diff options
Diffstat (limited to 'technic/machines/HV')
-rw-r--r-- | technic/machines/HV/battery_box.lua | 2 | ||||
-rw-r--r-- | technic/machines/HV/cables.lua | 4 | ||||
-rw-r--r-- | technic/machines/HV/forcefield.lua | 7 | ||||
-rw-r--r-- | technic/machines/HV/generator.lua | 2 | ||||
-rw-r--r-- | technic/machines/HV/nuclear_reactor.lua | 582 | ||||
-rw-r--r-- | technic/machines/HV/quarry.lua | 5 | ||||
-rw-r--r-- | technic/machines/HV/solar_array.lua | 2 |
7 files changed, 310 insertions, 294 deletions
diff --git a/technic/machines/HV/battery_box.lua b/technic/machines/HV/battery_box.lua index 1e054ec..9093ba9 100644 --- a/technic/machines/HV/battery_box.lua +++ b/technic/machines/HV/battery_box.lua @@ -4,7 +4,7 @@ minetest.register_craft({ recipe = { {'technic:mv_battery_box0', 'technic:mv_battery_box0', 'technic:mv_battery_box0'}, {'technic:mv_battery_box0', 'technic:hv_transformer', 'technic:mv_battery_box0'}, - {'', 'technic:hv_cable0', ''}, + {'', 'technic:hv_cable', ''}, } }) diff --git a/technic/machines/HV/cables.lua b/technic/machines/HV/cables.lua index 25297c8..0b86a23 100644 --- a/technic/machines/HV/cables.lua +++ b/technic/machines/HV/cables.lua @@ -1,9 +1,9 @@ minetest.register_craft({ - output = 'technic:hv_cable0 3', + output = 'technic:hv_cable 3', recipe = { {'homedecor:plastic_sheeting', 'homedecor:plastic_sheeting', 'homedecor:plastic_sheeting'}, - {'technic:mv_cable0', 'technic:mv_cable0', 'technic:mv_cable0'}, + {'technic:mv_cable', 'technic:mv_cable', 'technic:mv_cable'}, {'homedecor:plastic_sheeting', 'homedecor:plastic_sheeting', 'homedecor:plastic_sheeting'}, } }) diff --git a/technic/machines/HV/forcefield.lua b/technic/machines/HV/forcefield.lua index 0f0836d..3bf93b0 100644 --- a/technic/machines/HV/forcefield.lua +++ b/technic/machines/HV/forcefield.lua @@ -15,7 +15,7 @@ minetest.register_craft({ recipe = { {"default:mese", "technic:motor", "default:mese" }, {"technic:deployer_off", "technic:machine_casing", "technic:deployer_off"}, - {"default:mese", "technic:hv_cable0", "default:mese" }, + {"default:mese", "technic:hv_cable", "default:mese" }, } }) @@ -195,7 +195,7 @@ end minetest.register_node("technic:forcefield_emitter_off", { description = S("%s Forcefield Emitter"):format("HV"), tiles = {"technic_forcefield_emitter_off.png"}, - groups = {cracky = 1, technic_machine = 1}, + groups = {cracky = 1, technic_machine = 1, technic_hv = 1}, on_receive_fields = forcefield_receive_fields, on_construct = function(pos) local meta = minetest.get_meta(pos) @@ -215,7 +215,8 @@ minetest.register_node("technic:forcefield_emitter_off", { minetest.register_node("technic:forcefield_emitter_on", { description = S("%s Forcefield Emitter"):format("HV"), tiles = {"technic_forcefield_emitter_on.png"}, - groups = {cracky = 1, technic_machine = 1, not_in_creative_inventory=1}, + groups = {cracky = 1, technic_machine = 1, technic_hv = 1, + not_in_creative_inventory=1}, drop = "technic:forcefield_emitter_off", on_receive_fields = forcefield_receive_fields, on_destruct = function(pos) diff --git a/technic/machines/HV/generator.lua b/technic/machines/HV/generator.lua index aa83590..3fb494b 100644 --- a/technic/machines/HV/generator.lua +++ b/technic/machines/HV/generator.lua @@ -5,7 +5,7 @@ minetest.register_craft({ recipe = { {'technic:carbon_plate', 'technic:mv_generator', 'technic:composite_plate'}, {'pipeworks:tube_1', 'technic:hv_transformer', 'pipeworks:tube_1'}, - {'technic:stainless_steel_ingot', 'technic:hv_cable0', 'technic:stainless_steel_ingot'}, + {'technic:stainless_steel_ingot', 'technic:hv_cable', 'technic:stainless_steel_ingot'}, } }) diff --git a/technic/machines/HV/nuclear_reactor.lua b/technic/machines/HV/nuclear_reactor.lua index 3aa1ba8..c7951ab 100644 --- a/technic/machines/HV/nuclear_reactor.lua +++ b/technic/machines/HV/nuclear_reactor.lua @@ -1,34 +1,34 @@ --- The enriched uranium rod driven EU generator. --- A very large and advanced machine providing vast amounts of power. --- Very efficient but also expensive to run as it needs uranium. (10000EU 86400 ticks (one week)) --- Provides HV EUs that can be down converted as needed. --- --- The nuclear reactor core needs water and a protective shield to work. --- This is checked now and then and if the machine is tampered with... BOOM! - -local burn_ticks = 7 * 24 * 60 * 60 -- (seconds). -local power_supply = 100000 -- EUs -local fuel_type = "technic:uranium_fuel" -- The reactor burns this stuff +--[[ + The enriched uranium rod driven EU generator. +A very large and advanced machine providing vast amounts of power. +Very efficient but also expensive to run as it needs uranium. +Provides 10000 HV EUs for one week (only counted when loaded). + +The nuclear reactor core requires a casing of water and a protective +shield to work. This is checked now and then and if the casing is not +intact the reactor will melt down! +--]] + +local burn_ticks = 7 * 24 * 60 * 60 -- Seconds +local power_supply = 100000 -- EUs +local fuel_type = "technic:uranium_fuel" -- The reactor burns this local S = technic.getter -if not vector.length_square then - vector.length_square = function (v) - return v.x*v.x + v.y*v.y + v.z*v.z - end -end +local reactor_desc = S("@1 Nuclear Reactor Core", S("HV")), --- FIXME: recipe must make more sense like a rod recepticle, steam chamber, HV generator? + +-- FIXME: Recipe should make more sense like a rod recepticle, steam chamber, HV generator? minetest.register_craft({ output = 'technic:hv_nuclear_reactor_core', recipe = { {'technic:carbon_plate', 'default:obsidian_glass', 'technic:carbon_plate'}, {'technic:composite_plate', 'technic:machine_casing', 'technic:composite_plate'}, - {'technic:stainless_steel_ingot', 'technic:hv_cable0', 'technic:stainless_steel_ingot'}, + {'technic:stainless_steel_ingot', 'technic:hv_cable', 'technic:stainless_steel_ingot'}, } }) -local generator_formspec = +local reactor_formspec = "invsize[8,9;]".. "label[0,0;"..S("Nuclear Reactor Rod Compartment").."]".. "list[current_name;src;2,1;3,2;]".. @@ -36,103 +36,111 @@ local generator_formspec = "listring[]" -- "Boxy sphere" -local nodebox = { - { -0.353, -0.353, -0.353, 0.353, 0.353, 0.353 }, -- Box - { -0.495, -0.064, -0.064, 0.495, 0.064, 0.064 }, -- Circle +-x - { -0.483, -0.128, -0.128, 0.483, 0.128, 0.128 }, - { -0.462, -0.191, -0.191, 0.462, 0.191, 0.191 }, - { -0.433, -0.249, -0.249, 0.433, 0.249, 0.249 }, - { -0.397, -0.303, -0.303, 0.397, 0.303, 0.303 }, - { -0.305, -0.396, -0.305, 0.305, 0.396, 0.305 }, -- Circle +-y - { -0.250, -0.432, -0.250, 0.250, 0.432, 0.250 }, - { -0.191, -0.461, -0.191, 0.191, 0.461, 0.191 }, - { -0.130, -0.482, -0.130, 0.130, 0.482, 0.130 }, - { -0.066, -0.495, -0.066, 0.066, 0.495, 0.066 }, - { -0.064, -0.064, -0.495, 0.064, 0.064, 0.495 }, -- Circle +-z - { -0.128, -0.128, -0.483, 0.128, 0.128, 0.483 }, - { -0.191, -0.191, -0.462, 0.191, 0.191, 0.462 }, - { -0.249, -0.249, -0.433, 0.249, 0.249, 0.433 }, - { -0.303, -0.303, -0.397, 0.303, 0.303, 0.397 }, +local node_box = { + {-0.353, -0.353, -0.353, 0.353, 0.353, 0.353}, -- Box + {-0.495, -0.064, -0.064, 0.495, 0.064, 0.064}, -- Circle +-x + {-0.483, -0.128, -0.128, 0.483, 0.128, 0.128}, + {-0.462, -0.191, -0.191, 0.462, 0.191, 0.191}, + {-0.433, -0.249, -0.249, 0.433, 0.249, 