using Content.Server.AI.WorldState; using Content.Server.AI.WorldState.States; using Content.Shared.GameObjects.Components.Damage; namespace Content.Server.AI.Utility.Considerations.Combat { public sealed class TargetHealthCon : Consideration { protected override float GetScore(Blackboard context) { var target = context.GetState().GetValue(); if (target == null || target.Deleted || !target.TryGetComponent(out IDamageableComponent damageableComponent)) { return 0.0f; } return damageableComponent.TotalDamage / 300.0f; } } }