Maciej 'agaran' Pijanka
2017-03-15 10307f23a78b33af50dc4a5f3d1baafb4ee4b0d9
technic/radiation.lua
@@ -242,6 +242,10 @@
local rad_dmg_cutoff = 0.2
local radiated_players = {}
local armor_enabled = technic.config:get_bool("enable_radiation_protection")
local entity_damage = technic.config:get_bool("enable_entity_radiation_damage")
local longterm_damage = technic.config:get_bool("enable_longterm_radiation_damage")
local function apply_fractional_damage(o, dmg)
   local dmg_int = math.floor(dmg)
   -- The closer you are to getting one more damage point,
@@ -257,26 +261,69 @@
   return false
end
local function dmg_player(pos, player, strength)
   local pl_pos = player:getpos()
   pl_pos.y = pl_pos.y + abdomen_offset
local function calculate_base_damage(node_pos, object_pos, strength)
   local shielding = 0
   local dist = vector.distance(pos, pl_pos)
   local dist = vector.distance(node_pos, object_pos)
   for ray_pos in technic.trace_node_ray(pos,
         vector.direction(pos, pl_pos), dist) do
   for ray_pos in technic.trace_node_ray(node_pos,
         vector.direction(node_pos, object_pos), dist) do
      local shield_name = minetest.get_node(ray_pos).name
      shielding = shielding + node_radiation_resistance(shield_name) * 0.1
      shielding = shielding + node_radiation_resistance(shield_name) * 0.025
   end
   local dmg = (strength * strength) /
      (math.max(0.75, dist * dist) * math.exp(shielding))
   if dmg < rad_dmg_cutoff then return end
   apply_fractional_damage(player, dmg)
   return dmg
end
   local pn = player:get_player_name()
   radiated_players[pn] = (radiated_players[pn] or 0) + dmg
local function calculate_damage_multiplier(object)
   local ag = object.get_armor_groups and object:get_armor_groups()
   if not ag then
      return 0
   end
   if ag.immortal then
      return 0
   end
   if ag.radiation then
      return 0.01 * ag.radiation
   end
   if ag.fleshy then
      return math.sqrt(0.01 * ag.fleshy)
   end
   return 0
end
local function calculate_object_center(object)
   if object:is_player() then
      return {x=0, y=abdomen_offset, z=0}
   end
   return {x=0, y=0, z=0}
end
local function dmg_object(pos, object, strength)
   local obj_pos = vector.add(object:getpos(), calculate_object_center(object))
   local mul
   if armor_enabled or entity_damage then
      -- we need to check may the object be damaged even if armor is disabled
      mul = calculate_damage_multiplier(object)
      if mul == 0 then
         return
      end
   end
   local dmg = calculate_base_damage(pos, obj_pos, strength)
   if not dmg then
      return
   end
   if armor_enabled then
      dmg = dmg * mul
   end
   apply_fractional_damage(object, dmg)
   if longterm_damage and object:is_player() then
      local pn = object:get_player_name()
      radiated_players[pn] = (radiated_players[pn] or 0) + dmg
   end
end
local rad_dmg_mult_sqrt = math.sqrt(1 / rad_dmg_cutoff)
@@ -285,8 +332,8 @@
   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)
      if entity_damage or o:is_player() then
         dmg_object(pos, o, strength)
      end
   end
end
@@ -299,26 +346,28 @@
      action = dmg_abm,
   })
   minetest.register_globalstep(function(dtime)
      for pn, dmg in pairs(radiated_players) do
         dmg = dmg - (dtime / 8)
         local player = minetest.get_player_by_name(pn)
         local killed
         if player and dmg > rad_dmg_cutoff then
            killed = apply_fractional_damage(player, (dmg * dtime) / 8)
         else
            dmg = nil
   if longterm_damage then
      minetest.register_globalstep(function(dtime)
         for pn, dmg in pairs(radiated_players) do
            dmg = dmg - (dtime / 8)
            local player = minetest.get_player_by_name(pn)
            local killed
            if player and dmg > rad_dmg_cutoff then
               killed = apply_fractional_damage(player, (dmg * dtime) / 8)
            else
               dmg = nil
            end
            -- on_dieplayer will have already set this if the player died
            if not killed then
               radiated_players[pn] = dmg
            end
         end
         -- on_dieplayer will have already set this if the player died
         if not killed then
            radiated_players[pn] = dmg
         end
      end
   end)
      end)
   minetest.register_on_dieplayer(function(player)
      radiated_players[player:get_player_name()] = nil
   end)
      minetest.register_on_dieplayer(function(player)
         radiated_players[player:get_player_name()] = nil
      end)
   end
end
-- Radioactive materials that can result from destroying a reactor