0.249}, + {-0.397, -0.303, -0.303, 0.397, 0.303, 0.303}, + {-0.305, -0.396, -0.305, 0.305, 0.396, 0.305}, -- Circle +-y + {-0.250, -0.432, -0.250, 0.250, 0.432, 0.250}, + {-0.191, -0.461, -0.191, 0.191, 0.461, 0.191}, + {-0.130, -0.482, -0.130, 0.130, 0.482, 0.130}, + {-0.066, -0.495, -0.066, 0.066, 0.495, 0.066}, + {-0.064, -0.064, -0.495, 0.064, 0.064, 0.495}, -- Circle +-z + {-0.128, -0.128, -0.483, 0.128, 0.128, 0.483}, + {-0.191, -0.191, -0.462, 0.191, 0.191, 0.462}, + {-0.249, -0.249, -0.433, 0.249, 0.249, 0.433}, + {-0.303, -0.303, -0.397, 0.303, 0.303, 0.397}, } +local SS_OFF = 0 +local SS_DANGER = 1 +local SS_CLEAR = 2 + local reactor_siren = {} -local function siren_set_state(pos, newstate) +local function siren_set_state(pos, state) 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"} + if state == SS_OFF then return end + siren = {state=SS_OFF} reactor_siren[hpos] = siren end - if newstate == "danger" and siren.state ~= "danger" then + if state == SS_DANGER and siren.state ~= SS_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 + 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 = SS_DANGER + elseif state == SS_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}) + 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 + siren.state = SS_CLEAR + minetest.after(10, function() + if siren.handle ~= clear_handle then return end + minetest.sound_stop(clear_handle) + if reactor_siren[hpos] == siren then + reactor_siren[hpos] = nil end end) - elseif newstate == "off" and siren.state ~= "off" then + elseif state == SS_OFF and siren.state ~= SS_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") + siren_set_state(pos, SS_DANGER) end + local function siren_clear(pos, meta) if meta:get_int("siren") ~= 0 then - siren_set_state(pos, "clear") + siren_set_state(pos, SS_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) +--[[ +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 function reactor_structure_badness(pos) local vm = VoxelManip() local pos1 = vector.subtract(pos, 3) local pos2 = vector.add(pos, 3) @@ -179,14 +187,16 @@ local reactor_structure_badness = function(pos) return (25 - waterlayer) + (96 - steellayer) + (216 - blastlayer) end -local function meltdown_reactor(pos) - print("A reactor melted down at "..minetest.pos_to_string(pos)) + +local function melt_down_reactor(pos) + minetest.log("action", "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, + interval = 4, chance = 1, action = function (pos, node) local meta = minetest.get_meta(pos) @@ -194,14 +204,14 @@ minetest.register_abm({ 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) + meta:set_int("structure_accumulated_badness", accum_badness - 4) siren_clear(pos, meta) end else siren_danger(pos, meta) accum_badness = accum_badness + badness - if accum_badness >= 100 then - meltdown_reactor(pos) + if accum_badness >= 25 then + melt_down_reactor(pos) else meta:set_int("structure_accumulated_badness", accum_badness) end @@ -209,40 +219,36 @@ minetest.register_abm({ end, }) -local run = function(pos, node) +local function run(pos, node) local meta = minetest.get_meta(pos) - local machine_name = S("Nuclear %s Generator Core"):format("HV") local burn_time = meta:get_int("burn_time") or 0 if burn_time >= burn_ticks or burn_time == 0 then local inv = meta:get_inventory() if not inv:is_empty("src") then - local srclist = inv:get_list("src") + local src_list = inv:get_list("src") local correct_fuel_count = 0 - for _, srcstack in pairs(srclist) do - if srcstack then - if srcstack:get_name() == fuel_type then - correct_fuel_count = correct_fuel_count + 1 - end + for _, src_stack in