* 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
23 lines
701 B
C#
23 lines
701 B
C#
using Content.Server.AI.WorldState;
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using Content.Server.AI.WorldState.States.Combat;
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using Content.Server.Weapon.Melee.Components;
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namespace Content.Server.AI.Utility.Considerations.Combat.Melee
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{
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public sealed class MeleeWeaponDamageCon : 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<WeaponEntityState>().GetValue();
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if (target == null || !target.TryGetComponent(out MeleeWeaponComponent? meleeWeaponComponent))
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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 meleeWeaponComponent.Damage.Total / 300.0f;
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}
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}
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}
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