| | |
| | | "invsize[8,9;]".. |
| | | "label[0,0;"..S("Nuclear Reactor Rod Compartment").."]".. |
| | | "list[current_name;src;2,1;3,2;]".. |
| | | "list[current_player;main;0,5;8,4;]" |
| | | "list[current_player;main;0,5;8,4;]".. |
| | | "listring[]" |
| | | |
| | | -- "Boxy sphere" |
| | | local nodebox = { |
| | |
| | | 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}, |
| | | groups = {cracky=1, technic_machine=1}, |
| | | legacy_facedir_simple = true, |
| | | sounds = default.node_sound_wood_defaults(), |
| | | drawtype="nodebox", |
| | |
| | | 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, radioactive=7, not_in_creative_inventory=1}, |
| | | groups = {cracky=1, technic_machine=1, radioactive=11000, not_in_creative_inventory=1}, |
| | | legacy_facedir_simple = true, |
| | | sounds = default.node_sound_wood_defaults(), |
| | | drop="technic:hv_nuclear_reactor_core", |
| | |
| | | local meta = minetest.get_meta(pos) |
| | | |
| | | -- Connected back? |
| | | if meta:get_int("HV_EU_timeout") > 0 then return end |
| | | if meta:get_int("HV_EU_timeout") > 0 then return false end |
| | | |
| | | local burn_time = meta:get_int("burn_time") or 0 |
| | | |
| | |
| | | technic.swap_node(pos, "technic:hv_nuclear_reactor_core") |
| | | meta:set_int("structure_accumulated_badness", 0) |
| | | siren_clear(pos, meta) |
| | | return |
| | | return false |
| | | end |
| | | |
| | | meta:set_int("burn_time", burn_time + 1) |
| | | local timer = minetest.get_node_timer(pos) |
| | | timer:start(1) |
| | | return true |
| | | end, |
| | | }) |
| | | |
| | |
| | | -- |
| | | -- 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 metres from a node at which an |
| | | -- unshielded player will be damaged by 0.25 HP/s. Or, equivalently, it |
| | | -- is half the square root of the damage rate in HP/s that an unshielded |
| | | -- player 1 m away will take. |
| | | -- 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 radiation resistance values from the sampled nodes yield |
| | | -- a measure of the total amount of radiation resistance on the path. |
| | | -- As in reality, shielding causes exponential attenuation of radiation. |
| | | -- However, the effect is scaled down relative to real life: each |
| | | -- metre-point of shielding, corresponding to a real-life halving of |
| | | -- radiation, reduces radiation by 0.01 nepers (a factor of about 1.01). |
| | | -- This scales down the difference between shielded and unshielded safe |
| | | -- distances, avoiding the latter becoming impractically large. |
| | | -- 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" |
| | |
| | | -- need to be considered. |
| | | local assumed_abdomen_offset = vector.new(0, 1, 0) |
| | | local assumed_abdomen_offset_length = vector.length(assumed_abdomen_offset) |
| | | 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 + 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 resistance = 0 |
| | | for intdist = 0.25, dist, 0.25 do |
| | | intpos = vector.add(intpos, dirstep) |
| | | local intnodepos = vector.round(intpos) |
| | | if not vector.equals(intnodepos, pos) then |
| | | resistance = resistance + node_radiation_resistance(minetest.get_node(intnodepos).name) |
| | | 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 shielding = 0 |
| | | for intdist = 0.25, dist, 0.25 do |
| | | intpos = vector.add(intpos, dirstep) |
| | | local intnodepos = vector.round(intpos) |
| | | if not vector.equals(intnodepos, pos) then |
| | | local sname = minetest.get_node(intnodepos).name |
| | | local sval = cache_scaled_shielding[sname] |
| | | if not sval then |
| | | sval = math.sqrt(node_radiation_resistance(sname)) * -0.025 |
| | | cache_scaled_shielding[sname] = sval |
| | | end |
| | | shielding = shielding + sval |
| | | end |
| | | end |
| | | end |
| | | local dmg_rate = 0.25 * strength*strength * math.exp(-0.0025*resistance) / math.max(0.75, dist_sq) |
| | | if dmg_rate >= 0.25 then |
| | | local dmg_int = math.floor(dmg_rate) |
| | | if math.random() < dmg_rate-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)) |
| | | local dmg_rate = 0.25e-6 * strength*strength * math.exp(shielding) / math.max(0.75, dist_sq) |
| | | if dmg_rate >= 0.25 then |
| | | local dmg_int = math.floor(dmg_rate) |
| | | if math.random() < dmg_rate-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 |
| | | end |
| | | end |
| | | end |
| | | end, |
| | | }) |
| | | end, |
| | | }) |
| | | end |
| | | |
| | | -- radioactive materials that can result from destroying a reactor |
| | | |
| | |
| | | liquid = 2, |
| | | hot = 3, |
| | | igniter = 1, |
| | | radioactive = (state == "source" and 32 or 16), |
| | | radioactive = (state == "source" and 32000 or 16000), |
| | | not_in_creative_inventory = (state == "flowing" and 1 or nil), |
| | | }, |
| | | }) |
| | |
| | | description = S("Chernobylite Block"), |
| | | tiles = { "technic_chernobylite_block.png" }, |
| | | is_ground_content = true, |
| | | groups = { cracky=1, radioactive=5, level=2 }, |
| | | groups = { cracky=1, radioactive=5000, level=2 }, |
| | | sounds = default.node_sound_stone_defaults(), |
| | | light_source = 2, |
| | | |