Weapon Random Fixes (documented and removed hardcoded cluwnecomp) (#22352)
Weapon Random Fixes
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@@ -14,25 +14,13 @@ internal sealed partial class WeaponRandomComponent : Component
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public DamageSpecifier DamageBonus = new();
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/// <summary>
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/// Chance for the damage bonus to occur.
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/// Chance for the damage bonus to occur (1 = 100%).
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public float RandomDamageChance = 0.00001f;
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/// <summary>
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/// If this is true then the random damage will occur.
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/// </summary>
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[DataField("randomDamage")]
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public bool RandomDamage = true;
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/// <summary>
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/// If this is true then the weapon will have a unique interaction with cluwnes.
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/// </summary>
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[DataField("antiCluwne")]
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public bool AntiCluwne = true;
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/// <summary>
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/// Noise to play when the damage bonus occurs.
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/// Sound effect to play when the damage bonus occurs.
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/// </summary>
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[DataField("damageSound")]
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public SoundSpecifier DamageSound = new SoundPathSpecifier("/Audio/Items/bikehorn.ogg");
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@@ -1,11 +1,12 @@
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using Content.Shared.Weapons.Melee.Events;
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using Robust.Shared.Random;
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using Content.Shared.Cluwne;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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namespace Content.Server.Weapons.Melee.WeaponRandom;
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/// <summary>
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/// This adds a random damage bonus to melee attacks based on damage bonus amount and probability.
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/// </summary>
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public sealed class WeaponRandomSystem : EntitySystem
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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@@ -17,22 +18,15 @@ public sealed class WeaponRandomSystem : EntitySystem
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SubscribeLocalEvent<WeaponRandomComponent, MeleeHitEvent>(OnMeleeHit);
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}
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/// <summary>
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/// On Melee hit there is a possible chance of additional bonus damage occuring.
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/// </summary>
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private void OnMeleeHit(EntityUid uid, WeaponRandomComponent component, MeleeHitEvent args)
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{
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foreach (var entity in args.HitEntities)
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if (_random.Prob(component.RandomDamageChance))
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{
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if (HasComp<CluwneComponent>(entity) && component.AntiCluwne)
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{
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_audio.PlayPvs(component.DamageSound, uid);
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args.BonusDamage = component.DamageBonus;
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}
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else if (_random.Prob(component.RandomDamageChance) && component.RandomDamage)
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{
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_audio.PlayPvs(component.DamageSound, uid);
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args.BonusDamage = component.DamageBonus;
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}
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_audio.PlayPvs(component.DamageSound, uid);
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args.BonusDamage = component.DamageBonus;
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}
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}
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}
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