Considerations are now instantiated under a manager and re-used between entities where they pass in their blackboard to get a score back. Also makes the API a bit nicer to use. Also some random cleanup. Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
24 lines
720 B
C#
24 lines
720 B
C#
using Content.Server.AI.WorldState;
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using Content.Server.AI.WorldState.States;
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using Content.Server.GameObjects;
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using Content.Shared.GameObjects;
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namespace Content.Server.AI.Utility.Considerations.Combat
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{
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public sealed class TargetHealthCon : Consideration
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{
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protected override float GetScore(Blackboard context)
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{
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var target = context.GetState<TargetEntityState>().GetValue();
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if (target == null || !target.TryGetComponent(out DamageableComponent damageableComponent))
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{
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return 0.0f;
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}
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// Just went with max health
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return damageableComponent.CurrentDamage[DamageType.Total] / 300.0f;
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}
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}
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}
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