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+--[[
+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 0.2 HP/s, which in the absence of
+shielding is attained at the distance specified by the "radioactive"
+group value. Computed damage rates below 0.2 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 = 0.2
+local radiated_players = {}
+
+local function apply_fractional_damage(o, dmg)
+ 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
+ local new_hp = math.max(o:get_hp() - dmg_int, 0)
+ o:set_hp(new_hp)
+ return new_hp == 0
+ end
+ return false
+end
+
+local function dmg_player(pos, player, strength)
+ local pl_pos = player: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
+ apply_fractional_damage(player, dmg)
+
+ local pn = player:get_player_name()
+ radiated_players[pn] = (radiated_players[pn] or 0) + dmg
+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,
+ })
+
+ minetest.register_globalstep(function(dtime)
+ for pn, dmg in pairs(radiated_players) do
+ dmg = dmg - (dtime / 8)
+ local player = minetest.get_player_by_name(pn)
+ local killed
+ if player and dmg > rad_dmg_cutoff then
+ killed = apply_fractional_damage(player, (dmg * dtime) / 8)
+ else
+ dmg = nil
+ end
+ -- on_dieplayer will have already set this if the player died
+ if not killed then
+ radiated_players[pn] = dmg
+ end
+ end
+ end)
+
+ minetest.register_on_dieplayer(function(player)
+ radiated_players[player:get_player_name()] = nil
+ end)
+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 12 or 6),
+ 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=4, 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
+