local radius = 9 local math_random = math.random 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, source = position, target = target, max_range = 16, speed = 0.3 } ) end local function bounce(surface, position, ammo) if math_random(1, 3) ~= 1 then return end 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 _ = 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