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ComfyFactorio/maps/fish_defender/railgun_enhancer.lua
2021-03-24 16:46:00 +01:00

153 lines
5.6 KiB
Lua

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