| | |
| | | -- The enriched uranium rod driven EU generator. |
| | | -- A very large and advanced machine providing vast amounts of power. |
| | | -- Very efficient but also expensive to run as it needs uranium. (10000EU 86400 ticks (one week)) |
| | | -- Provides HV EUs that can be down converted as needed. |
| | | -- |
| | | -- The nuclear reactor core needs water and a protective shield to work. |
| | | -- This is checked now and then and if the machine is tampered with... BOOM! |
| | | --[[ |
| | | The enriched uranium rod driven EU generator. |
| | | A very large and advanced machine providing vast amounts of power. |
| | | Very efficient but also expensive to run as it needs uranium. |
| | | Provides 10000 HV EUs for one week (only counted when loaded). |
| | | |
| | | local burn_ticks = 7 * 24 * 60 * 60 -- (seconds). |
| | | local power_supply = 100000 -- EUs |
| | | local fuel_type = "technic:uranium_fuel" -- The reactor burns this stuff |
| | | The nuclear reactor core requires a casing of water and a protective |
| | | shield to work. This is checked now and then and if the casing is not |
| | | intact the reactor will melt down! |
| | | --]] |
| | | |
| | | local burn_ticks = 7 * 24 * 60 * 60 -- Seconds |
| | | local power_supply = 100000 -- EUs |
| | | local fuel_type = "technic:uranium_fuel" -- The reactor burns this |
| | | |
| | | local S = technic.getter |
| | | |
| | | if not vector.length_square then |
| | | vector.length_square = function (v) |
| | | return v.x*v.x + v.y*v.y + v.z*v.z |
| | | end |
| | | end |
| | | local reactor_desc = S("@1 Nuclear Reactor Core", S("HV")), |
| | | |
| | | -- FIXME: recipe must make more sense like a rod recepticle, steam chamber, HV generator? |
| | | |
| | | -- FIXME: Recipe should make more sense like a rod recepticle, steam chamber, HV generator? |
| | | minetest.register_craft({ |
| | | output = 'technic:hv_nuclear_reactor_core', |
| | | recipe = { |
| | |
| | | } |
| | | }) |
| | | |
| | | local generator_formspec = |
| | | local reactor_formspec = |
| | | "invsize[8,9;]".. |
| | | "label[0,0;"..S("Nuclear Reactor Rod Compartment").."]".. |
| | | "list[current_name;src;2,1;3,2;]".. |
| | |
| | | "listring[]" |
| | | |
| | | -- "Boxy sphere" |
| | | local nodebox = { |
| | | { -0.353, -0.353, -0.353, 0.353, 0.353, 0.353 }, -- Box |
| | | { -0.495, -0.064, -0.064, 0.495, 0.064, 0.064 }, -- Circle +-x |
| | | { -0.483, -0.128, -0.128, 0.483, 0.128, 0.128 }, |
| | | { -0.462, -0.191, -0.191, 0.462, 0.191, 0.191 }, |
| | | { -0.433, -0.249, -0.249, 0.433, 0.249, 0.249 }, |
| | | { -0.397, -0.303, -0.303, 0.397, 0.303, 0.303 }, |
| | | { -0.305, -0.396, -0.305, 0.305, 0.396, 0.305 }, -- Circle +-y |
| | | { -0.250, -0.432, -0.250, 0.250, 0.432, 0.250 }, |
| | | { -0.191, -0.461, -0.191, 0.191, 0.461, 0.191 }, |
| | | { -0.130, -0.482, -0.130, 0.130, 0.482, 0.130 }, |
| | | { -0.066, -0.495, -0.066, 0.066, 0.495, 0.066 }, |
| | | { -0.064, -0.064, -0.495, 0.064, 0.064, 0.495 }, -- Circle +-z |
| | | { -0.128, -0.128, -0.483, 0.128, 0.128, 0.483 }, |
| | | { -0.191, -0.191, -0.462, 0.191, 0.191, 0.462 }, |
| | | { -0.249, -0.249, -0.433, 0.249, 0.249, 0.433 }, |
| | | { -0.303, -0.303, -0.397, 0.303, 0.303, 0.397 }, |
| | | local node_box = { |
| | | {-0.353, -0.353, -0.353, 0.353, 0.353, 0.353}, -- Box |
| | | {-0.495, -0.064, -0.064, 0.495, 0.064, 0.064}, -- Circle +-x |
| | | {-0.483, -0.128, -0.128, 0.483, 0.128, 0.128}, |
