Switch nuclear reactor to a lead shield

The reactor originaly used a stainless steel shield only
because lead wasn't yet available.  Stainless steel shields
are automatically converted to lead shields for legacy reasons.
This commit is contained in:
ShadowNinja 2016-03-21 02:01:07 -04:00
parent d39797aad8
commit 8ccb6d97ec

@ -110,18 +110,17 @@ section through the middle:
CCCC CCCC CCCC CCCC
CBBB BBBC CBBB BBBC
CBSS SSBC CBLL LLBC
CBSWWWSBC CBLWWWLBC
CBSW#WSBC CBLW#WLBC
CBSW|WSBC CBLW|WLBC
CBSS|SSBC CBLL|LLBC
CBBB|BBBC CBBB|BBBC
CCCC|CCCC CCCC|CCCC
C = Concrete, B = Blast-resistant concrete, S = Stainless Steel, C = Concrete, B = Blast-resistant concrete, L = Lead,
W = water node, # = reactor core, | = HV cable W = water node, # = reactor core, | = HV cable
The man-hole and the HV cable are only in the middle, and the man-hole The man-hole is optional (but necessary for refueling).
is optional.
For the reactor to operate and not melt down, it insists on the inner For the reactor to operate and not melt down, it insists on the inner
7x7x7 portion (from the core out to the blast-resistant concrete) 7x7x7 portion (from the core out to the blast-resistant concrete)
@ -139,6 +138,9 @@ be mandatory, and for historical reasons (that it predates the
implementation of radiation) it needs to continue being adequate implementation of radiation) it needs to continue being adequate
shielding of legacy reactors. If it ever ceases to be adequate shielding of legacy reactors. If it ever ceases to be adequate
shielding for new reactors, legacy ones should be grandfathered. shielding for new reactors, legacy ones should be grandfathered.
For legacy reasons, if the reactor has a stainless steel layer instead
of a lead layer it will be converted to a lead layer.
--]] --]]
local function reactor_structure_badness(pos) local function reactor_structure_badness(pos)
local vm = VoxelManip() local vm = VoxelManip()
@ -149,11 +151,12 @@ local function reactor_structure_badness(pos)
local area = VoxelArea:new({MinEdge=MinEdge, MaxEdge=MaxEdge}) local area = VoxelArea:new({MinEdge=MinEdge, MaxEdge=MaxEdge})
local c_blast_concrete = minetest.get_content_id("technic:blast_resistant_concrete") local c_blast_concrete = minetest.get_content_id("technic:blast_resistant_concrete")
local c_stainless_steel = minetest.get_content_id("technic:stainless_steel_block") local c_lead = minetest.get_content_id("technic:lead_block")
local c_steel = minetest.get_content_id("technic:stainless_steel_block")
local c_water_source = minetest.get_content_id("default:water_source") local c_water_source = minetest.get_content_id("default:water_source")
local c_water_flowing = minetest.get_content_id("default:water_flowing") local c_water_flowing = minetest.get_content_id("default:water_flowing")
local blastlayer, steellayer, waterlayer = 0, 0, 0 local blast_layer, steel_layer, lead_layer, water_layer = 0, 0, 0, 0
for z = pos1.z, pos2.z do for z = pos1.z, pos2.z do
for y = pos1.y, pos2.y do for y = pos1.y, pos2.y do
@ -163,28 +166,51 @@ local function reactor_structure_badness(pos)
y == pos1.y or y == pos2.y or y == pos1.y or y == pos2.y or
z == pos1.z or z == pos2.z then z == pos1.z or z == pos2.z then
if cid == c_blast_concrete then if cid == c_blast_concrete then
blastlayer = blastlayer + 1 blast_layer = blast_layer + 1
end end
elseif x == pos1.x+1 or x == pos2.x-1 or elseif x == pos1.x+1 or x == pos2.x-1 or
y == pos1.y+1 or y == pos2.y-1 or y == pos1.y+1 or y == pos2.y-1 or
z == pos1.z+1 or z == pos2.z-1 then z == pos1.z+1 or z == pos2.z-1 then
if cid == c_stainless_steel then if cid == c_lead then
steellayer = steellayer + 1 lead_layer = lead_layer + 1
elseif cid == c_steel then
steel_layer = steel_layer + 1
end end
elseif x == pos1.x+2 or x == pos2.x-2 or elseif x == pos1.x+2 or x == pos2.x-2 or
y == pos1.y+2 or y == pos2.y-2 or y == pos1.y+2 or y == pos2.y-2 or
z == pos1.z+2 or z == pos2.z-2 then z == pos1.z+2 or z == pos2.z-2 then
if cid == c_water_source or cid == c_water_flowing then if cid == c_water_source or cid == c_water_flowing then
waterlayer = waterlayer + 1 water_layer = water_layer + 1
end end
end end
end end
end end
end end
if waterlayer > 25 then waterlayer = 25 end
if steellayer > 96 then steellayer = 96 end if steel_layer >= 96 then
if blastlayer > 216 then blastlayer = 216 end for z = pos1.z+1, pos2.z-1 do
return (25 - waterlayer) + (96 - steellayer) + (216 - blastlayer) for y = pos1.y+1, pos2.y-1 do
for x = pos1.x+1, pos2.x-1 do
local vi = area:index(x, y, z)
if x == pos1.x+1 or x == pos2.x-1 or
y == pos1.y+1 or y == pos2.y-1 or
z == pos1.z+1 or z == pos2.z-1 then
if data[vi] == c_steel then
data[vi] = c_lead
end
end
end
end
end
vm:set_data(data)
vm:write_to_map()
lead_layer = steel_layer
end
if water_layer > 25 then water_layer = 25 end
if lead_layer > 96 then lead_layer = 96 end
if blast_layer > 216 then blast_layer = 216 end
return (25 - water_layer) + (96 - lead_layer) + (216 - blast_layer)
end end