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
}