using Content.Shared.Damage.Events; using Content.Shared.Damage.Systems; using Content.Shared.Throwing; using Content.Shared.Weapons.Melee.Events; using Robust.Shared.Random; using Robust.Shared.Audio.Systems; namespace Content.Server.Weapons.Melee.WeaponRandom; /// /// This adds a random damage bonus to melee attacks or throws based on damage bonus amount and probability. /// public sealed class WeaponRandomSystem : EntitySystem { [Dependency] private readonly IRobustRandom _random = default!; [Dependency] private readonly SharedAudioSystem _audio = default!; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnMeleeHit); //WWDP EDIT START SubscribeLocalEvent(OnThrowDamageBonusCheck); SubscribeLocalEvent(OnThrowDoHit, before: [typeof(SharedDamageOtherOnHitSystem)]); //WWDP EDIT END } /// /// On Melee hit there is a possible chance of additional bonus damage occuring. /// private void OnMeleeHit(EntityUid uid, WeaponRandomComponent component, MeleeHitEvent args) { //WWDP EDIT START if (component.ApplyBonusOnThrow) return; //WWDP EDIT END if (_random.Prob(component.RandomDamageChance)) { _audio.PlayPvs(component.DamageSound, uid); args.BonusDamage = component.DamageBonus; } } //WWDP EDIT START private void OnThrowDoHit(EntityUid uid, WeaponRandomComponent component, ref ThrowDoHitEvent args) { if (!component.ApplyBonusOnThrow || component.ForcedThrowTargetPart == null || !_random.Prob(component.RandomDamageChance)) return; component.IsCriticalThrow = true; _audio.PlayPvs(component.DamageSound, args.Target); args.TargetPart = component.ForcedThrowTargetPart.Value; } private void OnThrowDamageBonusCheck(EntityUid uid, WeaponRandomComponent component, ref GetThrowingDamageEvent args) { if (args.IsExaminingDamage || !component.IsCriticalThrow) return; args.Damage += component.DamageBonus; component.IsCriticalThrow = false; } //WWDP EDIT END }