| | | {-0.462, -0.191, -0.191, 0.462, 0.191, 0.191}, |
| | | {-0.433, -0.249, -0.249, 0.433, 0.249, 0.249}, |
| | | {-0.397, -0.303, -0.303, 0.397, 0.303, 0.303}, |
| | | {-0.305, -0.396, -0.305, 0.305, 0.396, 0.305}, -- Circle +-y |
| | | {-0.250, -0.432, -0.250, 0.250, 0.432, 0.250}, |
| | | {-0.191, -0.461, -0.191, 0.191, 0.461, 0.191}, |
| | | {-0.130, -0.482, -0.130, 0.130, 0.482, 0.130}, |
| | | {-0.066, -0.495, -0.066, 0.066, 0.495, 0.066}, |
| | | {-0.064, -0.064, -0.495, 0.064, 0.064, 0.495}, -- Circle +-z |
| | | {-0.128, -0.128, -0.483, 0.128, 0.128, 0.483}, |
| | | {-0.191, -0.191, -0.462, 0.191, 0.191, 0.462}, |
| | | {-0.249, -0.249, -0.433, 0.249, 0.249, 0.433}, |
| | | {-0.303, -0.303, -0.397, 0.303, 0.303, 0.397}, |
| | | } |
| | | |
| | | local SS_OFF = 0 |
| | | local SS_DANGER = 1 |
| | | local SS_CLEAR = 2 |
| | | |
| | | local reactor_siren = {} |
| | | local function siren_set_state(pos, newstate) |
| | | local function siren_set_state(pos, state) |
| | | local hpos = minetest.hash_node_position(pos) |
| | | local siren = reactor_siren[hpos] |
| | | if not siren then |
| | | if newstate == "off" then return end |
| | | siren = {state="off"} |
| | | if state == SS_OFF then return end |
| | | siren = {state=SS_OFF} |
| | | reactor_siren[hpos] = siren |
| | | end |
| | | if newstate == "danger" and siren.state ~= "danger" then |
| | | if state == SS_DANGER and siren.state ~= SS_DANGER then |
| | | if siren.handle then minetest.sound_stop(siren.handle) end |
| | | siren.handle = minetest.sound_play("technic_hv_nuclear_reactor_siren_danger_loop", {pos=pos, gain=1.5, loop=true, max_hear_distance=48}) |
| | | siren.state = "danger" |
| | | elseif newstate == "clear" then |
| | | siren.handle = minetest.sound_play("technic_hv_nuclear_reactor_siren_danger_loop", |
| | | {pos=pos, gain=1.5, loop=true, max_hear_distance=48}) |
| | | siren.state = SS_DANGER |
| | | elseif state == SS_CLEAR then |
| | | if siren.handle then minetest.sound_stop(siren.handle) end |
| | | local clear_handle = minetest.sound_play("technic_hv_nuclear_reactor_siren_clear", {pos=pos, gain=1.5, loop=false, max_hear_distance=48}) |
| | | local clear_handle = minetest.sound_play("technic_hv_nuclear_reactor_siren_clear", |
| | | {pos=pos, gain=1.5, loop=false, max_hear_distance=48}) |
| | | siren.handle = clear_handle |
| | | siren.state = "clear" |
| | | minetest.after(10, function () |
| | | if siren.handle == clear_handle then |
| | | minetest.sound_stop(clear_handle) |
| | | if reactor_siren[hpos] == siren then |
| | | reactor_siren[hpos] = nil |
| | | end |
| | | siren.state = SS_CLEAR |
| | | minetest.after(10, function() |
| | | if siren.handle ~= clear_handle then return end |
| | | minetest.sound_stop(clear_handle) |
| | | if reactor_siren[hpos] == siren then |
| | | reactor_siren[hpos] = nil |
| | | end |
| | | end) |
| | | elseif newstate == "off" and siren.state ~= "off" then |
| | | elseif state == SS_OFF and siren.state ~= SS_OFF then |
| | | if siren.handle then minetest.sound_stop(siren.handle) end |
| | | siren.handle = nil |
| | | reactor_siren[hpos] = nil |
| | | end |
| | | end |
| | | |
| | | local function siren_danger(pos, meta) |
| | | meta:set_int("siren", 1) |
| | | siren_set_state(pos, "danger") |
| | | siren_set_state(pos, SS_DANGER) |
| | | end |
| | | |
| | | local function siren_clear(pos, meta) |
| | | if meta:get_int("siren") ~= 0 then |
| | | siren_set_state(pos, "clear") |
| | | siren_set_state(pos, SS_CLEAR) |
