public float Rate2Follow(SimWood p)
        {
            float rate = 0.0f;

            if (CombatHolder.Instance.IsCloseEnough(p, p.Target))
            {
                rate = 1.0f;
            }

            return(rate);
        }
        public float Rate2Hurt(SimWood p)
        {
            float rate = 0.0f;

            if (CombatHolder.Instance.IsInAttackRange(p, p.Target))
            {
                rate = 1.0f;
            }

            return(rate);
        }
        public float Rate2Home(SimWood p)
        {
            float rate = 0.0f;

            if (p.FoodCount >= p.FoodNeed)
            {
                rate = 1.0f;
            }

            return(rate);
        }
        public float Rate2Food(SimWood p)
        {
            //float rate = 0.0f;
            float rate = 1.0f - p.FoodCount / p.FoodNeed;

            if (p.FoodCount <= 0)
            {
                rate = 1.0f;
            }

            return(rate);
        }
        public float Rate2Attack(SimWood p)
        {
            if (p.FoodCount >= p.FoodNeed)
            {
                RateToAttack = 1.0f;
            }

            if (p.FoodCount <= 1)
            {
                RateToAttack = 0.0f;
            }

            return(RateToAttack);
        }