From 987cc5a6a425b1f9bcd9000608dc389a45c675a1 Mon Sep 17 00:00:00 2001 From: you <ovvv@web.de> Date: Mon, 05 Jun 2017 16:51:59 +0200 Subject: [PATCH] Add api documentation (#361) --- technic/machines/HV/nuclear_reactor.lua | 518 +++++++-------------------------------------------------- 1 files changed, 66 insertions(+), 452 deletions(-) diff --git a/technic/machines/HV/nuclear_reactor.lua b/technic/machines/HV/nuclear_reactor.lua index b4a87e6..7338d28 100644 --- a/technic/machines/HV/nuclear_reactor.lua +++ b/technic/machines/HV/nuclear_reactor.lua @@ -15,8 +15,8 @@ local S = technic.getter -local reactor_desc = S("@1 Nuclear Reactor Core", S("HV")), - +local reactor_desc = S("@1 Nuclear Reactor Core", S("HV")) +local cable_entry = "^technic_cable_connection_overlay.png" -- FIXME: Recipe should make more sense like a rod recepticle, steam chamber, HV generator? minetest.register_craft({ @@ -34,26 +34,6 @@ "list[current_name;src;2,1;3,2;]".. "list[current_player;main;0,5;8,4;]".. "listring[]" - --- "Boxy sphere" -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 @@ -110,18 +90,17 @@ CCCC CCCC CBBB BBBC - CBSS SSBC - CBSWWWSBC - CBSW#WSBC - CBSW|WSBC - CBSS|SSBC + CBLL LLBC + CBLWWWLBC + CBLW#WLBC + CBLW|WLBC + CBLL|LLBC CBBB|BBBC 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 -The man-hole and the HV cable are only in the middle, and the man-hole -is optional. +The man-hole is optional (but necessary for refueling). 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) @@ -139,6 +118,9 @@ 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. + +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 vm = VoxelManip() @@ -149,11 +131,12 @@ local area = VoxelArea:new({MinEdge=MinEdge, MaxEdge=MaxEdge}) 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_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 y = pos1.y, pos2.y do @@ -163,28 +146,51 @@ y == pos1.y or y == pos2.y or z == pos1.z or z == pos2.z then if cid == c_blast_concrete then - blastlayer = blastlayer + 1 + blast_layer = blast_layer + 1 end elseif 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 cid == c_stainless_steel then - steellayer = steellayer + 1 + y == pos1.y+1 or y == pos2.y-1 or + z == pos1.z+1 or z == pos2.z-1 then + if cid == c_lead then + lead_layer = lead_layer + 1 + elseif cid == c_steel then + steel_layer = steel_layer + 1 end elseif x == pos1.x+2 or x == pos2.x-2 or - y == pos1.y+2 or y == pos2.y-2 or - z == pos1.z+2 or z == pos2.z-2 then + y == pos1.y+2 or y == pos2.y-2 or + z == pos1.z+2 or z == pos2.z-2 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 - if waterlayer > 25 then waterlayer = 25 end - if steellayer > 96 then steellayer = 96 end - if blastlayer > 216 then blastlayer = 216 end - return (25 - waterlayer) + (96 - steellayer) + (216 - blastlayer) + + if steel_layer >= 96 then + for z = pos1.z+1, pos2.z-1 do + 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 @@ -195,6 +201,7 @@ minetest.register_abm({ + label = "Machines: reactor melt-down check", nodenames = {"technic:hv_nuclear_reactor_core_active"}, interval = 4, chance = 1, @@ -263,17 +270,18 @@ minetest.register_node("technic:hv_nuclear_reactor_core", { description = reactor_desc, - tiles = {"technic_hv_nuclear_reactor_core.png"}, + tiles = { + "technic_hv_nuclear_reactor_core.png", + "technic_hv_nuclear_reactor_core.png"..cable_entry + }, + drawtype = "mesh", + mesh = "technic_reactor.obj", groups = {cracky=1, technic_machine=1, technic_hv=1}, legacy_facedir_simple = true, sounds = default.node_sound_wood_defaults(), - drawtype = "nodebox", paramtype = "light", + paramtype2 = "facedir", stack_max = 1, - node_box = { - type = "fixed", - fixed = node_box - }, on_construct = function(pos) local meta = minetest.get_meta(pos) meta:set_string("infotext", reactor_desc) @@ -290,19 +298,20 @@ }) minetest.register_node("technic:hv_nuclear_reactor_core_active", { - tiles = {"technic_hv_nuclear_reactor_core.png"}, + tiles = { + "technic_hv_nuclear_reactor_core.png", + "technic_hv_nuclear_reactor_core.png"..cable_entry + }, + drawtype = "mesh", + mesh = "technic_reactor.obj", groups = {cracky=1, technic_machine=1, technic_hv=1, - radioactive=11000, not_in_creative_inventory=1}, + radioactive=4, 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 = 14, paramtype = "light", - node_box = { - type = "fixed", - fixed = node_box - }, + paramtype2 = "facedir", can_dig = technic.machine_can_dig, after_dig_node = melt_down_reactor, on_destruct = function(pos) siren_set_state(pos, SS_OFF) end, @@ -338,399 +347,4 @@ technic.register_machine("HV", "technic:hv_nuclear_reactor_core", technic.producer) technic.register_machine("HV", "technic:hv_nuclear_reactor_core_active", technic.producer) - ---[[ -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 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, - ["default:clay"] = 15, - ["default:coalblock"] = 9.6, - ["default:cobble"] = 15, - ["default:copperblock"] = 46, - ["default:desert_cobble"] = 15, - ["default:desert_sand"] = 10, - ["default:desert_stone"] = 17, - ["default:desert_stonebrick"] = 17, - ["default:diamondblock"] = 24, - ["default:dirt"] = 8.2, - ["default:dirt_with_grass"] = 8.2, - ["default:dirt_with_grass_footsteps"] = 8.2, - ["default:dirt_with_snow"] = 8.2, - ["default:glass"] = 17, - ["default:goldblock"] = 170, - ["default:gravel"] = 10, - ["default:ice"] = 5.6, - ["default:lava_flowing"] = 8.5, - ["default:lava_source"] = 17, - ["default:mese"] = 21, - ["default:mossycobble"] = 15, - ["default:nyancat"] = 1000, - ["default:nyancat_rainbow"] = 1000, - ["default:obsidian"] = 18, - ["default:obsidian_glass"] = 18, - ["default:sand"] = 10, - ["default:sandstone"] = 15, - ["default:sandstonebrick"] = 15, - ["default:snowblock"] = 1.7, - ["default:steelblock"] = 40, - ["default:stone"] = 17, - ["default:stone_with_coal"] = 16, - ["default:stone_with_copper"] = 20, - ["default:stone_with_diamond"] = 18, - ["default:stone_with_gold"] = 34, - ["default:stone_with_iron"] = 20, - ["default:stone_with_mese"] = 17, - ["default:stonebrick"] = 17, - ["default:water_flowing"] = 2.8, - ["default:water_source"] = 5.6, - ["farming:desert_sand_soil"] = 10, - ["farming:desert_sand_soil_wet"] = 10, - ["farming:soil"] = 8.2, - ["farming:soil_wet"] = 8.2, - ["glooptest:akalin_crystal_glass"] = 21, - ["glooptest:akalinblock"] = 40, - ["glooptest:alatro_crystal_glass"] = 21, - ["glooptest:alatroblock"] = 40, - ["glooptest:amethystblock"] = 18, - ["glooptest:arol_crystal_glass"] = 21, - ["glooptest:crystal_glass"] = 21, - ["glooptest:emeraldblock"] = 19, - ["glooptest:heavy_crystal_glass"] = 21, - ["glooptest:mineral_akalin"] = 20, - ["glooptest:mineral_alatro"] = 20, - ["glooptest:mineral_amethyst"] = 17, - ["glooptest:mineral_arol"] = 20, - ["glooptest:mineral_desert_coal"] = 16, - ["glooptest:mineral_desert_iron"] = 20, - ["glooptest:mineral_emerald"] = 17, - ["glooptest:mineral_kalite"] = 20, - ["glooptest:mineral_ruby"] = 18, - ["glooptest:mineral_sapphire"] = 18, - ["glooptest:mineral_talinite"] = 