| | | meta:set_int("siren", 0) |
| | | end |
| | | end |
| | | |
| | | -- The standard reactor structure consists of a 9x9x9 cube. A cross |
| | | -- section through the middle: |
| | | -- |
| | | -- CCCC CCCC |
| | | -- CBBB BBBC |
| | | -- CBSS SSBC |
| | | -- CBSWWWSBC |
| | | -- CBSW#WSBC |
| | | -- CBSW|WSBC |
| | | -- CBSS|SSBC |
| | | -- CBBB|BBBC |
| | | -- CCCC|CCCC |
| | | -- C = Concrete, B = Blast-resistant concrete, S = Stainless Steel, |
| | | -- W = water node, # = reactor core, | = HV cable |
| | | -- |
| | | -- The man-hole and the HV cable are only in the middle, and the man-hole |
| | | -- is optional. |
| | | -- |
| | | -- 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) |
| | | -- being intact. Intactness only depends on the number of nodes of the |
| | | -- right type in each layer. The water layer must have water in all but |
| | | -- at most one node; the steel and blast-resistant concrete layers must |
| | | -- have the right material in all but at most two nodes. The permitted |
| | | -- gaps are meant for the cable and man-hole, but can actually be anywhere |
| | | -- and contain anything. For the reactor to be useful, a cable must |
| | | -- connect to the core, but it can go in any direction. |
| | | -- |
| | | -- The outer concrete layer of the standard structure is not required |
| | | -- for the reactor to operate. It is noted here because it used to |
| | | -- be mandatory, and for historical reasons (that it predates the |
| | | -- implementation of radiation) it needs to continue being adequate |
| | | -- shielding of legacy reactors. If it ever ceases to be adequate |
| | | -- shielding for new reactors, legacy ones should be grandfathered. |
| | | local reactor_structure_badness = function(pos) |
| | | --[[ |
| | | The standard reactor structure consists of a 9x9x9 cube. A cross |
| | | section through the middle: |
| | | |
| | | CCCC CCCC |
| | | CBBB BBBC |
| | | CBSS SSBC |
| | | CBSWWWSBC |
| | | CBSW#WSBC |
| | | CBSW|WSBC |
| | | CBSS|SSBC |
| | | CBBB|BBBC |
| | | CCCC|CCCC |
| | | C = Concrete, B = Blast-resistant concrete, S = Stainless Steel, |
| | | W = water node, # = reactor core, | = HV cable |
| | | |
| | | The man-hole and the HV cable are only in the middle, and the man-hole |
| | | is optional. |
| | | |
| | | 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) |
| | | being intact. Intactness only depends on the number of nodes of the |
| | | right type in each layer. The water layer must have water in all but |
| | | at most one node; the steel and blast-resistant concrete layers must |
| | | have the right material in all but at most two nodes. The permitted |
| | | gaps are meant for the cable and man-hole, but can actually be anywhere |
| | | and contain anything. For the reactor to be useful, a cable must |
| | | connect to the core, but it can go in any direction. |
| | | |
| | | The outer concrete layer of the standard structure is not required |
| | | for the reactor to operate. It is noted here because it used to |
| | | be mandatory, and for historical reasons (that it predates the |
| | | implementation of radiation) it needs to continue being adequate |
| | | shielding of legacy reactors. If it ever ceases to be adequate |
| | | shielding for new reactors, legacy ones should be grandfathered. |
| | | --]] |
| | | local function reactor_structure_badness(pos) |
| | | local vm = VoxelManip() |
| | | local pos1 = vector.subtract(pos, 3) |
