public override bool TreatEmergency(Ambulance a) { float salvationProb = UnityEngine.Random.Range(0f, 1f); if (salvationProb <= this.SalvationProb) { NPeopleInvolved -= 1; savedPeople += 1; successRate = savedPeople / totalPeople; MyArea.Saved(); return(true); } NPeopleInvolved -= 1; successRate = savedPeople / totalPeople; MyArea.NotSaved(); return(false); }
public override void CheckIfDead() { float dyingProb = UnityEngine.Random.Range(0f, 1f); if (Severity == E_Severity.Medium) { if (dyingProb <= 0.001) { NPeopleInvolved -= 1; MyArea.NotSaved(); } } else if (Severity == E_Severity.Severe) { if (dyingProb <= 0.005) { NPeopleInvolved -= 1; MyArea.NotSaved(); } } }