Better reactor meltdown

Reactor `explosion' now replaces the reactor core with a corium source
node.  Corium is a new liquid, which flows a bit like lava, but has
the additional feature of destroying nodes to which it is adjacent.
It also randomly turns into a solid form, chernobylite, which makes an
attractive building block.  It thus gradually melts its way through the
reactor shielding layers; a meltdown gets worse over time if not cleaned
up promptly.

The mechanism for an active reactor core to damage nearby players is
generalised into a "radioactive" node group.  Corium and chernobylite
are radioactive, to varying degrees.  Players receive a varying amount of
damage from a radioactive node, depending on proximity.  Staying outside
a reactor cube is sufficient to be safe from the active core, but not
sufficient to be safe from a melted core.
This commit is contained in:
Zefram 2014-07-23 20:04:18 +01:00
parent 62e04b9c0d
commit 366fc3bc65
7 changed files with 137 additions and 25 deletions

@ -10,6 +10,15 @@ Technic chests code is licensed under the GNU LGPLv2+.
Texture licenses:
RealBadAngel: (WTFPL)
* Everything.
BlockMen modified by Zefram (CC BY-SA 3.0):
* technic_chernobylite_block.png
* technic_corium_flowing_animated.png
* technic_corium_source_animated.png
celeron55 and Perttu Ahola modified by Zefram (CC BY-SA 3.0):
* technic_bucket_corium.png
RealBadAngel: (WTFPL)
* Everything else.
CC BY-SA 3.0: <http://creativecommons.org/licenses/by-sa/3.0/>

@ -1,5 +1,6 @@
default
pipeworks
bucket?
mesecons_mvps?
intllib?
unified_inventory?

@ -123,27 +123,7 @@ end
local explode_reactor = function(pos)
print("A reactor exploded at "..minetest.pos_to_string(pos))
for x = -1, 1 do
for y = -1, 1 do
for z = -1, 1 do
local erase_pos = { x = pos.x + x, y = pos.y + y, z = pos.z + z }
local node = minetest.get_node(erase_pos)
if node.name == "default:water_source" or node.name == "default:water_flowing" then
minetest.set_node(erase_pos, {name = "air"})
end
end
end
end
minetest.set_node(pos, {name = "default:lava_source"})
end
local function damage_nearby_players(pos)
local objs = minetest.get_objects_inside_radius(pos, 4)
for _, o in pairs(objs) do
if o:is_player() then
o:set_hp(math.max(o:get_hp() - 2, 0))
end
end
minetest.set_node(pos, {name="technic:corium_source"})
end
local run = function(pos, node)
@ -182,7 +162,6 @@ local run = function(pos, node)
meta:set_string("infotext", S("%s Idle"):format(machine_name))
technic.swap_node(pos, "technic:hv_nuclear_reactor_core")
elseif burn_time > 0 then
damage_nearby_players(pos)
if not check_reactor_structure(pos) then
explode_reactor(pos)
end
@ -232,7 +211,7 @@ 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"},
groups = {snappy=2, choppy=2, oddly_breakable_by_hand=2, technic_machine=1, not_in_creative_inventory=1},
groups = {snappy=2, choppy=2, oddly_breakable_by_hand=2, technic_machine=1, radioactive=2, not_in_creative_inventory=1},
legacy_facedir_simple = true,
sounds = default.node_sound_wood_defaults(),
drop="technic:hv_nuclear_reactor_core",
@ -276,3 +255,126 @@ 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)
-- radioactive materials that can result from destroying a reactor
minetest.register_abm({
nodenames = {"group:radioactive"},
interval = 1,
chance = 1,
action = function (pos, node)
for r = 1, minetest.registered_nodes[node.name].groups.radioactive do
for _, o in ipairs(minetest.get_objects_inside_radius(pos, r*2)) do
if o:is_player() then
o:set_hp(math.max(o:get_hp() - 1, 0))
end
end
end
end,
})
for _, state in ipairs({ "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 4 or 3),
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 = 1,
radioactive = (state == "source" and 3 or 2),
not_in_creative_inventory = (state == "flowing" and 1 or nil),
},
})
end
if 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=1, 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 = 10,
action = function (pos, node)
minetest.set_node(pos, {name="technic:chernobylite_block"})
end,
})
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,
})

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