| | | local pos2 = vector.add(pos, 3) |
| | |
| | | return (25 - waterlayer) + (96 - steellayer) + (216 - blastlayer) |
| | | end |
| | | |
| | | local function meltdown_reactor(pos) |
| | | print("A reactor melted down at "..minetest.pos_to_string(pos)) |
| | | |
| | | local function melt_down_reactor(pos) |
| | | minetest.log("action", "A reactor melted down at "..minetest.pos_to_string(pos)) |
| | | minetest.set_node(pos, {name="technic:corium_source"}) |
| | | end |
| | | |
| | | |
| | | minetest.register_abm({ |
| | | nodenames = {"technic:hv_nuclear_reactor_core_active"}, |
| | | interval = 1, |
| | | interval = 4, |
| | | chance = 1, |
| | | action = function (pos, node) |
| | | local meta = minetest.get_meta(pos) |
| | |
| | | local accum_badness = meta:get_int("structure_accumulated_badness") |
| | | if badness == 0 then |
| | | if accum_badness ~= 0 then |
| | | meta:set_int("structure_accumulated_badness", accum_badness - 1) |
| | | meta:set_int("structure_accumulated_badness", accum_badness - 4) |
| | | siren_clear(pos, meta) |
| | | end |
| | | else |
| | | siren_danger(pos, meta) |
| | | accum_badness = accum_badness + badness |
| | | if accum_badness >= 100 then |
| | | meltdown_reactor(pos) |
| | | if accum_badness >= 25 then |
| | | melt_down_reactor(pos) |
| | | else |
| | | meta:set_int("structure_accumulated_badness", accum_badness) |
| | | end |
| | |
| | | end, |
| | | }) |
| | | |
| | | local run = function(pos, node) |
| | | local function run(pos, node) |
| | | local meta = minetest.get_meta(pos) |
| | | local machine_name = S("Nuclear %s Generator Core"):format("HV") |
| | | local burn_time = meta:get_int("burn_time") or 0 |
| | | |
| | | if burn_time >= burn_ticks or burn_time == 0 then |
| | | local inv = meta:get_inventory() |
| | | if not inv:is_empty("src") then |
| | | local srclist = inv:get_list("src") |
| | | local src_list = inv:get_list("src") |
| | | local correct_fuel_count = 0 |
| | | for _, srcstack in pairs(srclist) do |
| | | if srcstack then |
| | | if srcstack:get_name() == fuel_type then |
| | | correct_fuel_count = correct_fuel_count + 1 |
| | | end |
| | | for _, src_stack in pairs(src_list) do |
| | | if src_stack and src_stack:get_name() == fuel_type then |
| | | correct_fuel_count = correct_fuel_count + 1 |
| | | end |
| | | end |
| | | -- Check that the reactor is complete as well |
| | | -- as the correct number of correct fuel |
| | | -- Check that the reactor is complete and has the correct fuel |
| | | if correct_fuel_count == 6 and |
| | | reactor_structure_badness(pos) == 0 then |
| | | reactor_structure_badness(pos) == 0 then |
| | | meta:set_int("burn_time", 1) |
| | | technic.swap_node(pos, "technic:hv_nuclear_reactor_core_active") |
| | | meta:set_int("HV_EU_supply", power_supply) |
| | | for idx, srcstack in pairs(srclist) do |
| | | srcstack:take_item() |
| | | inv:set_stack("src", idx, srcstack) |
| | | for idx, src_stack in pairs(src_list) do |
| | | src_stack:take_item() |
| | | inv:set_stack("src", idx, src_stack) |
| | | end |
| | | return |
| | | end |
| | | end |
| | | meta:set_int("HV_EU_supply", 0) |
| | | meta:set_int("burn_time", 0) |
| | | meta:set_string("infotext", S("%s Idle"):format(machine_name)) |
| | | meta:set_string("infotext", S("%s Idle"):format(reactor_desc)) |
| | | technic.swap_node(pos, "technic:hv_nuclear_reactor_core") |
| | | meta:set_int("structure_accumulated_badness", 0) |
