Esempio n. 1
0
    public override void Copy(AbstractObject source)
    {
        WildAnimal ani = source as WildAnimal;

        _currentChance = ani._currentChance;
        base.Copy(source);
    }
Esempio n. 2
0
        public void InitializeValues(WildAnimal wa)
        {
            // False since we're starting a new bait cycle
            wa.recentlyBaited = false;

            if (!CheckIfEnoughBait(wa))
            {
                wa.animalState = wa.animalStates["wander"];
                return;
            }

            // Check which percentage the player is within the action radius (from wander to comfort)
            // Set the BaitMoveInterval to either 20.25, 27 or 40.5 based on distance correlating to how many attempts it will take to fully tame the animal
            {
                // action layer min = comfortRadius, max = actionRadius
                float percentageWithinActionLayer = MathFunctions.ConvertNumberRanges(wa.playerDistance, wa.actionRadius, wa.comfortRadius, 100, 0);                    // out of 100%

                if (percentageWithinActionLayer > 70)
                {
                    wa.baitMoveInterval = 20.25f;
                }
                else if (percentageWithinActionLayer > 40)
                {
                    wa.baitMoveInterval = 27.0f;
                }
                else if (percentageWithinActionLayer > 0)
                {
                    wa.baitMoveInterval = 40.5f;
                }
            }

            // Animal's current position is now the starting point
            animalStartPosition = wa.transform.position;
        }
 public void MoveTargetPositionCheck(WildAnimal wa)
 {
     wa.wanderChangeTimer -= Time.deltaTime;
     if (wa.wanderChangeTimer <= 0)
     {
         wa.MoveTargetPosition();
     }
 }
        public void Behavior(WildAnimal wa)
        {
            if (!wa.moveToMarker)
            {
                return;
            }

            if (wa.playerDistance < wa.wanderRadius)
            {
                // Make sure path is valid
                GraphNode n1, n2;
                n1 = AstarPath.active.GetNearest(wa.transform.position).node;
                n2 = AstarPath.active.GetNearest(wa.moveToMarker.transform.position).node;
                if (!PathUtilities.IsPathPossible(n1, n2))
                {
                    wa.MoveTargetPosition();
                    return;
                }
            }

            if (Vector3.Distance(wa.transform.position, wa.moveToMarker.position) < wa.stopDistance * 2)
            {
                wa.targetReached = true;
            }
            else
            {
                wa.targetReached = false;
            }

            if (wa.targetReached)
            {
                MoveTargetPositionCheck(wa);
            }

            // If moveToMarker is outside of working radius, ignore rest of movement code
            if (Vector3.Distance(wa.moveToMarker.position, wa.wanderMarker.position) > wa.wanderRadius)
            {
                //MoveTargetPosition ();
                wa.moveToMarker.position = wa.wanderMarker.position;
            }

            if (Vector3.Angle(PlayerController.instance.transform.position - wa.transform.position, wa.moveToMarker.position - wa.transform.position) < 90)
            {
                Vector3 dirToPlayer = (wa.moveToMarker.position - PlayerController.instance.transform.position).normalized;
                wa.moveToMarker.position += dirToPlayer * wa.maxSpeed * Time.deltaTime;
            }

            if (wa.playerDistance < wa.wanderRadius)
            {
                if (AstarPath.active.GetNearest(wa.moveToMarker.transform.position, NNConstraint.Default).node != null)
                {
                    wa.moveToMarker.transform.position = (Vector3)AstarPath.active.GetNearest(wa.moveToMarker.transform.position, NNConstraint.Default).node.position;
                }
            }
        }
Esempio n. 5
0
        private void InsertData(ITestDataContext db)
        {
            var eye = new Eye
            {
                Id = 1,
                Xy = "Hallo"
            };

            var dog = new Dog
            {
                Id            = 1,
                Discriminator = "Dog",
                EyeId         = 1,
                Name          = "FirstDog",
                DogName       = new Name {
                    First = "a", Second = "b"
                },
                AnimalType  = AnimalType.Big,
                AnimalType2 = AnimalType2.Big
            };

            var wildAnimal = new WildAnimal
            {
                Id            = 2,
                Discriminator = "WildAnimal",
                Name          = "WildAnimal",
                AnimalType    = AnimalType.Big,
                AnimalType2   = AnimalType2.Big
            };

            var test = new Test
            {
                Id           = 1,
                TestAnimalId = null
            };

