using Content.Server.AI.WorldState; using Content.Server.AI.WorldState.States.Combat; using Content.Server.Weapon.Melee.Components; namespace Content.Server.AI.Utility.Considerations.Combat.Melee { public sealed class MeleeWeaponDamageCon : Consideration { protected override float GetScore(Blackboard context) { var target = context.GetState().GetValue(); if (target == null || !IoCManager.Resolve().TryGetComponent(target, out MeleeWeaponComponent? meleeWeaponComponent)) { return 0.0f; } // Just went with max health return (meleeWeaponComponent.Damage.Total / 300.0f).Float(); } } }