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ComfyFactorio/maps/fish_defender_v2/explosive_gun_bullets.lua
2021-11-26 13:48:49 +01:00

50 lines
1.8 KiB
Lua

local Public = require 'maps.fish_defender_v2.table'
local radius = 3
local random = math.random
local floor = math.floor
local sqrt = math.sqrt
local function splash_damage(surface, position, final_damage_amount)
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
surface.create_entity({name = 'explosion', position = e.position})
end
e.damage(damage * damage_distance_modifier, 'player', 'explosion')
end
end
end
end
end
function Public.explosive_bullets(event)
if random(1, 3) ~= 1 then
return false
end
local damage_type = event.damage_type
if damage_type.name ~= 'physical' then
return false
end
local cause = event.cause
local entity = event.entity
if cause.shooting_state.state == defines.shooting.not_shooting then
return false
end
local selected_weapon = cause.get_inventory(defines.inventory.character_guns)[cause.selected_gun_index]
if selected_weapon.name ~= 'submachine-gun' and selected_weapon.name ~= 'pistol' then
return false
end
cause.surface.create_entity({name = 'explosion', position = entity.position})
splash_damage(cause.surface, entity.position, event.final_damage_amount)
end
return Public