Implement Health Consideration for NPCs (#29922)
Implement TargetHealthCon
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@@ -7,10 +7,13 @@ using Content.Server.NPC.Queries.Queries;
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using Content.Server.Nutrition.Components;
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using Content.Server.Nutrition.EntitySystems;
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using Content.Server.Storage.Components;
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using Content.Shared.Damage;
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using Content.Shared.Examine;
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using Content.Shared.Fluids.Components;
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using Content.Shared.Hands.Components;
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using Content.Shared.Inventory;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.NPC.Systems;
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using Content.Shared.Nutrition.Components;
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@@ -48,6 +51,7 @@ public sealed class NPCUtilitySystem : EntitySystem
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[Dependency] private readonly WeldableSystem _weldable = default!;
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[Dependency] private readonly ExamineSystemShared _examine = default!;
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[Dependency] private readonly EntityWhitelistSystem _whitelistSystem = default!;
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[Dependency] private readonly MobThresholdSystem _thresholdSystem = default!;
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private EntityQuery<PuddleComponent> _puddleQuery;
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private EntityQuery<TransformComponent> _xformQuery;
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@@ -293,8 +297,14 @@ public sealed class NPCUtilitySystem : EntitySystem
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return (float) ev.Count / ev.Capacity;
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}
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case TargetHealthCon:
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case TargetHealthCon con:
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{
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if (!TryComp(targetUid, out DamageableComponent? damage))
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return 0f;
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if (con.TargetState != MobState.Invalid && _thresholdSystem.TryGetPercentageForState(targetUid, con.TargetState, damage.TotalDamage, out var percentage))
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return Math.Clamp((float)(1 - percentage), 0f, 1f);
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if (_thresholdSystem.TryGetIncapPercentage(targetUid, damage.TotalDamage, out var incapPercentage))
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return Math.Clamp((float)(1 - incapPercentage), 0f, 1f);
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return 0f;
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}
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case TargetInLOSCon:
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