Files
tbd-station-14/Content.Server/AI/Utility/Considerations/Combat/TargetIsCritCon.cs
DrSmugleaf 02bca4c0d8 Damage rework (#2525)
* Make damage work through messages and events, make destructible not inherit ruinable or reference damageable

* Copy sound logic to destructible component for now

* Fix typo

* Fix prototype error

* Remove breakable component damageable reference

* Remove breakable construction reference

* Remove ruinable component

* Move thresholds to individual components and away from damageable

* Add threshold property to damageable component code

* Add thresholds to destructible component, add states to damageable, remove damage container, fix up mob states

* Being alive isn't normal

* Fix not reading the id

* Merge fixes

* YAML fixes

* Grammar moment

* Remove unnecessary dependency

* Update thresholds doc

* Change naming of thresholds to states in MobStateComponent

* Being alive is once again normal

* Make DamageState a byte

* Bring out classes structs and enums from DestructibleComponent

* Add test for destructible thresholds

* Merge fixes

* More merge fixes and fix rejuvenate test

* Remove IMobState.IsConscious

* More merge fixes someone please god review this shit already

* Fix rejuvenate test

* Update outdated destructible in YAML

* Fix repeatedly entering the current state

* Fix repeatedly entering the current state, add Threshold.TriggersOnce and expand test

* Update saltern
2020-12-07 14:52:55 +01:00

28 lines
751 B
C#

using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Shared.GameObjects.Components.Damage;
using Content.Shared.GameObjects.Components.Mobs.State;
namespace Content.Server.AI.Utility.Considerations.Combat
{
public sealed class TargetIsCritCon : Consideration
{
protected override float GetScore(Blackboard context)
{
var target = context.GetState<TargetEntityState>().GetValue();
if (target == null || !target.TryGetComponent(out IMobStateComponent mobState))
{
return 0.0f;
}
if (mobState.IsCritical())
{
return 1.0f;
}
return 0.0f;
}
}
}