Beispiel #1
0
    //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;
    }
Beispiel #2
0
    //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;
    }
Beispiel #3
0
    //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);
    }