Working on Radiation HUD-moved radioactive code
parent
4457639d36
commit
39905a7a21
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@ -1029,9 +1029,11 @@ end
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--
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-- Liquids
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--
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--[[
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--BUT FIRST WE ADD SOME RADIOACTIVITY FROM THE TECHNIC MOD
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--20151206 DECIDED TO EVENTUALLY MOVE THIS INTO THE RADIATION HUD.
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--MOVED AND TESTING NEW RADIATION HUD.
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--KEEPING THIS CODE FOR POSSIBLE HUD FAILURE.
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----------------------------------------
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@ -1225,12 +1227,6 @@ local function node_radiation_resistance(nodename)
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end
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-- Radioactive nodes cause damage to nearby players. The damage
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-- effect depends on the intrinsic strength of the radiation source,
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-- the distance between the source and the player, and the shielding
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@ -1309,8 +1305,7 @@ minetest.register_abm({
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end
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end,
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})
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]]
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@ -78,19 +78,292 @@ minetest.register_on_dieplayer(function(player) --Problem crashing when exit
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local radiation = 0
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PPA.set_value(player, "radiation_radiation", radiation)
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M.hud_update(player, radiation)
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if not pl then
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return
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if not pl then --rewrite to ignore dropped players
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return --
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end
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end)
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--ADD RADIATION HERE
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--BUT FIRST WE ADD SOME RADIOACTIVITY FROM THE TECHNIC MOD
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--20151206 DECIDED TO EVENTUALLY MOVE THIS INTO THE RADIATION HUD.
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----------------------------------------
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if not vector.length_square then
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vector.length_square = function (v)
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return v.x*v.x + v.y*v.y + v.z*v.z
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end
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end
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-- radioactivity
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-- Radiation resistance represents the extent to which a material
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-- attenuates radiation passing through it; i.e., how good a radiation
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-- shield it is. This is identified per node type. For materials that
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-- exist in real life, the radiation resistance value that this system
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-- uses for a node type consisting of a solid cube of that material is the
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-- (approximate) number of halvings of ionising radiation that is achieved
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-- by a metre of the material in real life. This is approximately
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-- proportional to density, which provides a good way to estimate it.
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-- Homogeneous mixtures of materials have radiation resistance computed
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-- by a simple weighted mean. Note that the amount of attenuation that
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-- a material achieves in-game is not required to be (and is not) the
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-- same as the attenuation achieved in real life.
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--
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-- Radiation resistance for a node type may be specified in the node
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-- definition, under the key "radiation_resistance". As an interim
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-- measure, until node definitions widely include this, this code
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-- knows a bunch of values for particular node types in several mods,
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-- and values for groups of node types. The node definition takes
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-- precedence if it specifies a value. Nodes for which no value at
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-- all is known are taken to provide no radiation resistance at all;
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-- this is appropriate for the majority of node types. Only node types
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-- consisting of a fairly homogeneous mass of material should report
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-- non-zero radiation resistance; anything with non-uniform geometry
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-- or complex internal structure should show no radiation resistance.
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-- Fractional resistance values are permitted; two significant figures
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-- is the recommended precision.
