local S = technic.getter
+if not vector.distance_square then
+ vector.distance_square = function (u, v)
+ local dx = v.x - u.x
+ local dy = v.y - u.y
+ local dz = v.z - u.z
+ return dx*dx + dy*dy + dz*dz
+ 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',
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 = {snappy=2, choppy=2, oddly_breakable_by_hand=2, technic_machine=1, radioactive=2, not_in_creative_inventory=1},
+ groups = {snappy=2, choppy=2, oddly_breakable_by_hand=2, technic_machine=1, radioactive=3, not_in_creative_inventory=1},
legacy_facedir_simple = true,
sounds = default.node_sound_wood_defaults(),
drop="technic:hv_nuclear_reactor_core",
-- radioactive materials that can result from destroying a reactor
+local assumed_abdomen_offset = vector.new(0, 1, 0)
+local assumed_abdomen_offset_length = vector.length(assumed_abdomen_offset)
+
minetest.register_abm({
nodenames = {"group:radioactive"},
interval = 1,
chance = 1,
action = function (pos, node)
- for r = 1, minetest.registered_nodes[node.name].groups.radioactive do
- for _, o in ipairs(minetest.get_objects_inside_radius(pos, r*2)) do
- if o:is_player() then
- o:set_hp(math.max(o:get_hp() - 1, 0))
+ -- Damage depends on distance between the radiation source
+ -- and the player, with an inverse square relationship.
+ -- The "radioactive" group value is the distance in
+ -- metres from a node at which a player will be damaged by
+ -- 1 HP/s. Or, equivalently, it is the square root of the
+ -- damage rate in HP/s that a player 1 m away will take.
+ local strength = minetest.registered_nodes[node.name].groups.radioactive
+ -- Damage is processed at rates down to 0.25 HP/s,
+ -- which is attained at twice the 1 HP/s distance.
+ for _, o in ipairs(minetest.get_objects_inside_radius(pos, strength*2 + assumed_abdomen_offset_length)) do
+ if o:is_player() then
+ -- If the player is very close, swimming
+ -- in radioactive liquid, then the nominal
+ -- distance could go to zero, but in
+ -- that case we model the player's body
+ -- displacing the liquid and increasing
+ -- the effective distance to non-zero.
+ -- The minimum effective distance is set
+ -- to the maximum distance one can get
+ -- from the node centre within the node,
+ -- so that swimming in radioactive liquid
+ -- gives a uniform effective distance.
+ local dist_sq = math.max(0.75, vector.distance_square(pos, vector.add(o:getpos(), assumed_abdomen_offset)))
+ local dmg_rate = strength*strength/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
liquid = 2,
hot = 3,
igniter = 1,
- radioactive = (state == "source" and 3 or 2),
+ radioactive = (state == "source" and 4 or 3),
not_in_creative_inventory = (state == "flowing" and 1 or nil),
},
})
description = S("Chernobylite Block"),
tiles = { "technic_chernobylite_block.png" },
is_ground_content = true,
- groups = { cracky=1, radioactive=1, level=2 },
+ groups = { cracky=1, radioactive=2, level=2 },
sounds = default.node_sound_stone_defaults(),
light_source = 2,