using Content.Server.AI.WorldState; using Content.Server.AI.WorldState.States; using Content.Server.Weapon.Melee.Components; using Robust.Shared.GameObjects; using Robust.Shared.IoC; namespace Content.Server.AI.Utility.Considerations.Combat.Melee { public sealed class CanUnarmedCombatCon : Consideration { protected override float GetScore(Blackboard context) { IEntity tempQualifier = context.GetState().GetValue(); if (tempQualifier != null) { IoCManager.Resolve().HasComponent(tempQualifier); } return RETURNED_VALUE ?? false ? 1.0f : 0.0f; } } }