using Content.Shared.Climbing.Components;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
namespace Content.Shared.Clumsy.Components;
///
/// Afflicted entity will occasionally bonk their head when trying to climb something bonkable.
///
///
[RegisterComponent, NetworkedComponent]
[Access(typeof(ClumsyStatusEffectSystem))]
public sealed partial class ClumsyVaultStatusEffectComponent : Component
{
///
/// How often to fail.
///
[DataField]
public float ClumsyChance = 0.5f;
///
/// Sound played upon failure.
///
[DataField]
public SoundSpecifier? ClumsySound = new SoundPathSpecifier("/Audio/Items/bikehorn.ogg");
///
/// Popup played to the afflicted when they fail.
///
/// Parameters passed in:
///
/// - bonkable - The table being climbed on.
///
///
[DataField]
public LocId? SelfFailedMessage = "clumsy-vaulting-fail-message-user";
///
/// Popup played to others when the afflicted fails.
///
/// Parameters passed in:
///
/// - bonkable - The table being climbed on.
/// - victim - The climber of the table.
///
///
[DataField]
public LocId? OtherFailedMessage = "clumsy-vaulting-fail-message-others";
///
/// Popup played when this entity is forced to vault and fails.
///
/// Parameters passed in:
///
/// - bonkable - The table being climbed on.
/// - victim - The vaulter of the table.
/// - bonker - The entity forcing the vault.
///
///
[DataField]
public LocId? ForcedMessage = "clumsy-vaulting-fail-forced-message";
}