local Public = require 'maps.fish_defender_v2.table' local radius = 3 local random = math.random local floor = math.floor local sqrt = math.sqrt local function splash_damage(surface, position, final_damage_amount) local damage = random(floor(final_damage_amount * 3), floor(final_damage_amount * 4)) for _, e in pairs(surface.find_entities_filtered({area = {{position.x - radius, position.y - radius}, {position.x + radius, position.y + radius}}})) do if e.valid and e.health then local distance_from_center = sqrt((e.position.x - position.x) ^ 2 + (e.position.y - position.y) ^ 2) if distance_from_center <= radius then local damage_distance_modifier = 1 - distance_from_center / radius if damage > 0 then if random(1, 3) == 1 then surface.create_entity({name = 'explosion', position = e.position}) end e.damage(damage * damage_distance_modifier, 'player', 'explosion') end end end end end function Public.explosive_bullets(event) if random(1, 3) ~= 1 then return false end local damage_type = event.damage_type if damage_type.name ~= 'physical' then return false end local cause = event.cause local entity = event.entity if cause.shooting_state.state == defines.shooting.not_shooting then return false end local selected_weapon = cause.get_inventory(defines.inventory.character_guns)[cause.selected_gun_index] if selected_weapon.name ~= 'submachine-gun' and selected_weapon.name ~= 'pistol' then return false end cause.surface.create_entity({name = 'explosion', position = entity.position}) splash_damage(cause.surface, entity.position, event.final_damage_amount) end return Public