diff options
| -rw-r--r-- | technic/machines/HV/nuclear_reactor.lua | 35 | 
1 files changed, 23 insertions, 12 deletions
| diff --git a/technic/machines/HV/nuclear_reactor.lua b/technic/machines/HV/nuclear_reactor.lua index 19a3c99..31252a7 100644 --- a/technic/machines/HV/nuclear_reactor.lua +++ b/technic/machines/HV/nuclear_reactor.lua @@ -293,7 +293,7 @@ minetest.register_node("technic:hv_nuclear_reactor_core_active", {  	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 = {cracky=1, technic_machine=1, radioactive=7000, 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", @@ -548,14 +548,18 @@ end  --  -- 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" @@ -565,6 +569,7 @@ end  -- 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, @@ -578,15 +583,21 @@ minetest.register_abm({  				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 = 0.25e-6 * 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 | 
