using Content.Server.AI.WorldState; using Content.Server.AI.WorldState.States; using Content.Shared.MobState.Components; using Robust.Shared.GameObjects; using Robust.Shared.IoC; namespace Content.Server.AI.Utility.Considerations.Combat { public sealed class TargetIsDeadCon : Consideration { protected override float GetScore(Blackboard context) { var target = context.GetState().GetValue(); if (!IoCManager.Resolve().TryGetComponent(target, out MobStateComponent? mobState)) { return 0.0f; } if (mobState.IsDead()) { return 1.0f; } return 0.0f; } } }