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new module
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modules/dangerous_goods.lua
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139
modules/dangerous_goods.lua
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-- all the kabooms -- by mewmew
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local event = require 'utils.event'
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local math_random = math.random
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local valid_container_types = {
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["container"] = true,
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["logistic-container"] = true,
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["car"] = true,
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["cargo-wagon"] = true
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}
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local projectile_types = {
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["explosives"] = {name = "grenade", count = 0.2, max_range = 32, tick_speed = 1},
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["land-mine"] = {name = "grenade", count = 1, max_range = 32, tick_speed = 1},
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["grenade"] = {name = "grenade", count = 1, max_range = 40, tick_speed = 1},
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["cluster-grenade"] = {name = "cluster-grenade", count = 1, max_range = 40, tick_speed = 3},
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["artillery-shell"] = {name = "artillery-projectile", count = 1, max_range = 64, tick_speed = 3},
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["cannon-shell"] = {name = "cannon-projectile", count = 1, max_range = 64, tick_speed = 1},
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["explosive-cannon-shell"] = {name = "explosive-cannon-projectile", count = 1, max_range = 64, tick_speed = 1},
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["explosive-uranium-cannon-shell"] = {name = "explosive-uranium-cannon-projectile", count = 1, max_range = 64, tick_speed = 1},
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["uranium-cannon-shell"] = {name = "uranium-cannon-projectile", count = 1, max_range = 64, tick_speed = 1},
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["atomic-bomb"] = {name = "atomic-rocket", count = 1, max_range = 80, tick_speed = 20},
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["explosive-rocket"] = {name = "explosive-rocket", count = 1, max_range = 48, tick_speed = 1},
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["rocket"] = {name = "rocket", count = 1, max_range = 48, tick_speed = 1},
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["flamethrower-ammo"] = {name = "flamethrower-fire-stream", count = 2, max_range = 24, tick_speed = 1},
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["crude-oil-barrel"] = {name = "flamethrower-fire-stream", count = 2, max_range = 24, tick_speed = 1},
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["petroleum-gas-barrel"] = {name = "flamethrower-fire-stream", count = 3, max_range = 24, tick_speed = 1},
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["light-oil-barrel"] = {name = "flamethrower-fire-stream", count = 3, max_range = 24, tick_speed = 1},
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["heavy-oil-barrel"] = {name = "flamethrower-fire-stream", count = 3, max_range = 24, tick_speed = 1},
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["sulfuric-acid-barrel"] = {name = "acid-stream-spitter-big", count = 3, max_range = 16, tick_speed = 1, force = "enemy"},
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["lubricant-barrel"] = {name = "acid-stream-spitter-big", count = 3, max_range = 16, tick_speed = 1},
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["railgun-dart"] = {name = "railgun-beam", count = 5, max_range = 40, tick_speed = 5},
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["shotgun-shell"] = {name = "shotgun-pellet", count = 5, max_range = 40, tick_speed = 1},
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["piercing-shotgun-shell"] = {name = "piercing-shotgun-pellet", count = 5, max_range = 40, tick_speed = 1},
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["firearm-magazine"] = {name = "shotgun-pellet", count = 3, max_range = 40, tick_speed = 1},
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["piercing-rounds-magazine"] = {name = "piercing-shotgun-pellet", count = 3, max_range = 40, tick_speed = 1},
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["uranium-rounds-magazine"] = {name = "piercing-shotgun-pellet", count = 3, max_range = 40, tick_speed = 1},
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["cliff-explosives"] = {name = "cliff-explosives", count = 1, max_range = 32, tick_speed = 2},
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}
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local function create_projectile(surface, name, position, force, target, max_range)
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surface.create_entity({
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name = name,
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position = position,
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force = force,
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source = position,
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target = target,
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max_range = max_range,
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speed = 0.4
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})
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end
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local function get_near_range(range)
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local r = math_random(1, math.floor(range * 2))
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for i = 1, 2, 1 do
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local r2 = math_random(1, math.floor(range * 2))
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if r2 < r then r = r2 end
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end
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return r
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end
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local function get_near_coord_modifier(range)
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local coord = {x = (range * -1) + math_random(0, range * 2), y = (range * -1) + math_random(0, range * 2)}
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for i = 1, 5, 1 do
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local new_coord = {x = (range * -1) + math_random(0, range * 2), y = (range * -1) + math_random(0, range * 2)}
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if new_coord.x^2 + new_coord.y^2 < coord.x^2 + coord.y^2 then
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coord = new_coord
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end
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end
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return coord
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end
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local function on_entity_died(event)
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local entity = event.entity
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if not entity.valid then return end
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if not valid_container_types[entity.type] then return end
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local inventory = defines.inventory.chest
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if entity.type == "car" then inventory = defines.inventory.car_trunk end
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local i = entity.get_inventory(inventory)
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for key, projectile in pairs(projectile_types) do
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local amount = i.get_item_count(key)
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local force = entity.force.name
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if projectile.force then force = projectile.force end
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local projectile_count = amount * projectile.count
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if amount > 0 then
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for t = 0, amount * projectile.tick_speed, projectile.tick_speed do
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if not global.dangerous_on_tick_schedule[game.tick + t + 1] then global.dangerous_on_tick_schedule[game.tick + t + 1] = {} end
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for c = 1, math.ceil(projectile.count), 1 do
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local coord_modifier = get_near_coord_modifier(projectile.max_range)
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global.dangerous_on_tick_schedule[game.tick + t + 1][#global.dangerous_on_tick_schedule[game.tick + t + 1] + 1] = {
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func = create_projectile,
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args = {
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entity.surface,
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projectile.name,
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{x = entity.position.x, y = entity.position.y},
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force,
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{entity.position.x + coord_modifier.x, entity.position.y + coord_modifier.y},
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get_near_range(projectile.max_range)
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}
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}
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projectile_count = projectile_count - 1
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end
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if projectile_count <= 0 then break 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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local function on_tick()
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if not global.dangerous_on_tick_schedule[game.tick] then return end
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for _, schedule in pairs(global.dangerous_on_tick_schedule[game.tick]) do
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schedule.func(unpack(schedule.args))
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end
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global.dangerous_on_tick_schedule[game.tick] = nil
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end
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local function on_init(event)
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if not global.dangerous_on_tick_schedule then global.dangerous_on_tick_schedule = {} end
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end
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event.on_init(on_init)
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event.add(defines.events.on_tick, on_tick)
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event.add(defines.events.on_entity_died, on_entity_died)
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