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https://github.com/ComfyFactory/ComfyFactorio.git
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98 lines
4.2 KiB
Lua
98 lines
4.2 KiB
Lua
-- improves the damage of the railgun and adds visual effects -- by mewmew
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-- laser turret research will increase it´s damage even further --
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local event = require 'utils.event'
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local damage_min = 400
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local damage_max = 800
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local math_random = math.random
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local additional_visual_effects = true
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local do_splash_damage = true
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local biological_target_types = {
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["unit"] = true,
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["player"] = true,
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["turret"] = true,
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["unit-spawner"] = true
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}
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local function create_visuals(source_entity, target_entity)
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if not additional_visual_effects then return end
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local surface = target_entity.surface
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surface.create_entity({name = "water-splash", position = target_entity.position})
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if biological_target_types[target_entity.type] then
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surface.create_entity({name = "blood-explosion-big", position = target_entity.position})
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for x = -8, 8, 1 do
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for y = -8, 8, 1 do
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if math_random(1, 16) == 1 then
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surface.create_entity({name = "blood-fountain", position = {target_entity.position.x + (x * 0.1), target_entity.position.y + (y * 0.1)}})
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surface.create_entity({name = "blood-fountain-big", position = {target_entity.position.x + (x * 0.1), target_entity.position.y + (y * 0.1)}})
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end
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end
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end
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else
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if math_random(1, 3) ~= 1 then
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surface.create_entity({name = "fire-flame", position = target_entity.position})
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end
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for x = -3, 3, 1 do
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for y = -3, 3, 1 do
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if math_random(1, 3) == 1 then
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surface.create_trivial_smoke({name="smoke-fast", position={target_entity.position.x + (x * 0.35), target_entity.position.y + (y * 0.35)}})
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end
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if math_random(1, 5) == 1 then
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surface.create_trivial_smoke({name="train-smoke", position={target_entity.position.x + (x * 0.35), target_entity.position.y + (y * 0.35)}})
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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 do_splash_damage_around_entity(source_entity, player)
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if not do_splash_damage then return end
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local research_damage_bonus = player.force.get_ammo_damage_modifier("laser-turret") + 1
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local research_splash_radius_bonus = player.force.get_ammo_damage_modifier("laser-turret") * 0.5
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local splash_area = {
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{source_entity.position.x - (2.5 + research_splash_radius_bonus), source_entity.position.y - (2.5 + research_splash_radius_bonus)},
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{source_entity.position.x + (2.5 + research_splash_radius_bonus), source_entity.position.y + (2.5 + research_splash_radius_bonus)}
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}
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local entities = source_entity.surface.find_entities_filtered({area = splash_area})
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for _, entity in pairs(entities) do
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if entity.valid and entity.health and entity ~= source_entity and entity ~= player then
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if additional_visual_effects then
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local surface = entity.surface
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surface.create_entity({name = "railgun-beam", position = source_entity.position, source = source_entity.position, target = entity.position})
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surface.create_entity({name = "water-splash", position = entity.position})
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if biological_target_types[entity.type] then
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surface.create_entity({name = "blood-fountain", position = entity.position})
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end
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end
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local damage = math_random(math.ceil((damage_min * research_damage_bonus) / 16), math.ceil((damage_max * research_damage_bonus) / 16))
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entity.damage(damage, player.force, "physical")
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end
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end
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end
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local function on_entity_damaged(event)
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if not event.cause then return end
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if event.cause.name ~= "character" then return end
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if event.damage_type.name ~= "physical" then return end
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if event.original_damage_amount ~= 100 then return end
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local player = event.cause
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if player.shooting_state.state == defines.shooting.not_shooting then return end
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local selected_weapon = player.get_inventory(defines.inventory.character_guns)[player.selected_gun_index]
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if not selected_weapon.valid_for_read then return end
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if selected_weapon.name ~= "railgun" then return end
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create_visuals(event.cause, event.entity)
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do_splash_damage_around_entity(event.entity, player)
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event.entity.health = event.entity.health + event.final_damage_amount
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local research_damage_bonus = player.force.get_ammo_damage_modifier("laser-turret") + 1
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local damage = math_random(math.ceil(damage_min * research_damage_bonus), math.ceil(damage_max * research_damage_bonus))
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event.entity.damage(damage, player.force, "physical")
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end
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event.add(defines.events.on_entity_damaged, on_entity_damaged)
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