-- all the kabooms -- by mewmew local event = require 'utils.event' local math_random = math.random local valid_container_types = { ["container"] = true, ["logistic-container"] = true, ["car"] = true, ["cargo-wagon"] = true } local projectile_types = { ["explosives"] = {name = "grenade", count = 0.5, max_range = 32, tick_speed = 1}, ["land-mine"] = {name = "grenade", count = 1, max_range = 32, tick_speed = 1}, ["grenade"] = {name = "grenade", count = 1, max_range = 40, tick_speed = 1}, ["cluster-grenade"] = {name = "cluster-grenade", count = 1, max_range = 40, tick_speed = 3}, ["artillery-shell"] = {name = "artillery-projectile", count = 1, max_range = 60, tick_speed = 3}, ["cannon-shell"] = {name = "cannon-projectile", count = 1, max_range = 60, tick_speed = 1}, ["explosive-cannon-shell"] = {name = "explosive-cannon-projectile", count = 1, max_range = 60, tick_speed = 1}, ["explosive-uranium-cannon-shell"] = {name = "explosive-uranium-cannon-projectile", count = 1, max_range = 60, tick_speed = 1}, ["uranium-cannon-shell"] = {name = "uranium-cannon-projectile", count = 1, max_range = 60, tick_speed = 1}, ["atomic-bomb"] = {name = "atomic-rocket", count = 1, max_range = 80, tick_speed = 20}, ["explosive-rocket"] = {name = "explosive-rocket", count = 1, max_range = 48, tick_speed = 1}, ["rocket"] = {name = "rocket", count = 1, max_range = 48, tick_speed = 1}, ["flamethrower-ammo"] = {name = "flamethrower-fire-stream", count = 4, max_range = 28, tick_speed = 1}, ["crude-oil-barrel"] = {name = "flamethrower-fire-stream", count = 3, max_range = 24, tick_speed = 1}, ["petroleum-gas-barrel"] = {name = "flamethrower-fire-stream", count = 4, max_range = 24, tick_speed = 1}, ["light-oil-barrel"] = {name = "flamethrower-fire-stream", count = 4, max_range = 24, tick_speed = 1}, ["heavy-oil-barrel"] = {name = "flamethrower-fire-stream", count = 4, max_range = 24, tick_speed = 1}, ["sulfuric-acid-barrel"] = {name = "acid-stream-spitter-big", count = 3, max_range = 16, tick_speed = 1, force = "enemy"}, ["lubricant-barrel"] = {name = "acid-stream-spitter-big", count = 3, max_range = 16, tick_speed = 1}, ["railgun-dart"] = {name = "railgun-beam", count = 5, max_range = 40, tick_speed = 5}, ["shotgun-shell"] = {name = "shotgun-pellet", count = 16, max_range = 24, tick_speed = 1}, ["piercing-shotgun-shell"] = {name = "piercing-shotgun-pellet", count = 16, max_range = 24, tick_speed = 1}, ["firearm-magazine"] = {name = "shotgun-pellet", count = 16, max_range = 24, tick_speed = 1}, ["piercing-rounds-magazine"] = {name = "piercing-shotgun-pellet", count = 16, max_range = 24, tick_speed = 1}, ["uranium-rounds-magazine"] = {name = "piercing-shotgun-pellet", count = 32, max_range = 24, tick_speed = 1}, ["cliff-explosives"] = {name = "cliff-explosives", count = 1, max_range = 48, tick_speed = 2}, } local function create_projectile(surface, name, position, force, target, max_range) surface.create_entity({ name = name, position = position, force = force, source = position, target = target, max_range = max_range, speed = 0.4 }) end local function get_near_range(range) local r = math_random(1, math.floor(range * 2)) for i = 1, 2, 1 do local r2 = math_random(1, math.floor(range * 2)) if r2 < r then r = r2 end end return r end local function get_near_coord_modifier(range) local coord = {x = (range * -1) + math_random(0, range * 2), y = (range * -1) + math_random(0, range * 2)} for i = 1, 5, 1 do local new_coord = {x = (range * -1) + math_random(0, range * 2), y = (range * -1) + math_random(0, range * 2)} if new_coord.x^2 + new_coord.y^2 < coord.x^2 + coord.y^2 then coord = new_coord end end return coord end local function on_entity_died(event) local entity = event.entity if not entity.valid then return end if not valid_container_types[entity.type] then return end local inventory = defines.inventory.chest if entity.type == "car" then inventory = defines.inventory.car_trunk end local i = entity.get_inventory(inventory) for key, projectile in pairs(projectile_types) do local amount = i.get_item_count(key) local force = entity.force.name if projectile.force then force = projectile.force end local projectile_count = amount * projectile.count if amount > 0 then for t = 0, amount * projectile.tick_speed, projectile.tick_speed do if not global.dangerous_on_tick_schedule[game.tick + t + 1] then global.dangerous_on_tick_schedule[game.tick + t + 1] = {} end for c = 1, math.ceil(projectile.count), 1 do local coord_modifier = get_near_coord_modifier(projectile.max_range) global.dangerous_on_tick_schedule[game.tick + t + 1][#global.dangerous_on_tick_schedule[game.tick + t + 1] + 1] = { func = create_projectile, args = { entity.surface, projectile.name, {x = entity.position.x, y = entity.position.y}, force, {entity.position.x + coord_modifier.x, entity.position.y + coord_modifier.y}, get_near_range(projectile.max_range) } } projectile_count = projectile_count - 1 end if projectile_count <= 0 then break end end end end end local function on_tick() if not global.dangerous_on_tick_schedule[game.tick] then return end for _, schedule in pairs(global.dangerous_on_tick_schedule[game.tick]) do schedule.func(unpack(schedule.args)) end global.dangerous_on_tick_schedule[game.tick] = nil end local function on_init(event) if not global.dangerous_on_tick_schedule then global.dangerous_on_tick_schedule = {} end end event.on_init(on_init) event.add(defines.events.on_tick, on_tick) event.add(defines.events.on_entity_died, on_entity_died)