From d6b0deb989e649e2800932d4a587c3ba9e3e24c7 Mon Sep 17 00:00:00 2001 From: Vanessa Ezekowitz <vanessaezekowitz@gmail.com> Date: Sat, 17 Jan 2015 01:16:39 +0100 Subject: [PATCH] fix cnc stick formspec img (missed the border) --- technic/machines/HV/nuclear_reactor.lua | 51 +++++++++++++++++++++++++++++++-------------------- 1 files changed, 31 insertions(+), 20 deletions(-) diff --git a/technic/machines/HV/nuclear_reactor.lua b/technic/machines/HV/nuclear_reactor.lua index c4587bb..7ff5c5b 100644 --- a/technic/machines/HV/nuclear_reactor.lua +++ b/technic/machines/HV/nuclear_reactor.lua @@ -259,7 +259,7 @@ 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", @@ -293,7 +293,7 @@ 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", @@ -541,21 +541,25 @@ -- -- 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" @@ -565,28 +569,35 @@ -- need to be considered. local assumed_abdomen_offset = vector.new(0, 1, 0) local assumed_abdomen_offset_length = vector.length(assumed_abdomen_offset) +local cache_scaled_shielding = {} 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 + 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 resistance = 0 + 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 - resistance = resistance + node_radiation_resistance(minetest.get_node(intnodepos).name) + 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 = 0.25 * strength*strength * math.exp(-0.0025*resistance) / math.max(0.75, dist_sq) + 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 @@ -636,7 +647,7 @@ 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), }, }) @@ -656,7 +667,7 @@ 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, -- Gitblit v1.8.0