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=7000, not_in_creative_inventory=1},
+ 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",
--
-- 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 radiation resistance values from the sampled nodes yield
--- a measure of the total amount of radiation resistance on the path.
--- As in reality, shielding causes exponential attenuation of radiation.
--- However, the effect is scaled down relative to real life: each
--- metre-point of shielding, corresponding to a real-life halving of
--- radiation, reduces radiation by 0.01 nepers (a factor of about 1.01).
--- This scales down the difference between shielded and unshielded safe
--- distances, avoiding the latter becoming impractically large.
+-- 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"
-- 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 = {}
minetest.register_abm({
nodenames = {"group:radioactive"},
interval = 1,
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 resistance = 0
+ 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
- resistance = resistance + node_radiation_resistance(minetest.get_node(intnodepos).name)
+ 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(-0.0025*resistance) / math.max(0.75, dist_sq)
+ 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