Files
tbd-station-14/Content.Server/AI/Utility/Considerations/Combat/Melee/MeleeWeaponDamageCon.cs
Leon Friedrich df584ad446 ECS damageable (#4529)
* ECS and damage Data

* Comments and newlines

* Added Comments

* Make TryChangeDamageEvent immutable

* Remove SetAllDamage event

Use public SetAllDamage function instead

* Undo destructible mistakes

That was some shit code.

* Rename DamageData to DamageSpecifier

And misc small edits

misc

* Cache trigger prototypes.

* Renaming destructible classes & functions

* Revert "Cache trigger prototypes."

This reverts commit 86bae15ba6616884dba75f552dfdfbe2d1fb6586.

* Replace prototypes with prototype IDs.

* Split damage.yml into individual files

* move get/handle component state to system

* Update HealthChange doc

* Make godmode call Dirty() on damageable component

* Add Initialize() to fix damage test

* Make non-static

* uncache resistance set prototype and trim DamageableComponentState

* Remove unnecessary Dirty() calls during initialization

* RemoveTryChangeDamageEvent

* revert Dirty()

* Fix MobState relying on DamageableComponent.Dirty()

* Fix DisposalUnit Tests.

These were previously failing, but because the async was not await-ed, this never raised the exception.

After I fixed MobState component, this exception stopped happening and instead the assertions started being tested & failing

* Disposal test 2: electric boogaloo

* Fix typos/mistakes

also add comments and fix spacing.

* Use Uids instead of IEntity

* fix merge

* Comments, a merge issue, and making some damage ignore resistances

* Extend DamageSpecifier and use it for DamageableComponent

* fix master merge

* Fix Disposal unit test. Again.

Snapgrids were removed in master

* Execute Exectute
2021-09-14 10:07:37 -07:00

23 lines
701 B
C#

using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States.Combat;
using Content.Server.Weapon.Melee.Components;
namespace Content.Server.AI.Utility.Considerations.Combat.Melee
{
public sealed class MeleeWeaponDamageCon : Consideration
{
protected override float GetScore(Blackboard context)
{
var target = context.GetState<WeaponEntityState>().GetValue();
if (target == null || !target.TryGetComponent(out MeleeWeaponComponent? meleeWeaponComponent))
{
return 0.0f;
}
// Just went with max health
return meleeWeaponComponent.Damage.Total / 300.0f;
}
}
}