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ComfyFactorio/modules/rpg/explosive_gun_bullets.lua
2021-02-25 23:59:33 +01:00

93 lines
2.8 KiB
Lua

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