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