20, - ["glooptest:mineral_topaz"] = 18, - ["glooptest:reinforced_crystal_glass"] = 21, - ["glooptest:rubyblock"] = 27, - ["glooptest:sapphireblock"] = 27, - ["glooptest:talinite_crystal_glass"] = 21, - ["glooptest:taliniteblock"] = 40, - ["glooptest:topazblock"] = 24, - ["mesecons_extrawires:mese_powered"] = 21, - ["moreblocks:cactus_brick"] = 13, - ["moreblocks:cactus_checker"] = 8.5, - ["moreblocks:circle_stone_bricks"] = 17, - ["moreblocks:clean_glass"] = 17, - ["moreblocks:coal_checker"] = 9.0, - ["moreblocks:coal_glass"] = 17, - ["moreblocks:coal_stone"] = 17, - ["moreblocks:coal_stone_bricks"] = 17, - ["moreblocks:glow_glass"] = 17, - ["moreblocks:grey_bricks"] = 15, - ["moreblocks:iron_checker"] = 11, - ["moreblocks:iron_glass"] = 17, - ["moreblocks:iron_stone"] = 17, - ["moreblocks:iron_stone_bricks"] = 17, - ["moreblocks:plankstone"] = 9.3, - ["moreblocks:split_stone_tile"] = 15, - ["moreblocks:split_stone_tile_alt"] = 15, - ["moreblocks:stone_tile"] = 15, - ["moreblocks:super_glow_glass"] = 17, - ["moreblocks:tar"] = 7.0, - ["moreblocks:wood_tile"] = 1.7, - ["moreblocks:wood_tile_center"] = 1.7, - ["moreblocks:wood_tile_down"] = 1.7, - ["moreblocks:wood_tile_flipped"] = 1.7, - ["moreblocks:wood_tile_full"] = 1.7, - ["moreblocks:wood_tile_left"] = 1.7, - ["moreblocks:wood_tile_right"] = 1.7, - ["moreblocks:wood_tile_up"] = 1.7, - ["moreores:mineral_mithril"] = 18, - ["moreores:mineral_silver"] = 21, - ["moreores:mineral_tin"] = 19, - ["moreores:mithril_block"] = 26, - ["moreores:silver_block"] = 53, - ["moreores:tin_block"] = 37, - ["snow:snow_brick"] = 2.8, - ["technic:brass_block"] = 43, - ["technic:carbon_steel_block"] = 40, - ["technic:cast_iron_block"] = 40, - ["technic:chernobylite_block"] = 40, - ["technic:chromium_block"] = 37, - ["technic:corium_flowing"] = 40, - ["technic:corium_source"] = 80, - ["technic:granite"] = 18, - ["technic:lead_block"] = 80, - ["technic:marble"] = 18, - ["technic:marble_bricks"] = 18, - ["technic:mineral_chromium"] = 19, - ["technic:mineral_uranium"] = 71, - ["technic:mineral_zinc"] = 19, - ["technic:stainless_steel_block"] = 40, - ["technic:zinc_block"] = 36, - ["tnt:tnt"] = 11, - ["tnt:tnt_burning"] = 11, -} -local default_radiation_resistance_per_group = { - concrete = 16, - tree = 3.4, - uranium_block = 500, - wood = 1.7, -} -local cache_radiation_resistance = {} -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[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] - break - end - end - end - if not eff then eff = 0 end - 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), 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 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 - -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 = dmg_abm, - }) -end - --- Radioactive materials that can result from destroying a reactor -local griefing = technic.config:get_bool("enable_corium_griefing") - -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"), - [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 8 or 5), - 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 = (griefing and 1 or 0), - radioactive = (state == "source" and 32000 or 16000), - not_in_creative_inventory = (state == "flowing" and 1 or nil), - }, - }) -end - -if rawget(_G, "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=5000, 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 = (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_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, - }) -end -- Gitblit v1.8.0