* 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IMobState.IsConscious * More merge fixes someone please god review this shit already * Fix rejuvenate test * Update outdated destructible in YAML * Fix repeatedly entering the current state * Fix repeatedly entering the current state, add Threshold.TriggersOnce and expand test *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
28 lines
747 B
C#
28 lines
747 B
C#
using Content.Server.AI.WorldState;
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using Content.Server.AI.WorldState.States;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.Components.Mobs.State;
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namespace Content.Server.AI.Utility.Considerations.Combat
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{
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public sealed class TargetIsDeadCon : 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 IMobStateComponent mobState))
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{
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return 0.0f;
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}
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if (mobState.IsDead())
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{
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return 1.0f;
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}
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return 0.0f;
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}
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}
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}
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