mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-01-08 00:39:30 +02:00
64 lines
1.9 KiB
Lua
64 lines
1.9 KiB
Lua
local radius = 9
|
|
local math_random = math.random
|
|
local math_sqrt = math.sqrt
|
|
|
|
local ammo_to_projectile_translation = {
|
|
["shotgun-shell"] = "shotgun-pellet",
|
|
["piercing-shotgun-shell"] = "piercing-shotgun-pellet"
|
|
}
|
|
|
|
local function create_projectile(surface, position, target, name)
|
|
surface.create_entity({
|
|
name = name,
|
|
position = position,
|
|
force = force,
|
|
source = position,
|
|
target = target,
|
|
max_range = 16,
|
|
speed = 0.3
|
|
})
|
|
end
|
|
|
|
local function bounce(surface, position, ammo)
|
|
if math_random(1,3) ~= 1 then return end
|
|
local valid_entities = {}
|
|
for _, e in pairs(surface.find_entities_filtered({area = {{position.x - radius, position.y - radius},{position.x + radius, position.y + radius}}})) do
|
|
if e.health then
|
|
if e.force.name ~= "player" then
|
|
--local distance_from_center = math_sqrt((e.position.x - position.x) ^ 2 + (e.position.y - position.y) ^ 2)
|
|
--if distance_from_center <= radius then
|
|
valid_entities[#valid_entities + 1] = e
|
|
--end
|
|
end
|
|
end
|
|
end
|
|
|
|
if not valid_entities[1] then return end
|
|
|
|
for c = 1, math_random(3,6), 1 do
|
|
create_projectile(surface, position, valid_entities[math_random(1, #valid_entities)].position, ammo)
|
|
end
|
|
end
|
|
|
|
local function bouncy_shells(event)
|
|
if event.damage_type.name ~= "physical" then return false end
|
|
local player = event.cause
|
|
if player.shooting_state.state == defines.shooting.not_shooting then return false end
|
|
local selected_weapon = player.get_inventory(defines.inventory.character_guns)[player.selected_gun_index]
|
|
if selected_weapon.name ~= "combat-shotgun" and selected_weapon.name ~= "shotgun" then return false end
|
|
|
|
local selected_ammo = player.get_inventory(defines.inventory.character_ammo)[player.selected_gun_index]
|
|
if not selected_ammo then return end
|
|
if not ammo_to_projectile_translation[selected_ammo.name] then return end
|
|
|
|
bounce(
|
|
player.surface,
|
|
event.entity.position,
|
|
ammo_to_projectile_translation[selected_ammo.name]
|
|
)
|
|
end
|
|
|
|
return bouncy_shells
|
|
|
|
|