:stone_with_copper"] = 20, - ["default:stone_with_diamond"] = 18, - ["default:stone_with_gold"] = 34, - ["default:stone_with_iron"] = 20, - ["default:stone_with_mese"] = 17, - ["default:stonebrick"] = 17, - ["default:water_flowing"] = 2.8, - ["default:water_source"] = 5.6, - ["farming:desert_sand_soil"] = 10, - ["farming:desert_sand_soil_wet"] = 10, - ["farming:soil"] = 8.2, - ["farming:soil_wet"] = 8.2, - ["glooptest:akalin_crystal_glass"] = 21, - ["glooptest:akalinblock"] = 40, - ["glooptest:alatro_crystal_glass"] = 21, - ["glooptest:alatroblock"] = 40, - ["glooptest:amethystblock"] = 18, - ["glooptest:arol_crystal_glass"] = 21, - ["glooptest:crystal_glass"] = 21, - ["glooptest:emeraldblock"] = 19, - ["glooptest:heavy_crystal_glass"] = 21, - ["glooptest:mineral_akalin"] = 20, - ["glooptest:mineral_alatro"] = 20, - ["glooptest:mineral_amethyst"] = 17, - ["glooptest:mineral_arol"] = 20, - ["glooptest:mineral_desert_coal"] = 16, - ["glooptest:mineral_desert_iron"] = 20, - ["glooptest:mineral_emerald"] = 17, - ["glooptest:mineral_kalite"] = 20, - ["glooptest:mineral_ruby"] = 18, - ["glooptest:mineral_sapphire"] = 18, - ["glooptest:mineral_talinite"] = 20, - ["glooptest:mineral_topaz"] = 18, - ["glooptest:reinforced_crystal_glass"] = 21, - ["glooptest:rubyblock"] = 27, - ["glooptest:sapphireblock"] = 27, - ["glooptest:talinite_crystal_glass"] = 21, - ["glooptest:taliniteblock"] = 40, - ["glooptest:topazblock"] = 24, - ["mesecons_extrawires:mese_powered"] = 21, - ["moreblocks:cactus_brick"] = 13, - ["moreblocks:cactus_checker"] = 8.5, - ["moreblocks:circle_stone_bricks"] = 17, - ["moreblocks:clean_glass"] = 17, - ["moreblocks:coal_checker"] = 9.0, - ["moreblocks:coal_glass"] = 17, - ["moreblocks:coal_stone"] = 17, - ["moreblocks:coal_stone_bricks"] = 17, - ["moreblocks:glow_glass"] = 17, - ["moreblocks:grey_bricks"] = 15, - ["moreblocks:iron_checker"] = 11, - ["moreblocks:iron_glass"] = 17, - ["moreblocks:iron_stone"] = 17, - ["moreblocks:iron_stone_bricks"] = 17, - ["moreblocks:plankstone"] = 9.3, - ["moreblocks:split_stone_tile"] = 15, - ["moreblocks:split_stone_tile_alt"] = 15, - ["moreblocks:stone_tile"] = 15, - ["moreblocks:super_glow_glass"] = 17, - ["moreblocks:tar"] = 7.0, - ["moreblocks:wood_tile"] = 1.7, - ["moreblocks:wood_tile_center"] = 1.7, - ["moreblocks:wood_tile_down"] = 1.7, - ["moreblocks:wood_tile_flipped"] = 1.7, - ["moreblocks:wood_tile_full"] = 1.7, - ["moreblocks:wood_tile_left"] = 1.7, - ["moreblocks:wood_tile_right"] = 1.7, - ["moreblocks:wood_tile_up"] = 1.7, - ["moreores:mineral_mithril"] = 18, - ["moreores:mineral_silver"] = 21, - ["moreores:mineral_tin"] = 19, - ["moreores:mithril_block"] = 26, - ["moreores:silver_block"] = 53, - ["moreores:tin_block"] = 37, - ["snow:snow_brick"] = 2.8, - ["technic:brass_block"] = 43, - ["technic:carbon_steel_block"] = 40, - ["technic:cast_iron_block"] = 40, - ["technic:chernobylite_block"] = 40, - ["technic:chromium_block"] = 37, - ["technic:corium_flowing"] = 40, - ["technic:corium_source"] = 80, - ["technic:granite"] = 18, - ["technic:lead_block"] = 80, - ["technic:marble"] = 18, - ["technic:marble_bricks"] = 18, - ["technic:mineral_chromium"] = 19, - ["technic:mineral_uranium"] = 71, - ["technic:mineral_zinc"] = 19, - ["technic:stainless_steel_block"] = 40, - ["technic:zinc_block"] = 36, - ["tnt:tnt"] = 11, - ["tnt:tnt_burning"] = 11, -} -local rad_resistance_group = { - concrete = 16, - tree = 3.4, - uranium_block = 500, - wood = 1.7, -} -local cache_radiation_resistance = {} -local function node_radiation_resistance(node_name) - local resistance = cache_radiation_resistance[node_name] - if resistance then - return resistance - end - local def = minetest.registered_nodes[node_name] - if not def then - cache_radiation_resistance[node_name] = 0 - return 0 - end - resistance = def.radiation_resistance or - rad_resistance_node[node_name] - if not resistance then - resistance = 0 - for g, v in pairs(def.groups) do - if v > 0 and rad_resistance_group[g] then - resistance = resistance + rad_resistance_group[g] - end - end - end - resistance = math.sqrt(resistance) - cache_radiation_resistance[node_name] = resistance - return resistance -end - - ---[[ -Radioactive nodes cause damage to nearby players. The damage -effect depends on the intrinsic strength of the radiation source, -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 the distance from a node at which an unshielded -player will be damaged by 1 HP/s. Or, equivalently, it is the square -root of the damage rate in HP/s that an unshielded player one node -away will take. - -Shielding is assessed by adding the shielding values of all nodes -between the source node and the player, ignoring the source node itself. -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 = 1 -local cache_scaled_shielding = {} -local rad_dmg_cutoff = 0.25 - -local function dmg_player(pos, o, strength) - local pl_pos = o:getpos() - pl_pos.y = pl_pos.y + abdomen_offset - local shielding = 0 - local dist = vector.distance(pos, pl_pos) - for ray_pos in technic.trace_node_ray(pos, - vector.direction(pos, pl_pos), dist) do - local shield_name = minetest.get_node(ray_pos).name - shielding = shielding + node_radiation_resistance(shield_name) * 0.1 - end - local dmg = (strength * strength) / - (math.max(0.75, dist * dist) * math.exp(shielding)) - if dmg < rad_dmg_cutoff then return end - local dmg_int = math.floor(dmg) - -- The closer you are to getting one more damage point, - -- the more likely it will be added. - if math.random() < dmg - dmg_int then - dmg_int = dmg_int + 1 - end - if dmg_int > 0 then - o:set_hp(math.max(o:get_hp() - dmg_int, 0)) - end -end - -local rad_dmg_mult_sqrt = math.sqrt(1 / rad_dmg_cutoff) -local function dmg_abm(pos, node) - local strength = minetest.get_item_group(node.name, "radioactive") - local max_dist = strength * rad_dmg_mult_sqrt - for _, o in pairs(minetest.get_objects_inside_radius(pos, - max_dist + abdomen_offset)) do - if o:is_player() then - dmg_player(pos, o, strength) - 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 griefing = technic.config:get_bool("enable_corium_griefing") - -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"), - [state == "source" and "tiles" or "special_tiles"] = {{ - name = "technic_corium_"..state.."_animated.png", - animation = { - type = "vertical_frames", - aspect_w = 16, - aspect_h = 16, - length = 3.0, - }, - }}, - paramtype = "light", - paramtype2 = (state == "flowing" and "flowingliquid" or nil), - light_source = (state == "source" and 8 or 5), - walkable = false, - pointable = false, - diggable = false, - buildable_to = true, - drop = "", - drowning = 1, - liquidtype = state, - liquid_alternative_flowing = "technic:corium_flowing", - liquid_alternative_source = "technic:corium_source", - liquid_viscosity = LAVA_VISC, - liquid_renewable = false, - damage_per_second = 6, - post_effect_color = {a=192, r=80, g=160, b=80}, - groups = { - liquid = 2, - hot = 3, - igniter = (griefing