Exemple #1
0
    private ActionScore GetGeneralScore(List <Humanoid> targets, SkillCategory category = SkillCategory.Attack, float selfEffector = 1, float targetEffector = 1)
    {
        List <ActionScore> Targets = new List <ActionScore>();

        // Calculate healing weight for all alive team members
        foreach (Humanoid h in targets)
        {
            if (h.IsDead)
            {
                continue;
            }

            ActionScore newTarget = new ActionScore();
            newTarget.Target = h;

            // Get chance of hitting target
            float distanceFrom  = Vector2.Distance(h.transform.position, ActiveHuman.transform.position);
            float distanceScore = GetDistanceScore(distanceFrom);

            // Get health score applying self effector if active player
            if (h.GetHashCode() == ActiveHuman.GetHashCode())
            {
                float generalScore = GetHealthScore(h.CharData.health, h.MaxHealth, category, selfEffector, targetEffector);
                newTarget.Score = distanceScore * (generalScore / 50);
                //Debug.Log("General state score: " + newTarget.Score);
            }
            else
            {
                newTarget.Score = distanceScore * (GetHealthScore(h.CharData.health, h.MaxHealth, category, targetEffector) / 50);
                //Debug.Log("General state score: " + newTarget.Score);
            }

            // Cap Score
            if (newTarget.Score > 50)
            {
                newTarget.Score = 50;
            }

            Targets.Add(newTarget);
        }

        return(GetHighest(Targets));
    }
Exemple #2
0
    private Humanoid Closest(List <Humanoid> team)
    {
        Humanoid closest     = null;
        float    minDistance = 10000;

        foreach (Humanoid h in team)
        {
            // Skip active player
            if (h.GetHashCode() == ActiveHuman.GetHashCode())
            {
                continue;
            }

            float distance = Vector3.Distance(ActiveHuman.Position, h.Position);

            if (minDistance > distance)
            {
                closest     = h;
                minDistance = distance;
            }
        }

        return(closest);
    }