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); }