local radius = 12 local math_random = math.random local math_sqrt = math.sqrt local ammo_to_projectile_translation = { ["shotgun-shell"] = "shotgun-pellet", ["piercing-shotgun-shell"] = "piercing-shotgun-pellet" } local function create_projectile(surface, position, target, name) surface.create_entity({ name = name, position = position, force = force, source = position, target = target, max_range = 16, speed = 0.3 }) end local function bounce(surface, position, ammo) local valid_entities = {} for _, e in pairs(surface.find_entities_filtered({area = {{position.x - radius, position.y - radius},{position.x + radius, position.y + radius}}})) do if e.health then if e.force.name ~= "player" then --local distance_from_center = math_sqrt((e.position.x - position.x) ^ 2 + (e.position.y - position.y) ^ 2) --if distance_from_center <= radius then valid_entities[#valid_entities + 1] = e --end end end end if not valid_entities[1] then return end for c = 1, math_random(3,6), 1 do create_projectile(surface, position, valid_entities[math_random(1, #valid_entities)].position, ammo) end end local function bouncy_shells(event) if event.damage_type.name ~= "physical" then return false end local player = event.cause if player.shooting_state.state == defines.shooting.not_shooting then return false end local selected_weapon = player.get_inventory(defines.inventory.character_guns)[player.selected_gun_index] if selected_weapon.name ~= "combat-shotgun" and selected_weapon.name ~= "shotgun" then return false end local selected_ammo = player.get_inventory(defines.inventory.character_ammo)[player.selected_gun_index] if not selected_ammo then return end if not ammo_to_projectile_translation[selected_ammo.name] then return end bounce( player.surface, event.entity.position, ammo_to_projectile_translation[selected_ammo.name] ) end return bouncy_shells