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
 

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