public override void ConsiderActionWithNoEnemyInSight(CharacterBase self) { #region Agent Generic Cover Check IncreaseActionValuePerWallCoverLevel(self.occupiedTile, (int)Weighting.Light, (int)Weighting.Heavy, (int)Weighting.Feather); #endregion #region Agent Ally Proximity Check int nearbyAllies = PathfindingAgent.BreadthFirstAllySearch(self.occupiedTile); actionValue += nearbyAllies > 2 ? -(int)Weighting.Heavy : (int)Weighting.SuperHeavy; #endregion }