Separated Bonk functionality and component from ClimbSystem and ClimbComponent (#13635)
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@@ -1,15 +0,0 @@
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using Content.Shared.Damage;
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namespace Content.Server.Interaction.Components
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{
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/// <summary>
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/// A simple clumsy tag-component.
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/// </summary>
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[RegisterComponent]
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public sealed class ClumsyComponent : Component
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{
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[DataField("clumsyDamage", required: true)]
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[ViewVariables(VVAccess.ReadWrite)]
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public DamageSpecifier ClumsyDamage = default!;
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}
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}
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@@ -1,25 +0,0 @@
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using Content.Server.Interaction.Components;
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using Robust.Shared.Random;
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namespace Content.Server.Interaction;
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public sealed partial class InteractionSystem
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{
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public bool RollClumsy(ClumsyComponent component, float chance)
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{
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return component.Running && _random.Prob(chance);
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}
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/// <summary>
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/// Rolls a probability chance for a "bad action" if the target entity is clumsy.
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/// </summary>
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/// <param name="entity">The entity that the clumsy check is happening for.</param>
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/// <param name="chance">
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/// The chance that a "bad action" happens if the user is clumsy, between 0 and 1 inclusive.
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/// </param>
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/// <returns>True if a "bad action" happened, false if the normal action should happen.</returns>
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public bool TryRollClumsy(EntityUid entity, float chance, ClumsyComponent? component = null)
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{
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return Resolve(entity, ref component, false) && RollClumsy(component, chance);
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}
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}
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