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,
 

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