| | | siren_clear(pos, meta) |
| | |
| | | burn_time = burn_time + 1 |
| | | meta:set_int("burn_time", burn_time) |
| | | local percent = math.floor(burn_time / burn_ticks * 100) |
| | | meta:set_string("infotext", machine_name.." ("..percent.."%)") |
| | | meta:set_string("infotext", reactor_desc.." ("..percent.."%)") |
| | | meta:set_int("HV_EU_supply", power_supply) |
| | | end |
| | | end |
| | | |
| | | minetest.register_node("technic:hv_nuclear_reactor_core", { |
| | | description = S("Nuclear %s Generator Core"):format("HV"), |
| | | 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"}, |
| | | description = reactor_desc, |
| | | tiles = {"technic_hv_nuclear_reactor_core.png"}, |
| | | groups = {cracky=1, technic_machine=1, technic_hv=1}, |
| | | legacy_facedir_simple = true, |
| | | sounds = default.node_sound_wood_defaults(), |
| | | drawtype="nodebox", |
| | | drawtype = "nodebox", |
| | | paramtype = "light", |
| | | stack_max = 1, |
| | | node_box = { |
| | | type = "fixed", |
| | | fixed = nodebox |
| | | fixed = node_box |
| | | }, |
| | | on_construct = function(pos) |
| | | local meta = minetest.get_meta(pos) |
| | | meta:set_string("infotext", S("Nuclear %s Generator Core"):format("HV")) |
| | | meta:set_int("HV_EU_supply", 0) |
| | | -- Signal to the switching station that this device burns some |
| | | -- sort of fuel and needs special handling |
| | | meta:set_int("HV_EU_from_fuel", 1) |
| | | meta:set_int("burn_time", 0) |
| | | meta:set_string("formspec", generator_formspec) |
| | | meta:set_string("infotext", reactor_desc) |
| | | meta:set_string("formspec", reactor_formspec) |
| | | local inv = meta:get_inventory() |
| | | inv:set_size("src", 6) |
| | | end, |
| | | end, |
| | | can_dig = technic.machine_can_dig, |
| | | on_destruct = function(pos) siren_set_state(pos, "off") end, |
| | | on_destruct = function(pos) siren_set_state(pos, SS_OFF) end, |
| | | allow_metadata_inventory_put = technic.machine_inventory_put, |
| | | allow_metadata_inventory_take = technic.machine_inventory_take, |
| | | allow_metadata_inventory_move = technic.machine_inventory_move, |
| | |
| | | }) |
| | | |
| | | 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"}, |
| | | tiles = {"technic_hv_nuclear_reactor_core.png"}, |
| | | groups = {cracky=1, technic_machine=1, technic_hv=1, |
| | | radioactive=11000, not_in_creative_inventory=1}, |
| | | legacy_facedir_simple = true, |
| | | sounds = default.node_sound_wood_defaults(), |
| | | drop="technic:hv_nuclear_reactor_core", |
| | | drawtype="nodebox", |
| | | light_source = 15, |
| | | drop = "technic:hv_nuclear_reactor_core", |
| | | drawtype = "nodebox", |
| | | light_source = 14, |
| | | paramtype = "light", |
| | | node_box = { |
| | | type = "fixed", |
| | | fixed = nodebox |
| | | fixed = node_box |
| | | }, |
| | | can_dig = technic.machine_can_dig, |
| | | after_dig_node = meltdown_reactor, |
| | | on_destruct = function(pos) siren_set_state(pos, "off") end, |
| | | after_dig_node = melt_down_reactor, |
| | | on_destruct = function(pos) siren_set_state(pos, SS_OFF) end, |
| | | allow_metadata_inventory_put = technic.machine_inventory_put, |
| | | allow_metadata_inventory_take = technic.machine_inventory_take, |
| | | allow_metadata_inventory_move = technic.machine_inventory_move, |
| | |
| | | end, |
| | | on_timer = function(pos, node) |
| | | local meta = minetest.get_meta(pos) |
| | | |
| | | |
| | | -- Connected back? |
