summaryrefslogtreecommitdiff
path: root/technic/machines/HV/nuclear_reactor.lua
blob: 3aa1ba8c54dffdf0db9757b7ed9ed10ce52c6990 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
-- 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

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

-- FIXME: recipe must 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'},
	}
})

local generator_formspec =
	"invsize[8,9;]"..
	"label[0,0;"..S("Nuclear Reactor Rod Compartment").."]"..
	"list[current_name;src;2,1;3,2;]"..
	"list[current_player;main;0,5;8,4;]"..
	"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 reactor_siren = {}
local function siren_set_state(pos, newstate)
	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"}
		reactor_siren[hpos] = siren
	end
	if newstate == "danger" and siren.state ~= "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
		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})
		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
			end
		end)
	elseif newstate == "off" and siren.state ~= "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")
end
local function siren_clear(pos, meta)
	if meta:get_int("siren") ~= 0 then
		siren_set_state(pos, "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)
	local vm = VoxelManip()
	local pos1 = vector.subtract(pos, 3)
	local pos2 = vector.add(pos, 3)
	local MinEdge, MaxEdge = vm:read_from_map(pos1, pos2)
	local data = vm:get_data()
	local area = VoxelArea:new({MinEdge=MinEdge, MaxEdge=MaxEdge})

	local c_blast_concrete = minetest.get_content_id("technic:blast_resistant_concrete")
	local c_stainless_steel = minetest.get_content_id("technic:stainless_steel_block")
	local c_water_source = minetest.get_content_id("default:water_source")
	local c_water_flowing = minetest.get_content_id("default:water_flowing")

	local blastlayer, steellayer, waterlayer = 0, 0, 0

	for z = pos1.z, pos2.z do
	for y = pos1.y, pos2.y do
	for x = pos1.x, pos2.x do
		local cid = data[area:index(x, y, z)]
		if x == pos1.x or x == pos2.x or
		   y == pos1.y or y == pos2.y or
		   z == pos1.z or z == pos2.z then
			if cid == c_blast_concrete then
				blastlayer = blastlayer + 1
			end
		elseif x == pos1.x+1 or x == pos2.x-1 or
		   y == pos1.y+1 or y == pos2.y-1 or
		   z == pos1.z+1 or z == pos2.z-1 then
			if cid == c_stainless_steel then
				steellayer = steellayer + 1
			end
		elseif x == pos1.x+2 or x == pos2.x-2 or
		   y == pos1.y+2 or y == pos2.y-2 or
		   z == pos1.z+2 or z == pos2.z-2 then
			if cid == c_water_source or cid == c_water_flowing then
				waterlayer = waterlayer + 1
			end
		end
	end
	end
	end
	if waterlayer > 25 then waterlayer = 25 end
	if steellayer > 96 then steellayer = 96 end
	if blastlayer > 216 then blastlayer = 216 end
	return (25 - waterlayer) + (96 - steellayer) + (216 - blastlayer)
end

local function meltdown_reactor(pos)
	print("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,
	chance = 1,
	action = function (pos, node)
		local meta = minetest.get_meta(pos)
		local badness = reactor_structure_badness(pos)
		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)
				siren_clear(pos, meta)
			end
		else
			siren_danger(pos, meta)
			accum_badness = accum_badness + badness
			if accum_badness >= 100 then
				meltdown_reactor(pos)
			else
				meta:set_int("structure_accumulated_badness", accum_badness)
			end
		end
	end,
})

local run = function(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 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
				end
			end
			-- Check that the reactor is complete as well
			-- as the correct number of correct fuel
			if correct_fuel_count == 6 and
			   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)
				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))
		technic.swap_node(pos, "technic:hv_nuclear_reactor_core")
		meta:set_int("structure_accumulated_badness", 0)
		siren_clear(pos, meta)
	elseif burn_time > 0 then
		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_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},
	legacy_facedir_simple = true,
	sounds = default.node_sound_wood_defaults(),
	drawtype="nodebox",
	paramtype = "light",
	stack_max = 1,
	node_box = {
		type = "fixed",
		fixed = nodebox
	},
	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)
		local inv = meta:get_inventory()
		inv:set_size("src", 6)
	end,	
	can_dig = technic.machine_can_dig,
	on_destruct = function(pos) siren_set_state(pos, "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,
	technic_run = run,
})

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},
	legacy_facedir_simple = true,
	sounds = default.node_sound_wood_defaults(),
	drop="technic:hv_nuclear_reactor_core",
	drawtype="nodebox",
	light_source = 15,
	paramtype = "light",
	node_box = {
		type = "fixed",
		fixed = nodebox
	},
	can_dig = technic.machine_can_dig,
	after_dig_node = meltdown_reactor,
	on_destruct = function(pos) siren_set_state(pos, "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,
	technic_run = run,
	technic_on_disable = function(pos, node)
		local timer = minetest.get_node_timer(pos)
        	timer:start(1)
        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
			meta:set_int("HV_EU_supply", 0)
			meta:set_int("burn_time", 0)
			technic.swap_node(pos, "technic:hv_nuclear_reactor_core")
			meta:set_int("structure_accumulated_badness", 0)
			siren_clear(pos, meta)
			return false
		end
		
		meta:set_int("burn_time", burn_time + 1)
		return true
	end,
})

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.
local default_radiation_resistance_per_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 default_radiation_resistance_per_group = {
	concrete = 16,
	tree = 3.4,
	uranium_block = 500,
	wood = 1.7,
}
local cache_radiation_resistance = {}
local function node_radiation_resistance(nodename)
	local eff = cache_radiation_resistance[nodename]
	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
		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
			end
		end
	end
	if not eff then eff = 0 end
	cache_radiation_resistance[nodename] = 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)
local cache_scaled_shielding = {}

local damage_enabled = minetest.setting_getbool("enable_damage")

if damage_enabled 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,
	})
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

for _, state in ipairs({ "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 = corium_griefing,
			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
	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=5000, 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,
})

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_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