and 1 or 0), - radioactive = (state == "source" and 16 or 8), - not_in_creative_inventory = (state == "flowing" and 1 or nil), - }, - }) -end - -if rawget(_G, "bucket") and bucket.register_liquid then - bucket.register_liquid( - "technic:corium_source", - "technic:corium_flowing", - "technic:bucket_corium", - "technic_bucket_corium.png", - "Corium Bucket" - ) -end - -minetest.register_node("technic:chernobylite_block", { - description = S("Chernobylite Block"), - tiles = {"technic_chernobylite_block.png"}, - is_ground_content = true, - groups = {cracky=1, radioactive=6, level=2}, - sounds = default.node_sound_stone_defaults(), - light_source = 2, -}) - -minetest.register_abm({ - nodenames = {"group:water"}, - neighbors = {"technic:corium_source"}, - interval = 1, - chance = 1, - action = function(pos, node) - minetest.remove_node(pos) - end, -}) - -minetest.register_abm({ - 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({ - 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, - 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 - diff --git a/technic/radiation.lua b/technic/radiation.lua new file mode 100644 index 0000000..2dec38b --- /dev/null +++ b/technic/radiation.lua @@ -0,0 +1,400 @@ +--[[ +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. +--]] + +local S = technic.getter + +local rad_resistance_node = { + ["default:brick"] = 13, + ["default:bronzeblock"] = 45, + ["default:clay"] = 15, + ["default:coalblock"] = 9.6, + ["default:cobble"] = 15, + ["default:copperblock"] = 46, + ["default:desert_cobble"] = 15, + ["default:desert_sand"] = 10, + ["default:desert_stone"] = 17, + ["default:desert_stonebrick"] = 17, + ["default:diamondblock"] = 24, + ["default:dirt"] = 8.2, + ["default:dirt_with_grass"] = 8.2, + ["default:dirt_with_grass_footsteps"] = 8.2, + ["default:dirt_with_snow"] = 8.2, + ["default:glass"] = 17, + ["default:goldblock"] = 170, + ["default:gravel"] = 10, + ["default:ice"] = 5.6, + ["default:lava_flowing"] = 8.5, + ["default:lava_source"] = 17, + ["default:mese"] = 21, + ["default:mossycobble"] = 15, + ["default:nyancat"] = 1000, + ["default:nyancat_rainbow"] = 1000, + ["default:obsidian"] = 18, + ["default:obsidian_glass"] = 18, + ["default:sand"] = 10, + ["default:sandstone"] = 15, + ["default:sandstonebrick"] = 15, + ["default:snowblock"] = 1.7, + ["default:steelblock"] = 40, + ["default:stone"] = 17, + ["default:stone_with_coal"] = 16, + ["default:stone_with_copper"] = 20, + ["default:stone_with_diamond"] = 18, + ["default:stone_with_gold"] = 34, + ["default:stone_with_iron"] = 20, + ["default:stone_with_mese"] = 17, + ["default:stonebrick"] = 17, + ["default:water_flowing"] = 2.8, + ["default:water_source"] = 5.6, + ["farming:desert_sand_soil"] = 10, + ["farming:desert_sand_soil_wet"] = 10, + ["farming:soil"] = 8.2, + ["farming:soil_wet"] = 8.2, + ["glooptest:akalin_crystal_glass"] = 21, + ["glooptest:akalinblock"] = 40, + ["glooptest:alatro_crystal_glass"] = 21, + ["glooptest:alatroblock"] = 40, + ["glooptest:amethystblock"] = 18, + ["glooptest:arol_crystal_glass"] = 21, + ["glooptest:crystal_glass"] = 21, + ["glooptest:emeraldblock"] = 19, + ["glooptest:heavy_crystal_glass"] = 21, + ["glooptest:mineral_akalin"] = 20, + ["glooptest:mineral_alatro"] = 20, + ["glooptest:mineral_amethyst"] = 17, + ["glooptest:mineral_arol"] = 20, + ["glooptest:mineral_desert_coal"] = 16, + ["glooptest:mineral_desert_iron"] = 20, + ["glooptest:mineral_emerald"] = 17, + ["glooptest:mineral_kalite"] = 