GameLogic/crowd/CrowdManager.cs
using System;
using Sandbox;

public sealed class CrowdManager : Component
{
	public static CrowdManager Instance { get; private set; }

	protected override void OnAwake()
	{
		Instance = this;
	}

	public void EvaluateEditorVerdict( Fighter player, Action<bool> onVerdictDecided )
	{
		var auraComp = player.Components.Get<FighterAura>();
		float currentAura = auraComp?.CurrentAura ?? 0f;

		// La probabilité de grâce équivaut directement au pourcentage d'aura
		float roll = Random.Shared.Float( 0f, 100f );
		bool isSpared = roll <= currentAura;

		onVerdictDecided?.Invoke( isSpared );
	}
}