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
+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
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=3, not_in_creative_inventory=1},
+ groups = {snappy=2, choppy=2, oddly_breakable_by_hand=2, technic_machine=1, radioactive=7, not_in_creative_inventory=1},
legacy_facedir_simple = true,
sounds = default.node_sound_wood_defaults(),
drop="technic:hv_nuclear_reactor_core",
technic.register_machine("HV", "technic:hv_nuclear_reactor_core", technic.producer)
technic.register_machine("HV", "technic:hv_nuclear_reactor_core_active", technic.producer)
--- radioactive materials that can result from destroying a reactor
+-- 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:marble"] = 18,
+ ["technic:marble_bricks"] = 18,
+ ["technic:mineral_chromium"] = 19,
+ ["technic:mineral_uranium"] = 71,
+ ["technic:mineral_zinc"] = 19,
+ ["technic:stainless_steel_block"] = 40,
+ ["technic:uranium_block"] = 500,
+ ["technic:zinc_block"] = 36,
+ ["tnt:tnt"] = 11,
+ ["tnt:tnt_burning"] = 11,
+}
+local default_radiation_resistance_per_group = {
+ concrete = 16,
+ tree = 3.4,
+ 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 metres from a node at which an
+-- unshielded player will be damaged by 0.25 HP/s. Or, equivalently, it
+-- is half 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 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.
+--
+-- 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)
-
minetest.register_abm({
nodenames = {"group:radioactive"},
interval = 1,
chance = 1,
action = function (pos, node)
- -- 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
+ for _, o in ipairs(minetest.get_objects_inside_radius(pos, strength + 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
+ 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 resistance = 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)
+ end
+ end
+ local dmg_rate = 0.25 * strength*strength * math.exp(-0.0025*resistance) / 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
end,
})
+-- radioactive materials that can result from destroying a reactor
+
for _, state in ipairs({ "flowing", "source" }) do
minetest.register_node("technic:corium_"..state, {
description = S(state == "source" and "Corium Source" or "Flowing Corium"),
liquid = 2,
hot = 3,
igniter = 1,
- radioactive = (state == "source" and 4 or 3),
+ radioactive = (state == "source" and 32 or 16),
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=2, level=2 },
+ groups = { cracky=1, radioactive=5, level=2 },
sounds = default.node_sound_stone_defaults(),
light_source = 2,