20, + ["glooptest:mineral_ruby"] = 18, + ["glooptest:mineral_sapphire"] = 18, + ["glooptest:mineral_talinite"] = 20, + ["glooptest:mineral_topaz"] = 18, + ["glooptest:reinforced_crystal_glass"] = 21, + ["glooptest:rubyblock"] = 27, + ["glooptest:sapphireblock"] = 27, + ["glooptest:talinite_crystal_glass"] = 21, + ["glooptest:taliniteblock"] = 40, + ["glooptest:topazblock"] = 24, + ["mesecons_extrawires:mese_powered"] = 21, + ["moreblocks:cactus_brick"] = 13, + ["moreblocks:cactus_checker"] = 8.5, + ["moreblocks:circle_stone_bricks"] = 17, + ["moreblocks:clean_glass"] = 17, + ["moreblocks:coal_checker"] = 9.0, + ["moreblocks:coal_glass"] = 17, + ["moreblocks:coal_stone"] = 17, + ["moreblocks:coal_stone_bricks"] = 17, + ["moreblocks:glow_glass"] = 17, + ["moreblocks:grey_bricks"] = 15, + ["moreblocks:iron_checker"] = 11, + ["moreblocks:iron_glass"] = 17, + ["moreblocks:iron_stone"] = 17, + ["moreblocks:iron_stone_bricks"] = 17, + ["moreblocks:plankstone"] = 9.3, + ["moreblocks:split_stone_tile"] = 15, + ["moreblocks:split_stone_tile_alt"] = 15, + ["moreblocks:stone_tile"] = 15, + ["moreblocks:super_glow_glass"] = 17, + ["moreblocks:tar"] = 7.0, + ["moreblocks:wood_tile"] = 1.7, + ["moreblocks:wood_tile_center"] = 1.7, + ["moreblocks:wood_tile_down"] = 1.7, + ["moreblocks:wood_tile_flipped"] = 1.7, + ["moreblocks:wood_tile_full"] = 1.7, + ["moreblocks:wood_tile_left"] = 1.7, + ["moreblocks:wood_tile_right"] = 1.7, + ["moreblocks:wood_tile_up"] = 1.7, + ["moreores:mineral_mithril"] = 18, + ["moreores:mineral_silver"] = 21, + ["moreores:mineral_tin"] = 19, + ["moreores:mithril_block"] = 26, + ["moreores:silver_block"] = 53, + ["moreores:tin_block"] = 37, + ["snow:snow_brick"] = 2.8, + ["technic:brass_block"] = 43, + ["technic:carbon_steel_block"] = 40, + ["technic:cast_iron_block"] = 40, + ["technic:chernobylite_block"] = 40, + ["technic:chromium_block"] = 37, + ["technic:corium_flowing"] = 40, + ["technic:corium_source"] = 80, + ["technic:granite"] = 18, + ["technic:lead_block"] = 80, + ["technic:marble"] = 18, + ["technic:marble_bricks"] = 18, + ["technic:mineral_chromium"] = 19, + ["technic:mineral_uranium"] = 71, + ["technic:mineral_zinc"] = 19, + ["technic:stainless_steel_block"] = 40, + ["technic:zinc_block"] = 36, + ["tnt:tnt"] = 11, + ["tnt:tnt_burning"] = 11, +} +local rad_resistance_group = { + concrete = 16, + tree = 3.4, + uranium_block = 500, + wood = 1.7, +} +local cache_radiation_resistance = {} +local function node_radiation_resistance(node_name) + local resistance = cache_radiation_resistance[node_name] + if resistance then + return resistance + end + local def = minetest.registered_nodes[node_name] + if not def then + cache_radiation_resistance[node_name] = 0 + return 0 + end + resistance = def.radiation_resistance or + rad_resistance_node[node_name] + if not resistance then + resistance = 0 + for g, v in pairs(def.groups) do + if v > 0 and rad_resistance_group[g] then + resistance = resistance + rad_resistance_group[g] + end + end + end + resistance = math.sqrt(resistance) + cache_radiation_resistance[node_name] = resistance + return resistance +end + + +--[[ +Radioactive nodes cause damage to nearby players. The damage +effect depends on the intrinsic strength of the radiation source, +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 the distance from a node at which an unshielded +player will be damaged by 1 HP/s. Or, equivalently, it is the square +root of the damage rate in HP/s that an unshielded player