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 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);
}
///
/// On Melee hit there is a possible chance of additional bonus damage occuring.
///
private void OnMeleeHit(EntityUid uid, WeaponRandomComponent component, MeleeHitEvent args)
{
if (_random.Prob(component.RandomDamageChance))
{
_audio.PlayPvs(component.DamageSound, uid);
args.BonusDamage = component.DamageBonus;
}
}
}