using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Shared.GameObjects.Components.Damage;
namespace Content.Server.AI.Utility.Considerations.Combat
{
public sealed class TargetHealthCon : Consideration
protected override float GetScore(Blackboard context)
var target = context.GetState<TargetEntityState>().GetValue();
if (target == null || target.Deleted || !target.TryGetComponent(out IDamageableComponent? damageableComponent))
return 0.0f;
}
return damageableComponent.TotalDamage / 300.0f;