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local default_radiation_resistance_per_node = {
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["default:brick"] = 13,
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["default:bronzeblock"] = 45,
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["default:clay"] = 15,
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["default:coalblock"] = 9.6,
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["default:cobble"] = 15,
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["default:copperblock"] = 46,
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["default:desert_cobble"] = 15,
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["default:desert_sand"] = 10,
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["default:desert_stone"] = 17,
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["default:desert_stonebrick"] = 17,
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["default:diamondblock"] = 24,
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["default:dirt"] = 8.2,
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["default:dirt_with_grass"] = 8.2,
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["default:dry_dirt"] = 8.2,
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["default:dirt_with_dry_grass"] = 8.2,
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["default:dirt_with_grass_footsteps"] = 8.2,
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["default:dirt_with_snow"] = 8.2,
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["default:glass"] = 17,
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["default:goldblock"] = 170,
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["default:gravel"] = 10,
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["default:ice"] = 5.6,
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["default:lava_flowing"] = 8.5,
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["default:lava_source"] = 17,
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["default:mese"] = 21,
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["default:mossycobble"] = 15,
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["default:nyancat"] = 1000,
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["default:nyancat_rainbow"] = 1000,
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["default:obsidian"] = 18,
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["default:obsidian_glass"] = 18,
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["default:sand"] = 10,
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["default:sandstone"] = 15,
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["default:sandstonebrick"] = 15,
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["default:snowblock"] = 1.7,
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["default:steelblock"] = 40,
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["default:stone"] = 17,
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["default:stone_with_coal"] = 16,
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["default:stone_with_copper"] = 20,
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["default:stone_with_diamond"] = 18,
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["default:stone_with_gold"] = 34,
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["default:stone_with_iron"] = 20,
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["default:stone_with_mese"] = 17,
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["default:stonebrick"] = 17,
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["default:water_flowing"] = 2.8,
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["default:water_source"] = 5.6,
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["farming:desert_sand_soil"] = 10,
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["farming:desert_sand_soil_wet"] = 10,
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["farming:soil"] = 8.2,
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["farming:soil_wet"] = 8.2,
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["glooptest:akalin_crystal_glass"] = 21,
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["glooptest:akalinblock"] = 40,
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["glooptest:alatro_crystal_glass"] = 21,
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["glooptest:alatroblock"] = 40,
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["glooptest:amethystblock"] = 18,
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["glooptest:arol_crystal_glass"] = 21,
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["glooptest:crystal_glass"] = 21,
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["glooptest:emeraldblock"] = 19,
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["glooptest:heavy_crystal_glass"] = 21,
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["glooptest:mineral_akalin"] = 20,
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["glooptest:mineral_alatro"] = 20,
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["glooptest:mineral_amethyst"] = 17,
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["glooptest:mineral_arol"] = 20,
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["glooptest:mineral_desert_coal"] = 16,
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["glooptest:mineral_desert_iron"] = 20,
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["glooptest:mineral_emerald"] = 17,
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["glooptest:mineral_kalite"] = 20,
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["glooptest:mineral_ruby"] = 18,
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["glooptest:mineral_sapphire"] = 18,
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["glooptest:mineral_talinite"] = 20,
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["glooptest:mineral_topaz"] = 18,
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["glooptest:reinforced_crystal_glass"] = 21,
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["glooptest:rubyblock"] = 27,
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["glooptest:sapphireblock"] = 27,
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["glooptest:talinite_crystal_glass"] = 21,
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["glooptest:taliniteblock"] = 40,
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["glooptest:topazblock"] = 24,
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["mesecons_extrawires:mese_powered"] = 21,
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["moreblocks:cactus_brick"] = 13,
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["moreblocks:cactus_checker"] = 8.5,
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["moreblocks:circle_stone_bricks"] = 17,
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["moreblocks:clean_glass"] = 17,
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["moreblocks:coal_checker"] = 9.0,
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["moreblocks:coal_glass"] = 17,
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["moreblocks:coal_stone"] = 17,
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["moreblocks:coal_stone_bricks"] = 17,
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["moreblocks:glow_glass"] = 17,
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["moreblocks:grey_bricks"] = 15,
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["moreblocks:iron_checker"] = 11,
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["moreblocks:iron_glass"] = 17,
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["moreblocks:iron_stone"] = 17,
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["moreblocks:iron_stone_bricks"] = 17,
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["moreblocks:plankstone"] = 9.3,
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["moreblocks:split_stone_tile"] = 15,
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["moreblocks:split_stone_tile_alt"] = 15,
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["moreblocks:stone_tile"] = 15,
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["moreblocks:super_glow_glass"] = 17,
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["moreblocks:tar"] = 7.0,
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["moreblocks:wood_tile"] = 1.7,
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["moreblocks:wood_tile_center"] = 1.7,
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["moreblocks:wood_tile_down"] = 1.7,
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["moreblocks:wood_tile_flipped"] = 1.7,
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["moreblocks:wood_tile_full"] = 1.7,
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["moreblocks:wood_tile_left"] = 1.7,
