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authorShadowNinja <shadowninja@minetest.net>2016-03-21 17:50:08 -0400
committerShadowNinja <shadowninja@minetest.net>2017-01-28 17:51:14 -0500
commit1da213a5e470a726dce5db0ea1d8665527cccd33 (patch)
treeed920a3e331c56201f8460f1607b0bab6ce573a5
parent26de2f7c88c1e5d4d4505e1aa01a96fbe537b3c0 (diff)
Split radiation from nuclear reactor code
-rw-r--r--technic/init.lua3
-rw-r--r--technic/machines/HV/nuclear_reactor.lua398
-rw-r--r--technic/radiation.lua400
3 files changed, 403 insertions, 398 deletions
diff --git a/technic/init.lua b/technic/init.lua
index 70ad848..4464082 100644
--- a/technic/init.lua
+++ b/technic/init.lua
@@ -35,6 +35,9 @@ dofile(modpath.."/crafts.lua")
-- Register functions
dofile(modpath.."/register.lua")
+-- Radiation
+dofile(modpath.."/radiation.lua")
+
-- Machines
dofile(modpath.."/machines/init.lua")
diff --git a/technic/machines/HV/nuclear_reactor.lua b/technic/machines/HV/nuclear_reactor.lua
index 6477697..235d03c 100644
--- a/technic/machines/HV/nuclear_reactor.lua
+++ b/technic/machines/HV/nuclear_reactor.lua
@@ -365,401 +365,3 @@ minetest.register_node("technic:hv_nuclear_reactor_core_active", {
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 rad_resistance_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 rad_resistance_group = {
- concrete = 16,
- tree = 3.4,
- uranium_block = 500,
- wood = 1.7,
-}
-local cache_radiation_resistance = {}
-local function node_radiation_resistance(node_name)
- local resistance = cache_radiation_resistance[node_name]
- if resistance then
- return resistance
- end
- local def = minetest.registered_nodes[node_name]
- if not def then
- cache_radiation_resistance[node_name] = 0
- return 0
- end
- resistance = def.radiation_resistance or
- rad_resistance_node[node_name]
- if not resistance then
- resistance = 0
- for g, v in pairs(def.groups) do
- if v > 0 and rad_resistance_group[g] then
- resistance = resistance + rad_resistance_group[g]
- end
- end
- end
- resistance = math.sqrt(resistance)
- cache_radiation_resistance[node_name] = resistance
- return resistance
-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 the distance from a node at which an unshielded
-player will be damaged by 1 HP/s. Or, equivalently, it is the square
-root of the damage rate in HP/s that an unshielded player one 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 = 1
-local cache_scaled_shielding = {}
-local rad_dmg_cutoff = 0.25
-
-local function dmg_player(pos, o, strength)
- local pl_pos = o:getpos()
- pl_pos.y = pl_pos.y + abdomen_offset
- local shielding = 0
- local dist = vector.distance(pos, pl_pos)
- for ray_pos in technic.trace_node_ray(pos,
- vector.direction(pos, pl_pos), dist) do
- local shield_name = minetest.get_node(ray_pos).name
- shielding = shielding + node_radiation_resistance(shield_name) * 0.1
- end
- local dmg = (strength * strength) /
- (math.max(0.75, dist * dist) * math.exp(shielding))
- if dmg < rad_dmg_cutoff then return end
- 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
-
-local rad_dmg_mult_sqrt = math.sqrt(1 / rad_dmg_cutoff)
-local function dmg_abm(pos, node)
- local strength = minetest.get_item_group(node.name, "radioactive")
- local max_dist = strength * rad_dmg_mult_sqrt
- for _, o in pairs(minetest.get_objects_inside_radius(pos,
- max_dist + abdomen_offset)) do
- if o:is_player() then
- dmg_player(pos, o, strength)
- 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 16 or 8),
- 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=6, 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
-
diff --git a/technic/radiation.lua b/technic/radiation.lua
new file mode 100644
index 0000000..2dec38b
--- /dev/null
+++ b/technic/radiation.lua
@@ -0,0 +1,400 @@
+--[[
+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 S = technic.getter
+
+local rad_resistance_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 rad_resistance_group = {
+ concrete = 16,
+ tree = 3.4,
+ uranium_block = 500,
+ wood = 1.7,
+}
+local cache_radiation_resistance = {}
+local function node_radiation_resistance(node_name)
+ local resistance = cache_radiation_resistance[node_name]
+ if resistance then
+ return resistance
+ end
+ local def = minetest.registered_nodes[node_name]
+ if not def then
+ cache_radiation_resistance[node_name] = 0
+ return 0
+ end
+ resistance = def.radiation_resistance or
+ rad_resistance_node[node_name]
+ if not resistance then
+ resistance = 0
+ for g, v in pairs(def.groups) do
+ if v > 0 and rad_resistance_group[g] then
+ resistance = resistance + rad_resistance_group[g]
+ end
+ end
+ end
+ resistance = math.sqrt(resistance)
+ cache_radiation_resistance[node_name] = resistance
+ return resistance
+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 the distance from a node at which an unshielded
+player will be damaged by 1 HP/s. Or, equivalently, it is the square
+root of the damage rate in HP/s that an unshielded player one 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 = 1
+local cache_scaled_shielding = {}
+local rad_dmg_cutoff = 0.25
+
+local function dmg_player(pos, o, strength)
+ local pl_pos = o:getpos()
+ pl_pos.y = pl_pos.y + abdomen_offset
+ local shielding = 0
+ local dist = vector.distance(pos, pl_pos)
+ for ray_pos in technic.trace_node_ray(pos,
+ vector.direction(pos, pl_pos), dist) do
+ local shield_name = minetest.get_node(ray_pos).name
+ shielding = shielding + node_radiation_resistance(shield_name) * 0.1
+ end
+ local dmg = (strength * strength) /
+ (math.max(0.75, dist * dist) * math.exp(shielding))
+ if dmg < rad_dmg_cutoff then return end
+ 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
+
+local rad_dmg_mult_sqrt = math.sqrt(1 / rad_dmg_cutoff)
+local function dmg_abm(pos, node)
+ local strength = minetest.get_item_group(node.name, "radioactive")
+ local max_dist = strength * rad_dmg_mult_sqrt
+ for _, o in pairs(minetest.get_objects_inside_radius(pos,
+ max_dist + abdomen_offset)) do
+ if o:is_player() then
+ dmg_player(pos, o, strength)
+ 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 16 or 8),
+ 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=6, 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
+