From 2b5664c0004b2f4ed8c712b8b6f75d9d3294c829 Mon Sep 17 00:00:00 2001 From: Vanessa Ezekowitz Date: Sun, 26 Feb 2017 11:11:19 -0500 Subject: updated lots of mods: blox, bobblocks, homedecor, coloredwood, gloopblocks, moreblocks, plasticbox, replacer, solidcolor, stained_glass, technic, unifiedbricks, and unifieddyes (in most of these, it's to upgrade to the Unified Dyes "extended" palette) --- technic/config.lua | 3 ++ technic/radiation.lua | 109 ++++++++++++++++++++++++++++++++++++-------------- 2 files changed, 82 insertions(+), 30 deletions(-) (limited to 'technic') diff --git a/technic/config.lua b/technic/config.lua index 81a2224..29321f9 100644 --- a/technic/config.lua +++ b/technic/config.lua @@ -9,6 +9,9 @@ local defaults = { enable_wind_mill = "false", enable_frames = "false", enable_corium_griefing = "true", + enable_radiation_protection = "true", + enable_entity_radiation_damage = "true", + enable_longterm_radiation_damage = "true", } for k, v in pairs(defaults) do diff --git a/technic/radiation.lua b/technic/radiation.lua index ac3f166..13936f9 100644 --- a/technic/radiation.lua +++ b/technic/radiation.lua @@ -242,6 +242,10 @@ local cache_scaled_shielding = {} local rad_dmg_cutoff = 0.2 local radiated_players = {} +local armor_enabled = technic.config:get_bool("enable_radiation_protection") +local entity_damage = technic.config:get_bool("enable_entity_radiation_damage") +local longterm_damage = technic.config:get_bool("enable_longterm_radiation_damage") + local function apply_fractional_damage(o, dmg) local dmg_int = math.floor(dmg) -- The closer you are to getting one more damage point, @@ -257,26 +261,69 @@ local function apply_fractional_damage(o, dmg) return false end -local function dmg_player(pos, player, strength) - local pl_pos = player:getpos() - pl_pos.y = pl_pos.y + abdomen_offset +local function calculate_base_damage(node_pos, object_pos, strength) local shielding = 0 - local dist = vector.distance(pos, pl_pos) + local dist = vector.distance(node_pos, object_pos) - for ray_pos in technic.trace_node_ray(pos, - vector.direction(pos, pl_pos), dist) do + for ray_pos in technic.trace_node_ray(node_pos, + vector.direction(node_pos, object_pos), dist) do local shield_name = minetest.get_node(ray_pos).name - shielding = shielding + node_radiation_resistance(shield_name) * 0.1 + shielding = shielding + node_radiation_resistance(shield_name) * 0.025 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) + return dmg +end + +local function calculate_damage_multiplier(object) + local ag = object.get_armor_groups and object:get_armor_groups() + if not ag then + return 0 + end + if ag.immortal then + return 0 + end + if ag.radiation then + return 0.01 * ag.radiation + end + if ag.fleshy then + return math.sqrt(0.01 * ag.fleshy) + end + return 0 +end - local pn = player:get_player_name() - radiated_players[pn] = (radiated_players[pn] or 0) + dmg +local function calculate_object_center(object) + if object:is_player() then + return {x=0, y=abdomen_offset, z=0} + end + return {x=0, y=0, z=0} +end + +local function dmg_object(pos, object, strength) + local obj_pos = vector.add(object:getpos(), calculate_object_center(object)) + local mul + if armor_enabled or entity_damage then + -- we need to check may the object be damaged even if armor is disabled + mul = calculate_damage_multiplier(object) + if mul == 0 then + return + end + end + local dmg = calculate_base_damage(pos, obj_pos, strength) + if not dmg then + return + end + if armor_enabled then + dmg = dmg * mul + end + apply_fractional_damage(object, dmg) + if longterm_damage and object:is_player() then + local pn = object:get_player_name() + radiated_players[pn] = (radiated_players[pn] or 0) + dmg + end end local rad_dmg_mult_sqrt = math.sqrt(1 / rad_dmg_cutoff) @@ -285,8 +332,8 @@ local function dmg_abm(pos, node) 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) + if entity_damage or o:is_player() then + dmg_object(pos, o, strength) end end end @@ -299,26 +346,28 @@ if minetest.setting_getbool("enable_damage") then 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 + if longterm_damage then + 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 - end) + end) - minetest.register_on_dieplayer(function(player) - radiated_players[player:get_player_name()] = nil - end) + minetest.register_on_dieplayer(function(player) + radiated_players[player:get_player_name()] = nil + end) + end end -- Radioactive materials that can result from destroying a reactor -- cgit v1.2.3