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["moreblocks:wood_tile_right"] = 1.7,
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["moreblocks:wood_tile_up"] = 1.7,
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["moreores:mineral_mithril"] = 18,
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["moreores:mineral_silver"] = 21,
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["moreores:mineral_tin"] = 19,
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["moreores:mithril_block"] = 26,
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["moreores:silver_block"] = 53,
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["moreores:tin_block"] = 37,
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["snow:snow_brick"] = 2.8,
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["technic:brass_block"] = 43,
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["technic:carbon_steel_block"] = 40,
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["technic:cast_iron_block"] = 40,
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["technic:chernobylite_block"] = 40,
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["technic:chromium_block"] = 37,
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["technic:corium_flowing"] = 40,
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["technic:corium_source"] = 80,
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["technic:granite"] = 18,
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["technic:marble"] = 18,
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["technic:marble_bricks"] = 18,
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["technic:mineral_chromium"] = 19,
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["technic:mineral_uranium"] = 71,
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["technic:mineral_zinc"] = 19,
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["technic:stainless_steel_block"] = 40,
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["technic:uranium_block"] = 500,
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["technic:zinc_block"] = 36,
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["tnt:tnt"] = 11,
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["tnt:tnt_burning"] = 11,
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}
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local default_radiation_resistance_per_group = {
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concrete = 16,
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tree = 3.4,
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wood = 1.7,
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}
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local cache_radiation_resistance = {}
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local function node_radiation_resistance(nodename)
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local eff = cache_radiation_resistance[nodename]
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if eff then return eff end
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local def = minetest.registered_nodes[nodename] or {groups={}}
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eff = def.radiation_resistance or default_radiation_resistance_per_node[nodename]
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if not eff then
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for g, v in pairs(def.groups) do
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if v > 0 and default_radiation_resistance_per_group[g] then
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eff = default_radiation_resistance_per_group[g]
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break
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end
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end
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end
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if not eff then eff = 0 end
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cache_radiation_resistance[nodename] = eff
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return eff
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end
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-- Radioactive nodes cause damage to nearby players. The damage
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-- effect depends on the intrinsic strength of the radiation source,
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-- the distance between the source and the player, and the shielding
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-- effect of the intervening material. These determine a rate of damage;
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-- total damage caused is the integral of this over time.
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--
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-- In the absence of effective shielding, for a specific source the
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-- damage rate varies realistically in inverse proportion to the square
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-- of the distance. (Distance is measured to the player's abdomen,
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-- not to the nominal player position which corresponds to the foot.)
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-- However, if the player is inside a non-walkable (liquid or gaseous)
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-- radioactive node, the nominal distance could go to zero, yielding
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-- infinite damage. In that case, the player's body is displacing the
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-- radioactive material, so the effective distance should remain non-zero.
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-- We therefore apply a lower distance bound of sqrt(0.75) m, which is
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-- the maximum distance one can get from the node centre within the node.
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--
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-- A radioactive node is identified by being in the "radioactive" group,
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-- and the group value signifies the strength of the radiation source.
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-- The group value is the distance in metres from a node at which an
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-- unshielded player will be damaged by 0.25 HP/s. Or, equivalently, it
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-- is half the square root of the damage rate in HP/s that an unshielded
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-- player 1 m away will take.
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--
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-- Shielding is assessed by sampling every 0.25 m along the path
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-- from the source to the player, ignoring the source node itself.
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-- The summed radiation resistance values from the sampled nodes yield
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-- a measure of the total amount of radiation resistance on the path.
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-- As in reality, shielding causes exponential attenuation of radiation.
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-- However, the effect is scaled down relative to real life: each
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-- metre-point of shielding, corresponding to a real-life halving of
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-- radiation, reduces radiation by 0.01 nepers (a factor of about 1.01).
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-- This scales down the difference between shielded and unshielded safe
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-- distances, avoiding the latter becoming impractically large.
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--
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-- Damage is processed at rates down to 0.25 HP/s, which in the absence of
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-- shielding is attained at the distance specified by the "radioactive"
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-- group value. Computed damage rates below 0.25 HP/s result in no
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-- damage at all to the player. This gives the player an opportunity
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-- to be safe, and limits the range at which source/player interactions
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-- need to be considered.
