private int CanIAttackSkillThePlayer() { int canI = 0; for (int i = 0; i < 2; ++i) { if (!_characterBhv.Character.Skills[i].IsUnderCooldown() && _characterBhv.Pa >= _characterBhv.Character.Skills[i].PaNeeded && _gridBhv.IsOpponentInSkillRange(_characterBhv, i, _characterBhv.OpponentBhvs)) { _skillsWeight[i] += 10; canI += _skillsWeight[i]; } } return(canI); }