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 |  221 +++++++++++++++++++++++++++++++++++++++----------------
 1 files changed, 156 insertions(+), 65 deletions(-)

diff --git a/technic/machines/HV/nuclear_reactor.lua b/technic/machines/HV/nuclear_reactor.lua
index a018bac..7ff5c5b 100644
--- a/technic/machines/HV/nuclear_reactor.lua
+++ b/technic/machines/HV/nuclear_reactor.lua
@@ -54,64 +54,117 @@
 	{ -0.303, -0.303, -0.397, 0.303, 0.303, 0.397 },
 }
 
-local check_reactor_structure = function(pos)
-	-- The reactor consists of a 9x9x9 cube structure
-	-- 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 is only in the middle
-	--  The man-hole is optional
+local reactor_siren = {}
+local function siren_set_state(pos, newstate)
+	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"}
+		reactor_siren[hpos] = siren
+	end
+	if newstate == "danger" and siren.state ~= "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
+		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})
+		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
+			end
+		end)
+	elseif newstate == "off" and siren.state ~= "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")
+end
+local function siren_clear(pos, meta)
+	if meta:get_int("siren") ~= 0 then
+		siren_set_state(pos, "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)
 	local vm = VoxelManip()
-	local pos1 = vector.subtract(pos, 4)
-	local pos2 = vector.add(pos, 4)
+	local pos1 = vector.subtract(pos, 3)
+	local pos2 = vector.add(pos, 3)
 	local MinEdge, MaxEdge = vm:read_from_map(pos1, pos2)
 	local data = vm:get_data()
 	local area = VoxelArea:new({MinEdge=MinEdge, MaxEdge=MaxEdge})
 
-	local c_concrete = minetest.get_content_id("technic:concrete")
 	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_water_source = minetest.get_content_id("default:water_source")
 	local c_water_flowing = minetest.get_content_id("default:water_flowing")
 
-	local concretelayer, blastlayer, steellayer, waterlayer = 0, 0, 0, 0
+	local blastlayer, steellayer, waterlayer = 0, 0, 0
 
 	for z = pos1.z, pos2.z do
 	for y = pos1.y, pos2.y do
 	for x = pos1.x, pos2.x do
-		-- If the position is in the outer layer
+		local cid = data[area:index(x, y, z)]
 		if x == pos1.x or x == pos2.x or
 		   y == pos1.y or y == pos2.y or
 		   z == pos1.z or z == pos2.z then
-			if data[area:index(x, y, z)] == c_concrete then
-				concretelayer = concretelayer + 1
+			if cid == c_blast_concrete then
+				blastlayer = blastlayer + 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 data[area:index(x, y, z)] == c_blast_concrete then
-				blastlayer = blastlayer + 1
+			if cid == c_stainless_steel then
+				steellayer = steellayer + 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
-			if data[area:index(x, y, z)] == c_stainless_steel then
-				steellayer = steellayer + 1
-			end
-		elseif x == pos1.x+3 or x == pos2.x-3 or
-		   y == pos1.y+3 or y == pos2.y-3 or
-		   z == pos1.z+3 or z == pos2.z-3 then
-		   	local cid = data[area:index(x, y, z)]
 			if cid == c_water_source or cid == c_water_flowing then
 				waterlayer = waterlayer + 1
 			end
@@ -119,18 +172,41 @@
 	end
 	end
 	end
-	if waterlayer >= 25 and
-	   steellayer >= 96 and
-	   blastlayer >= 216 and
-	   concretelayer >= 384 then
-		return true
-	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)
 end
 
-local explode_reactor = function(pos)
-	print("A reactor exploded at "..minetest.pos_to_string(pos))
+local function meltdown_reactor(pos)
+	print("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,
+	chance = 1,
+	action = function (pos, node)
+		local meta = minetest.get_meta(pos)
+		local badness = reactor_structure_badness(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)
+				siren_clear(pos, meta)
+			end
+		else
+			siren_danger(pos, meta)
+			accum_badness = accum_badness + badness
+			if accum_badness >= 100 then
+				meltdown_reactor(pos)
+			else
+				meta:set_int("structure_accumulated_badness", accum_badness)
+			end
+		end
+	end,
+})
 
 local run = function(pos, node)
 	local meta = minetest.get_meta(pos)
@@ -152,7 +228,7 @@
 			-- Check that the reactor is complete as well
 			-- as the correct number of correct fuel
 			if correct_fuel_count == 6 and
-			   check_reactor_structure(pos) 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)
@@ -167,10 +243,9 @@
 		meta:set_int("burn_time", 0)
 		meta:set_string("infotext", S("%s Idle"):format(machine_name))
 		technic.swap_node(pos, "technic:hv_nuclear_reactor_core")
+		meta:set_int("structure_accumulated_badness", 0)
+		siren_clear(pos, meta)
 	elseif burn_time > 0 then
-		if not check_reactor_structure(pos) then
-			explode_reactor(pos)
-		end
 		burn_time = burn_time + 1
 		meta:set_int("burn_time", burn_time)
 		local percent = math.floor(burn_time / burn_ticks * 100)
@@ -184,7 +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",
@@ -207,6 +282,7 @@
 		inv:set_size("src", 6)
 	end,	
 	can_dig = technic.machine_can_dig,
+	on_destruct = function(pos) siren_set_state(pos, "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,
@@ -217,7 +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",
@@ -229,6 +305,8 @@
 		fixed = nodebox
 	},
 	can_dig = technic.machine_can_dig,
+	after_dig_node = meltdown_reactor,
+	on_destruct = function(pos) siren_set_state(pos, "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,
@@ -249,6 +327,8 @@
 			meta:set_int("HV_EU_supply", 0)
 			meta:set_int("burn_time", 0)
 			technic.swap_node(pos, "technic:hv_nuclear_reactor_core")
+			meta:set_int("structure_accumulated_badness", 0)
+			siren_clear(pos, meta)
 			return
 		end
 		
@@ -413,7 +493,6 @@
 	["technic:mineral_uranium"] = 71,
 	["technic:mineral_zinc"] = 19,
 	["technic:stainless_steel_block"] = 40,
-	["technic:uranium_block"] = 500,
 	["technic:zinc_block"] = 36,
 	["tnt:tnt"] = 11,
 	["tnt:tnt_burning"] = 11,
@@ -421,6 +500,7 @@
 local default_radiation_resistance_per_group = {
 	concrete = 16,
 	tree = 3.4,
+	uranium_block = 500,
 	wood = 1.7,
 }
 local cache_radiation_resistance = {}
@@ -461,21 +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"
@@ -485,28 +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
@@ -556,7 +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),
 		},
 	})
@@ -576,7 +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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