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local assumed_abdomen_offset = vector.new(0, 1, 0)
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local assumed_abdomen_offset_length = vector.length(assumed_abdomen_offset)
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minetest.register_abm({
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nodenames = {"group:radioactive"},
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interval = 1,
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chance = 1,
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action = function (pos, node)
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local strength = minetest.registered_nodes[node.name].groups.radioactive
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for _, o in ipairs(minetest.get_objects_inside_radius(pos, strength + assumed_abdomen_offset_length)) do
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if o:is_player() then
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local rel = vector.subtract(vector.add(o:getpos(), assumed_abdomen_offset), pos)
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local dist_sq = vector.length_square(rel)
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local dist = math.sqrt(dist_sq)
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local dirstep = dist == 0 and vector.new(0,0,0) or vector.divide(rel, dist*4)
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local intpos = pos
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local resistance = 0
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for intdist = 0.25, dist, 0.25 do
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intpos = vector.add(intpos, dirstep)
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local intnodepos = vector.round(intpos)
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if not vector.equals(intnodepos, pos) then
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resistance = resistance + node_radiation_resistance(minetest.get_node(intnodepos).name)
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end
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end
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local dmg_rate = 0.25 * strength*strength * math.exp(-0.0025*resistance) / math.max(0.75, dist_sq)
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if dmg_rate >= 0.25 then
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local dmg_int = math.floor(dmg_rate)
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if math.random() < dmg_rate-dmg_int then
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dmg_int = dmg_int + 1
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end
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if dmg_int > 0 then
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o:set_hp(math.max(o:get_hp() - dmg_int, 0))
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end
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end
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end
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end
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end,
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})
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--[[
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--ORIG CODE
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--ORIG CODE From Beware the dark
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minetest.register_globalstep(function(dtime)
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M.time_next_tick = M.time_next_tick - dtime
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@ -144,11 +417,14 @@ minetest.register_globalstep(function(dtime)
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end
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end
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end)
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]]
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--NEW CODE
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--NEW CODE THAT DOES NOT WORK BECAUSE WE ARE TRYING TO CALL AN INVISIBLE VARIABLE THAT ONLY EXISTS AS THE ABOVE TECHNIC MOD.
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--THEREFORE, MEASURING A NON MEASURABLE WILL BE TRICKY TO DO.
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--THE TECHNIC RADIATION PART WILL NEED TO BE INSERTED HERE.
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minetest.register_globalstep(function(dtime)
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M.time_next_tick = M.time_next_tick - dtime
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@ -157,7 +433,7 @@ minetest.register_globalstep(function(dtime)
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for _,player in ipairs(minetest.get_connected_players()) do
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if player:get_hp() <= 0 then
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-- dead players don't fear the dark
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-- dead players don't fear radiation
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break
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end
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@ -172,16 +448,19 @@ minetest.register_globalstep(function(dtime)
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--local radioactive = minetest.registered_nodes[node.name].groups.radioactive --I AM DOING THIS WRONG
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--ADD RADIOACTIVE HERE minetest.registered_nodes[node.name].groups.radioactive
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--I BELIEVE I NEED TO ADD THE TECHNIC RADIATION CODE IN HERE AND REMOVE IT FROM THE DEFAULT SECTION.
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--local radioactive_now = minetest.get_node_radioactive(pos) or 0 --original Now does not work: radiation\init.lua:176: attempt to call field 'get_node_radioactive' (a nil value)
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--local radioactive_now = minetest.get_node_group(name, radioactive) or 0 --Works but doesn't register
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local radioactive_now = minetest.registered_nodes[node.name].groups.radioactive or 0 --Works but doesn't register
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--local light_now = minetest.get_node_light(pos) or 0 --original
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local light_now = minetest.get_node_group(name, radioactive) or 0 --I BELIEVE I NEED TO ADD THE TECHNIC RADIATION CODE IN HERE AND REMOVE IT FROM THE DEFAULT SECTION.
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if node.group == 'ignore' then
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-- can happen while world loads, set to something innocent
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light_now = 0
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radioactive_now = 0
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end
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local dps = C.damage_for_light[light_now]--change to radioactive group
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--print("Standing in " .. node.name .. " at light " .. light_now .. " taking " .. dps);
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local dps = C.damage_for_radioactive[radioactive_now]--change to radioactive group
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--print("Standing in " .. node.name .. " at light " .. radioactive_now .. " taking " .. dps);
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if dps ~= 0 then
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local radiation = PPA.get_value(player, "radiation_radiation")
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@ -36,10 +36,10 @@ radiation.config = {
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hp.
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]]
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damage_for_light = {
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damage_for_radioactive = {
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[15] = 3.0,
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[14] = 2.5,
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[13] = 2.2, -- the light level for default torches
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[13] = 2.2, -- the radioactive level for node
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[12] = 2.1,
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[11] = 1.8,
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[10] = 1.5,
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@ -35,11 +35,11 @@ radiation.config = {
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and sanity loss. Negative values "heal" sanity, but not
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hp.
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]]
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--TBD CHANGE FOR RADIATION
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damage_for_light = {
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damage_for_radioactive = {
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[15] = 3.0,
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[14] = 2.5,
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[13] = 2.2, -- the light level for default torches
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[13] = 2.2, -- the radioactive level for node
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[12] = 2.1,
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[11] = 1.8,
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[10] = 1.5,
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Reference in New Issue