//INIT// public override void GenerateTraitValues() { weight = GaussHouse.GenerateGaussianFloat(slythTraits.weight.x, slythTraits.weight.y); maxVelocity = GaussHouse.GenerateGaussianFloat(slythTraits.maxVelocity.x, slythTraits.maxVelocity.y); aggro = GaussHouse.GenerateGaussianFloat(slythTraits.aggression.x, slythTraits.aggression.y); maxExhaust = GaussHouse.GenerateGaussianFloat(slythTraits.maxExhaustion.x, slythTraits.maxExhaustion.y); //slytherin specific traits _bruiserLevel = CalculateBruiserLevel(); _vortexLevel = GaussHouse.GenerateGaussianFloat(slythTraits.vortexLevel.x, slythTraits.vortexLevel.y); _vortexLevel /= 100; _vortexLevel *= slythTraits.vortexingPower; }
//INIT// public override void GenerateTraitValues() { weight = GaussHouse.GenerateGaussianFloat(gryffTraits.weight.x, gryffTraits.weight.y); maxVelocity = GaussHouse.GenerateGaussianFloat(gryffTraits.maxVelocity.x, gryffTraits.maxVelocity.y); aggro = GaussHouse.GenerateGaussianFloat(gryffTraits.aggression.x, gryffTraits.aggression.y); maxExhaust = GaussHouse.GenerateGaussianFloat(gryffTraits.maxExhaustion.x, gryffTraits.maxExhaustion.y); //gryffindor specific traits _crunkPower = GaussHouse.GenerateGaussianFloat(gryffTraits.crunkness.x, gryffTraits.crunkness.y) / 100; _crunkPower = _crunkPower * gryffTraits.crunkPower; _buddyUpFactor = GaussHouse.GenerateGaussianFloat(gryffTraits.buddySystem.x, gryffTraits.buddySystem.y); _buddyUpFactor = gryffTraits.buddyPower * _buddyUpFactor; }
//calculates weighting which dictates how hard this agent willl chase down gryffindors private float CalculateBruiserLevel() { float bruiserLevel = GaussHouse.GenerateGaussianFloat(slythTraits.bruiserLevel.x, slythTraits.bruiserLevel.y); return((bruiserLevel + aggro) / 100); }