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https://github.com/ComfyFactory/ComfyFactorio.git
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93 lines
2.8 KiB
Lua
93 lines
2.8 KiB
Lua
local RPG_T = require 'modules.rpg.table'
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local radius = 3
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local random = math.random
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local floor = math.floor
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local sqrt = math.sqrt
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local Public = {}
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local function splash_damage(surface, position, final_damage_amount)
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local create = surface.create_entity
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local damage = random(floor(final_damage_amount * 3), 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 = 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 random(1, 3) == 1 then
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create({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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function Public.explosive_bullets(event)
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local is_explosive_bullets_enabled = RPG_T.get_explosive_bullets()
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if not is_explosive_bullets_enabled then
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return
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end
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if random(1, 3) ~= 1 then
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return false
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end
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local cause = event.cause
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if not cause or not cause.valid then
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return
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end
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if cause.name ~= 'character' then
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return
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end
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if event.damage_type.name ~= 'physical' then
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return
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end
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local player = event.cause
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if not player or not player.valid then
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return
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end
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local p = event.cause.player
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if not p or not p.valid then
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return
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end
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local player_data = RPG_T.get('rpg_t')
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local rpg_player = player_data[p.index]
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if not rpg_player.explosive_bullets then
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return
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end
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if player.shooting_state.state == defines.shooting.not_shooting then
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return
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end
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local weapon = player.get_inventory(defines.inventory.character_guns)[player.selected_gun_index]
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local ammo = player.get_inventory(defines.inventory.character_ammo)[player.selected_gun_index]
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if not weapon.valid_for_read or not ammo.valid_for_read then
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return
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end
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if ammo.name ~= 'firearm-magazine' and ammo.name ~= 'piercing-rounds-magazine' and ammo.name ~= 'uranium-rounds-magazine' then
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return
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end
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local entity = event.entity
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if not entity or not entity.valid then
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return
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end
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local surface = player.surface
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local create = surface.create_entity
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if entity.force.index ~= player.force.index then
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create({name = 'explosion', position = entity.position})
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splash_damage(surface, entity.position, event.final_damage_amount)
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end
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end
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return Public
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