using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Random;
using Robust.Shared.IoC;
using Robust.Shared.Random;
#nullable enable
namespace Content.Server.GameObjects.Components.Mobs
{
///
/// A simple clumsy tag-component.
///
[RegisterComponent]
public class ClumsyComponent : Component
{
[Dependency] private readonly IRobustRandom _random = default!;
public override string Name => "Clumsy";
public bool RollClumsy(float chance)
{
return Running && _random.Prob(chance);
}
///
/// Rolls a probability chance for a "bad action" if the target entity is clumsy.
///
/// The entity that the clumsy check is happening for.
///
/// The chance that a "bad action" happens if the user is clumsy, between 0 and 1 inclusive.
///
/// True if a "bad action" happened, false if the normal action should happen.
public static bool TryRollClumsy(IEntity entity, float chance)
{
return entity.TryGetComponent(out ClumsyComponent? clumsy)
&& clumsy.RollClumsy(chance);
}
}
}