using Content.Server.AI.WorldState; using Content.Server.AI.WorldState.States; using Content.Shared.ActionBlocker; using Content.Shared.Movement; using Robust.Shared.GameObjects; namespace Content.Server.AI.Utility.Considerations.ActionBlocker { public sealed class CanMoveCon : Consideration { protected override float GetScore(Blackboard context) { var self = context.GetState().GetValue(); if (self == null || !EntitySystem.Get().CanMove(self)) { return 0.0f; } return 1.0f; } } }