diff options
| author | ShadowNinja <shadowninja@minetest.net> | 2016-03-21 03:14:08 -0400 | 
|---|---|---|
| committer | ShadowNinja <shadowninja@minetest.net> | 2016-03-21 20:00:58 -0400 | 
| commit | b7f43602b39112869565d4ecabfbf72a255787a3 (patch) | |
| tree | 39434934ab5ec7e4582e3799cf4f982b05114bdd | |
| parent | 297fabd37f7d1f325eee705d38b4b4f3fbfcc7a2 (diff) | |
Tweak radioactivity
This simplifies radioactivity by removing the 1000 and 0.25 multipliers.
It also increases the effectiveness of protection (I think it was too low
before -- most of the advantage of adding protective layers was just from
the increased distance).
| -rw-r--r-- | technic/items.lua | 9 | ||||
| -rw-r--r-- | technic/machines/HV/nuclear_reactor.lua | 90 | ||||
| -rw-r--r-- | technic_worldgen/nodes.lua | 4 | 
3 files changed, 54 insertions, 49 deletions
diff --git a/technic/items.lua b/technic/items.lua index 27e05e4..a0edb96 100644 --- a/technic/items.lua +++ b/technic/items.lua @@ -194,14 +194,16 @@ for p = 0, 35 do  	-- a natural (0.7%-fissile) uranium block having the activity of  	-- 9 uranium ore blocks (due to 9 ingots per block).  The group  	-- value is proportional to the square root of the activity, and -	-- uranium ore has radioactive=1000.  This yields radioactive=2065 -	-- for a fully-depleted uranium block and radioactive=5286 for +	-- uranium ore has radioactive=1.  This yields radioactive=1.0 +	-- for a fully-depleted uranium block and radioactive=2.6 for  	-- a 3.5%-fissile uranium block. +	local radioactivity = math.floor(math.sqrt((1+5.55*p/35) * 18 / (1+5.55*7/35)) + 0.5);  	(ov or minetest.register_node)(block, {  		description = string.format(S("%.1f%%-Fissile Uranium Block"), p/10),  		tiles = {"technic_uranium_block.png"},  		is_ground_content = true, -		groups = {uranium_block=1, not_in_creative_inventory=nici, cracky=1, level=2, radioactive=math.floor(1000*math.sqrt((1+5.55*p/35) * 9 / (1+5.55*7/35)) + 0.5)}, +		groups = {uranium_block=1, not_in_creative_inventory=nici, +			cracky=1, level=2, radioactive=radioactivity},  		sounds = default.node_sound_stone_defaults(),  	});  	if not ov then @@ -219,3 +221,4 @@ for p = 0, 35 do  		})  	end  end + diff --git a/technic/machines/HV/nuclear_reactor.lua b/technic/machines/HV/nuclear_reactor.lua index fd3b774..6477697 100644 --- a/technic/machines/HV/nuclear_reactor.lua +++ b/technic/machines/HV/nuclear_reactor.lua @@ -318,7 +318,7 @@ minetest.register_node("technic:hv_nuclear_reactor_core", {  minetest.register_node("technic:hv_nuclear_reactor_core_active", {  	tiles = {"technic_hv_nuclear_reactor_core.png"},  	groups = {cracky=1, technic_machine=1, technic_hv=1, -		radioactive=11000, not_in_creative_inventory=1}, +		radioactive=6, not_in_creative_inventory=1},  	legacy_facedir_simple = true,  	sounds = default.node_sound_wood_defaults(),  	drop = "technic:hv_nuclear_reactor_core", @@ -395,7 +395,7 @@ or complex internal structure should show no radiation resistance.  Fractional resistance values are permitted.  --]] -local default_radiation_resistance_per_node = { +local rad_resistance_node = {  	["default:brick"] = 13,  	["default:bronzeblock"] = 45,  	["default:clay"] = 15, @@ -524,7 +524,7 @@ local default_radiation_resistance_per_node = {  	["tnt:tnt"] = 11,  	["tnt:tnt_burning"] = 11,  } -local default_radiation_resistance_per_group = { +local rad_resistance_group = {  	concrete = 16,  	tree = 3.4,  	uranium_block = 500, @@ -532,24 +532,31 @@ local default_radiation_resistance_per_group = {  }  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 resistance = cache_radiation_resistance[node_name] +	if resistance then +		return resistance +	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 +	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 default_radiation_resistance_per_group[g] then -				eff = default_radiation_resistance_per_group[g] -				break +			if v > 0 and rad_resistance_group[g] then +				resistance = resistance + rad_resistance_group[g]  			end  		end  	end -	if not eff then eff = 0 end -	cache_radiation_resistance[node_name] = eff -	return eff +	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, @@ -570,10 +577,10 @@ 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. +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. @@ -595,45 +602,40 @@ 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 abdomen_offset = 1  local cache_scaled_shielding = {} +local rad_dmg_cutoff = 0.25  local function dmg_player(pos, o, strength) -	local pl_pos = vector.add(o:getpos(), abdomen_offset) +	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 -		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 + shield_val -		end +		local shield_name = minetest.get_node(ray_pos).name +		shielding = shielding + node_radiation_resistance(shield_name) * 0.1  	end -	local dmg = (0.25e-6 * strength * strength) / +	local dmg = (strength * strength) /  		(math.max(0.75, dist * dist) * math.exp(shielding)) -	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 +	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, -			strength * 0.001 + abdomen_offset_length)) do +			max_dist + abdomen_offset)) do  		if o:is_player() then  			dmg_player(pos, o, strength)  		end @@ -686,7 +688,7 @@ for _, state in pairs({"flowing", "source"}) do  			liquid = 2,  			hot = 3,  			igniter = (griefing and 1 or 0), -			radioactive = (state == "source" and 32000 or 16000), +			radioactive = (state == "source" and 16 or 8),  			not_in_creative_inventory = (state == "flowing" and 1 or nil),  		},  	}) @@ -706,7 +708,7 @@ 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}, +	groups = {cracky=1, radioactive=6, level=2},  	sounds = default.node_sound_stone_defaults(),  	light_source = 2,  }) diff --git a/technic_worldgen/nodes.lua b/technic_worldgen/nodes.lua index a4fe2dd..f3a88e4 100644 --- a/technic_worldgen/nodes.lua +++ b/technic_worldgen/nodes.lua @@ -5,7 +5,7 @@ minetest.register_node( ":technic:mineral_uranium", {  	description = S("Uranium Ore"),  	tiles = { "default_stone.png^technic_mineral_uranium.png" },  	is_ground_content = true, -	groups = {cracky=3, radioactive=1000}, +	groups = {cracky=3, radioactive=1},  	sounds = default.node_sound_stone_defaults(),  	drop = "technic:uranium_lump",  })  @@ -74,7 +74,7 @@ minetest.register_node(":technic:uranium_block", {  	description = S("Uranium Block"),  	tiles = { "technic_uranium_block.png" },  	is_ground_content = true, -	groups = {uranium_block=1, cracky=1, level=2, radioactive=3000}, +	groups = {uranium_block=1, cracky=1, level=2, radioactive=2},  	sounds = default.node_sound_stone_defaults()  })  | 
