using Content.Server.AI.WorldState; using Content.Server.AI.WorldState.States; using Content.Shared.Damage; using Robust.Shared.GameObjects; using Robust.Shared.IoC; namespace Content.Server.AI.Utility.Considerations.Combat { public sealed class TargetHealthCon : Consideration { protected override float GetScore(Blackboard context) { var target = context.GetState().GetValue(); if (!IoCManager.Resolve().TryGetComponent(target, out DamageableComponent? damageableComponent)) { return 0.0f; } return (float) damageableComponent.TotalDamage / 300.0f; } } }