pairs(src_list) do + if src_stack and src_stack:get_name() == fuel_type then + correct_fuel_count = correct_fuel_count + 1 end end - -- Check that the reactor is complete as well - -- as the correct number of correct fuel + -- Check that the reactor is complete and has the correct fuel if correct_fuel_count == 6 and - reactor_structure_badness(pos) == 0 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) - for idx, srcstack in pairs(srclist) do - srcstack:take_item() - inv:set_stack("src", idx, srcstack) + for idx, src_stack in pairs(src_list) do + src_stack:take_item() + inv:set_stack("src", idx, src_stack) end return end end meta:set_int("HV_EU_supply", 0) meta:set_int("burn_time", 0) - meta:set_string("infotext", S("%s Idle"):format(machine_name)) + meta:set_string("infotext", S("%s Idle"):format(reactor_desc)) technic.swap_node(pos, "technic:hv_nuclear_reactor_core") meta:set_int("structure_accumulated_badness", 0) siren_clear(pos, meta) @@ -250,40 +256,33 @@ local run = function(pos, node) burn_time = burn_time + 1 meta:set_int("burn_time", burn_time) local percent = math.floor(burn_time / burn_ticks * 100) - meta:set_string("infotext", machine_name.." ("..percent.."%)") + meta:set_string("infotext", reactor_desc.." ("..percent.."%)") meta:set_int("HV_EU_supply", power_supply) end end minetest.register_node("technic:hv_nuclear_reactor_core", { - description = S("Nuclear %s Generator Core"):format("HV"), - 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}, + description = reactor_desc, + tiles = {"technic_hv_nuclear_reactor_core.png"}, + groups = {cracky=1, technic_machine=1, technic_hv=1}, legacy_facedir_simple = true, sounds = default.node_sound_wood_defaults(), - drawtype="nodebox", + drawtype = "nodebox", paramtype = "light", stack_max = 1, node_box = { type = "fixed", - fixed = nodebox + fixed = node_box }, on_construct = function(pos) local meta = minetest.get_meta(pos) - meta:set_string("infotext", S("Nuclear %s Generator Core"):format("HV")) - meta:set_int("HV_EU_supply", 0) - -- Signal to the switching station that this device burns some - -- sort of fuel and needs special handling - meta:set_int("HV_EU_from_fuel", 1) - meta:set_int("burn_time", 0) - meta:set_string("formspec", generator_formspec) + meta:set_string("infotext", reactor_desc) + meta:set_string("formspec", reactor_formspec) local inv = meta:get_inventory() inv:set_size("src", 6) - end, + end, can_dig = technic.machine_can_dig, - on_destruct = function(pos) siren_set_state(pos, "off") end, + on_destruct = function(pos) siren_set_state(pos, SS_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, @@ -291,23 +290,22 @@ minetest.register_node("technic:hv_nuclear_reactor_core", { }) 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=11000, not_in_creative_inventory=1}, + tiles = {"technic_hv_nuclear_reactor_core.png"}, + groups = {cracky=1, technic_machine=1, technic_hv=1, + radioactive=11000, not_in_creative_inventory=1}, legacy_facedir_simple = true, sounds = default.node_sound_wood_defaults(), - drop="technic:hv_nuclear_reactor_core", - drawtype="nodebox", - light_source = 15, + drop = "technic:hv_nuclear_reactor_core", + drawtype = "nodebox", + light_source = 14, paramtype = "light", node_box = { type = "fixed", - fixed = nodebox + fixed = node_box }, can_dig = technic.machine_can_dig, - after_dig_node = meltdown_reactor, - on_destruct = function(pos) siren_set_state(pos, "off") end, + after_dig_node = melt_down_reactor, + on_destruct = function(pos) siren_set_state(pos, SS_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, @@ -318,10 +316,10 @@ minetest.register_node("technic:hv_nuclear_reactor_core_active", { end, on_timer = function(pos, node) local meta = minetest.get_meta(pos) - + -- Connected back? if meta:get_int("HV_EU_timeout") > 0 then return false end - + local burn_time = meta:get_int("burn_time") or 0 if burn_time >= burn_ticks or burn_time == 0 then @@ -332,7 +330,7 @@ minetest.register_node("technic:hv_nuclear_reactor_core_active", { siren_clear(pos, meta) return false end - + meta:set_int("burn_time", burn_time + 1) return true end, @@ -341,34 +339,36 @@ 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 metre 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; two significant figures --- is the recommended precision. +--[[ +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 default_radiation_resistance_per_node = { ["default:brick"] = 13, ["default:bronzeblock"] = 45, @@ -505,12 +505,13 @@ local default_radiation_resistance_per_group = { wood = 1.7, } local cache_radiation_resistance = {} -local function node_radiation_resistance(nodename) - local eff = cache_radiation_resistance[nodename] +local function node_radiation_resistance(node_name) + local eff = cache_radiation_resistance[node_name] if eff then return eff end - local def = minetest.registered_nodes[nodename] or {groups={}} - eff = def.radiation_resistance or default_radiation_resistance_per_node[nodename] - if not eff then + 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 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] @@ -519,112 +520,114 @@ local function node_radiation_resistance(nodename) end end if not eff then eff = 0 end - cache_radiation_resistance[nodename] = eff + cache_radiation_resistance[node_name] = eff return eff 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) m, which is --- the maximum distance one can get from the node centre 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 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 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" --- 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 assumed_abdomen_offset = vector.new(0, 1, 0) -local assumed_abdomen_offset_length = vector.length(assumed_abdomen_offset) +--[[ +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 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. + +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 = vector.new(0, 1, 0) +local abdomen_offset_length = vector.length(abdomen_offset) local cache_scaled_shielding = {} -local damage_enabled = minetest.setting_getbool("enable_damage") +local function dmg_player(pos, o, strength) + local pl_pos = vector.add(o:getpos(), 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 + end + local dmg = (0.25e-6 * 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 + end +end -if damage_enabled then +local function dmg_abm(pos, node) + local strength = minetest.get_item_group(node.name, "radioactive") + for _, o in pairs(minetest.get_objects_inside_radius(pos, + strength * 0.001 + abdomen_offset_length)) 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 = function (pos, node) - local strength = minetest.registered_nodes[node.name].groups.radioactive - 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 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 - 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(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 - dmg_int = dmg_int + 1 - end - if dmg_int > 0 then - o:set_hp(math.max(o:get_hp() - dmg_int, 0)) - end - end - end - end - end, + action = dmg_abm, }) end --- radioactive materials that can result from destroying a reactor -local corium_griefing = 1 -if (not technic.config:get_bool("enable_corium_griefing")) then - corium_griefing = 0 -end +-- Radioactive materials that can result from destroying a reactor +local griefing = technic.config:get_bool("enable_corium_griefing") -for _, state in ipairs({ "flowing", "source" }) do +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"), @@ -652,18 +655,18 @@ for _, state in ipairs({ "flowing", "source" }) do liquid_viscosity = LAVA_VISC, liquid_renewable = false, damage_per_second = 6, - post_effect_color = { a=192, r=80, g=160, b=80 }, + post_effect_color = {a=192, r=80, g=160, b=80}, groups = { liquid = 2, hot = 3, - igniter = corium_griefing, + igniter = (griefing and 1 or 0), radioactive = (state == "source" and 32000 or 16000), not_in_creative_inventory = (state == "flowing" and 1 or nil), }, }) end -if bucket and bucket.register_liquid then +if rawget(_G, "bucket") and bucket.register_liquid then bucket.register_liquid( "technic:corium_source", "technic:corium_flowing", @@ -675,12 +678,11 @@ end minetest.register_node("technic:chernobylite_block", { description = S("Chernobylite Block"), - tiles = { "technic_chernobylite_block.png" }, + tiles = {"technic_chernobylite_block.png"}, is_ground_content = true, - groups = { cracky=1, radioactive=5000, level=2 }, + groups = {cracky=1, radioactive=5000, level=2}, sounds = default.node_sound_stone_defaults(), light_source = 2, - }) minetest.register_abm({ @@ -688,25 +690,36 @@ minetest.register_abm({ neighbors = {"technic:corium_source"}, interval = 1, chance = 1, - action = function (pos, node) + action = function(pos, node) minetest.remove_node(pos) end, }) -if (corium_griefing == 1) then - minetest.register_abm({ - nodenames = {"technic:corium_flowing"}, - interval = 5, - chance = 10, - action = function (pos, node) - minetest.set_node(pos, {name="technic:chernobylite_block"}) - 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" }, + nodenames = {"technic:corium_source", "technic:corium_flowing"}, interval = 4, chance = 4, - action = function (pos, node) + action = function(pos, node) for _, offset in ipairs({ vector.new(1,0,0), vector.new(-1,0,0), @@ -721,3 +734,4 @@ if (corium_griefing == 1) then end, }) end + diff --git a/technic/machines/HV/quarry.lua b/technic/machines/HV/quarry.lua index 60805cc..8255676 100644 --- a/technic/machines/HV/quarry.lua +++ b/technic/machines/HV/quarry.lua @@ -5,7 +5,7 @@ minetest.register_craft({ recipe = { {"technic:carbon_plate", "pipeworks:filter", "technic:composite_plate"}, {"technic:motor", "technic:machine_casing", "technic:diamond_drill_head"}, - {"technic:carbon_steel_block", "technic:hv_cable0", "technic:carbon_steel_block"}}, + {"technic:carbon_steel_block", "technic:hv_cable", "technic:carbon_steel_block"}}, output = "technic:quarry", }) @@ -213,7 +213,8 @@ minetest.register_node("technic:quarry", { "technic_carbon_steel_block.png^default_tool_mesepick.png", "technic_carbon_steel_block.png"), paramtype2 = "facedir", - groups = {cracky=2, tubedevice=1, technic_machine = 1}, + groups = {cracky=2, tubedevice=1, technic_machine=1, technic_hv=1}, + connect_sides = {"bottom", "front", "left", "right"}, tube = { connect_sides = {top = 1}, }, diff --git a/technic/machines/HV/solar_array.lua b/technic/machines/HV/solar_array.lua index 414291a..c7de7c8 100644 --- a/technic/machines/HV/solar_array.lua +++ b/technic/machines/HV/solar_array.lua @@ -6,7 +6,7 @@ minetest.register_craft({ recipe = { {'technic:solar_array_mv', 'technic:solar_array_mv', 'technic:solar_array_mv'}, {'technic:carbon_plate', 'technic:hv_transformer', 'technic:composite_plate'}, - {'', 'technic:hv_cable0', ''}, + {'', 'technic:hv_cable', ''}, } }) |