| | | if meta:get_int("HV_EU_timeout") > 0 then return false end |
| | | |
| | | |
| | | local burn_time = meta:get_int("burn_time") or 0 |
| | | |
| | | if burn_time >= burn_ticks or burn_time == 0 then |
| | |
| | | siren_clear(pos, meta) |
| | | return false |
| | | end |
| | | |
| | | |
| | | meta:set_int("burn_time", burn_time + 1) |
| | | return true |
| | | end, |
| | |
| | | technic.register_machine("HV", "technic:hv_nuclear_reactor_core", technic.producer) |
| | | technic.register_machine("HV", "technic:hv_nuclear_reactor_core_active", technic.producer) |
| | | |
| | | -- radioactivity |
| | | --[[ |
| | | 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 metre 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; two significant figures |
| | | -- is the recommended precision. |
| | | 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 default_radiation_resistance_per_node = { |
| | | ["default:brick"] = 13, |
| | | ["default:bronzeblock"] = 45, |
| | |
| | | wood = 1.7, |
| | | } |
| | | local cache_radiation_resistance = {} |
| | | local function node_radiation_resistance(nodename) |
| | | local eff = cache_radiation_resistance[nodename] |
| | | local function node_radiation_resistance(node_name) |
| | | local eff = cache_radiation_resistance[node_name] |
| | | if eff then return eff end |
| | | local def = minetest.registered_nodes[nodename] or {groups={}} |
| | | eff = def.radiation_resistance or default_radiation_resistance_per_node[nodename] |
| | | if not eff then |
| | | local def = minetest.registered_nodes[node_name] |
| | | eff = def and def.radiation_resistance or |
| | | default_radiation_resistance_per_node[node_name] |
| | | if def and not eff then |
| | | for g, v in pairs(def.groups) do |
| | | if v > 0 and default_radiation_resistance_per_group[g] then |
| | | eff = default_radiation_resistance_per_group[g] |
| | |
| | | end |
| | | end |
| | | if not eff then eff = 0 end |
| | | cache_radiation_resistance[nodename] = eff |
| | | cache_radiation_resistance[node_name] = eff |
| | | return eff |
| | | 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) m, which is |
| | | -- the maximum distance one can get from the node centre 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 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 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" |
| | | -- 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 assumed_abdomen_offset = vector.new(0, 1, 0) |
| | | local assumed_abdomen_offset_length = vector.length(assumed_abdomen_offset) |
| | | --[[ |
| | | 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 1000 times the distance 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 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 = vector.new(0, 1, 0) |
| | | local abdomen_offset_length = vector.length(abdomen_offset) |
| | | local cache_scaled_shielding = {} |
| | | |
| | | local damage_enabled = minetest.setting_getbool("enable_damage") |
| | | local function dmg_player(pos, o) |
| | | local pl_pos = vector.add(o:getpos(), abdomen_offset) |
| | | local shielding = 0 |
| | | for ray_pos in technic.trace_node_ray(pos, |
| | | vector.direction(pos, pl_pos), |
| | | vector.distance(pos, pl_pos)) do |
| | | if not vector.equals(ray_pos, pos) then |
| | | local shield_name = minetest.get_node(ray_pos).name |
| | | local shield_val = cache_scaled_shielding[sname] |
| | | if not shield_val then |
| | | shield_val = math.sqrt(node_radiation_resistance(shield_name)) * -0.025 |