one node +away will take. + +Shielding is assessed by adding the shielding values of all nodes +between the source node and the player, ignoring the source node itself. +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 = 1 +local cache_scaled_shielding = {} +local rad_dmg_cutoff = 0.25 + +local function dmg_player(pos, o, strength) + local pl_pos = o:getpos() + pl_pos.y = pl_pos.y + abdomen_offset + local shielding = 0 + local dist = vector.distance(pos, pl_pos) + for ray_pos in technic.trace_node_ray(pos, + vector.direction(pos, pl_pos), dist) do + local shield_name = minetest.get_node(ray_pos).name + shielding = shielding + node_radiation_resistance(shield_name) * 0.1 + end + local dmg = (strength * strength) / + (math.max(0.75, dist * dist) * math.exp(shielding)) + if dmg < rad_dmg_cutoff then return end + local dmg_int = math.floor(dmg) + -- The closer you are to getting one more damage point, + -- the more likely it will be added. + if math.random() < dmg - dmg_int then + dmg_int = dmg_int + 1 + end + if dmg_int > 0 then + o:set_hp(math.max(o:get_hp() - dmg_int, 0)) + end +end + +local rad_dmg_mult_sqrt = math.sqrt(1 / rad_dmg_cutoff) +local function dmg_abm(pos, node) + local strength = minetest.get_item_group(node.name, "radioactive") + local max_dist = strength * rad_dmg_mult_sqrt + for _, o in pairs(minetest.get_objects_inside_radius(pos, + max_dist + abdomen_offset)) do + if o:is_player() then + dmg_player(pos, o, strength) + 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 griefing = technic.config:get_bool("enable_corium_griefing") + +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"), + [state == "source" and "tiles" or "special_tiles"] = {{ + name = "technic_corium_"..state.."_animated.png", + animation = { + type = "vertical_frames", + aspect_w = 16, + aspect_h = 16, + length = 3.0, + }, + }}, + paramtype = "light", + paramtype2 = (state == "flowing" and "flowingliquid" or nil), + light_source = (state == "source" and 8 or 5), + walkable = false, + pointable = false, + diggable = false, + buildable_to = true, + drop = "", + drowning = 1, + liquidtype = state, + liquid_alternative_flowing = "technic:corium_flowing", + liquid_alternative_source = "technic:corium_source", + liquid_viscosity = LAVA_VISC, + liquid_renewable = false, + damage_per_second = 6, + post_effect_color = {a=192, r=80, g=160, b=80}, + groups = { + liquid = 2, + hot = 3, + igniter = (griefing and 1 or 0), + radioactive = (state == "source" and 16 or 8), + not_in_creative_inventory = (state == "flowing" and 1 or nil), + }, + }) +end + +if rawget(_G, "bucket") and bucket.register_liquid then + bucket.register_liquid( + "technic:corium_source", + "technic:corium_flowing", + "technic:bucket_corium", + "technic_bucket_corium.png", + "Corium Bucket" + ) +end + +minetest.register_node("technic:chernobylite_block", { + description = S("Chernobylite Block"), + tiles = {"technic_chernobylite_block.png"}, + is_ground_content = true, + groups = {cracky=1, radioactive=6, level=2}, + sounds = default.node_sound_stone_defaults(), + light_source = 2, +}) + +minetest.register_abm({ + nodenames = {"group:water"}, + neighbors = {"technic:corium_source"}, + interval = 1, + chance = 1, + action = function(pos, node) + minetest.remove_node(pos) + end, +}) + +minetest.register_abm({ + 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({ + 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, + 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 +