| | | cache_scaled_shielding[shield_name] = shield_val |
| | | end |
| | | shielding = shielding + sval |
| | | end |
| | | end |
| | | local dmg = (0.25e-6 * strength * strength * math.exp(shielding)) / math.max(0.75, dist_sq) |
| | | if dmg >= 0.25 then |
| | | 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 |
| | | end |
| | | |
| | | if damage_enabled then |
| | | local function dmg_abm(pos, node) |
| | | local strength = minetest.get_item_group(node.name, "radioactive") |
| | | for _, o in pairs(minetest.get_objects_inside_radius(pos, |
| | | strength * 0.001 + abdomen_offset_length)) do |
| | | if o:is_player() then |
| | | dmg_player(pos, o) |
| | | end |
| | | end |
| | | end |
| | | |
| | | |
| | | if minetest.setting_getbool("enable_damage") 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 |
| | | 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, |
| | | action = dmg_abm, |
| | | }) |
| | | end |
| | | |
| | | -- radioactive materials that can result from destroying a reactor |
| | | local corium_griefing = 1 |
| | | if (not technic.config:get_bool("enable_corium_griefing")) then |
| | | corium_griefing = 0 |
| | | end |
| | | -- Radioactive materials that can result from destroying a reactor |
| | | local griefing = technic.config:get_bool("enable_corium_griefing") |
| | | |
| | | for _, state in ipairs({ "flowing", "source" }) do |
| | | 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"), |
| | |
| | | liquid_viscosity = LAVA_VISC, |
| | | liquid_renewable = false, |
| | | damage_per_second = 6, |
| | | post_effect_color = { a=192, r=80, g=160, b=80 }, |
| | | post_effect_color = {a=192, r=80, g=160, b=80}, |
| | | groups = { |
| | | liquid = 2, |
| | | hot = 3, |
| | | igniter = corium_griefing, |
| | | igniter = (griefing and 1 or 0), |
| | | radioactive = (state == "source" and 32000 or 16000), |
| | | not_in_creative_inventory = (state == "flowing" and 1 or nil), |
| | | }, |
| | | }) |
| | | end |
| | | |
| | | if bucket and bucket.register_liquid then |
| | | if rawget(_G, "bucket") and bucket.register_liquid then |
| | | bucket.register_liquid( |
| | | "technic:corium_source", |
| | | "technic:corium_flowing", |
| | |
| | | |
| | | minetest.register_node("technic:chernobylite_block", { |
| | | description = S("Chernobylite Block"), |
| | | tiles = { "technic_chernobylite_block.png" }, |
| | | tiles = {"technic_chernobylite_block.png"}, |
| | | is_ground_content = true, |
| | | groups = { cracky=1, radioactive=5000, level=2 }, |
| | | groups = {cracky=1, radioactive=5000, level=2}, |
| | | sounds = default.node_sound_stone_defaults(), |
| | | light_source = 2, |
| | | |
| | | }) |
| | | |
| | | minetest.register_abm({ |
| | |
| | | neighbors = {"technic:corium_source"}, |
| | | interval = 1, |
| | | chance = 1, |
| | | action = function (pos, node) |
| | | action = function(pos, node) |
| | | minetest.remove_node(pos) |
| | | end, |
| | | }) |
| | | |
| | | if (corium_griefing == 1) then |
| | | 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_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" }, |
| | | nodenames = {"technic:corium_source", "technic:corium_flowing"}, |
| | | interval = 4, |
| | | chance = 4, |
| | | action = function (pos, node) |
| | | action = function(pos, node) |
| | | for _, offset in ipairs({ |
| | | vector.new(1,0,0), |
| | | vector.new(-1,0,0), |
| | |
| | | end, |
| | | }) |
| | | end |
| | | |