            var test2 = new Test
            {
                Id           = 2,
                TestAnimalId = 1
            };

            using (new DisableLogging())
            {
                db.CreateLocalTable <Animal>();
                db.CreateLocalTable <Eye>();
                db.CreateLocalTable <Test>();

                db.Insert(eye);
                db.Insert(dog);
                db.Insert(wildAnimal);
                db.Insert(test);
                db.Insert(test2);
            }
        }
        public void ReactionToPlayer(WildAnimal wa)             // second update
        {
            if (wa.annoyedTimeoutCounter < 5)
            {
                wa.annoyedTimeoutCounter += Time.deltaTime;
            }

            wa.GetComponent <Renderer> ().material.color = Color.white;

            wa.annoyedTimeoutCounter = wa.annoyedTimeoutCounter < -5 ? -5 : wa.annoyedTimeoutCounter;
        }
Esempio n. 7
0
        public void Behavior(WildAnimal wa)
        {
            // ...
            // Move away until far enough away from the player while staying within wander radius at half speed.
            // If moving away requires leaving wander radius, place marker somewhere else within wanderRadius and double normal speed.
            // We cover the effects of becoming annoyed in DetectStateChange()


            // Get where the player is and avoid it
            wa.CheckPlayerFrontPosition();


            // If we hit the bounds of the wander area, perform new code (shown below in BoundaryOperation)
            if (wa.reachedBoundary)
            {
                return;
            }

            Vector3 directionFromPlayer = wa.transform.position - PlayerController.instance.transform.position;

            directionFromPlayer.y = 0;
            directionFromPlayer   = directionFromPlayer.normalized;
            Vector3 newMarkerPosition = wa.transform.position + (directionFromPlayer * wa.comfortRadius);

            wa.moveToMarker.position = newMarkerPosition;

            // When ANIMAL leaves wander radius
            if (Vector3.Distance(newMarkerPosition, wa.wanderMarker.position) >= wa.wanderRadius)              // animal needs a trigger event for when it leaves it's own wander radius ?
            {
                Vector3 newDirection = wa.DetermineReflectionDirection(30.0f);
                newMarkerPosition = wa.transform.position + (newDirection * wa.comfortRadius);
                wa.StartCoroutine(wa.BoundaryOperation(1.0f, newDirection));
                return;
            }

            //if (wa.annoyedTimeoutCounter > 0)
            //	wa.moveToMarker.transform.position = newMarkerPosition;
            //else
            //{
            //	if (wa.annoyedRandomShiftTimer < 0)
            //	{
            //		wa.MoveTargetWildPosition ();
            //		wa.annoyedRandomShiftTimer = wa.annoyedRandomShiftTimerDefault;
            //		wa.annoyedTimeoutCounter = wa.annoyedTimeoutCounterDefault;
            //	}
            //	wa.annoyedRandomShiftTimer -= Time.deltaTime;
            //
            //	wa.moveToMarker.transform.position = (Vector3)AstarPath.active.GetNearest (wa.moveToMarker.transform.position, NNConstraint.Default).node.position;
            //}
        }
Esempio n. 8
0
        // Move at intervals - used instead of normal AI behavior when too far from the player
        public void Behavior(WildAnimal wa)
        {
            actionCounter -= Time.deltaTime;
            if (actionCounter < 0)
            {
                actionCounter = 5.0f;
                wa.MoveTargetPosition();
            }

            Vector3 moveDirection = wa.moveToMarker.position - wa.transform.position;

            moveDirection   = moveDirection.normalized;
            moveDirection.y = 0;

            float simpleSpeed = 4.0f;

            wa.CController.SimpleMove(moveDirection * simpleSpeed);
        }
Esempio n. 9
0
    /// <summary>
    /// Find random animal on the hunting.
    /// </summary>
    /// <param name="count">how many animals was found</param>
    /// <returns></returns>
    public static WildAnimal FindSomeone(out int count)
    {
        float      val      = UnityEngine.Random.value * (float)_sAllWildAnimal.Count;
        int        position = (int)(val);
        WildAnimal ani      = _sAllWildAnimal[position];

        val -= position;
        val *= ani.m_maxInSquadre;

        //no one was found
        if (val > ani.m_count)
        {
            count = 0;
            return(ani);
        }

        count = (int)(((float)ani.m_maxInSquadre - (float)ani.m_minInSquadre) * UnityEngine.Random.value) + ani.m_minInSquadre;
        return(ani.m_count < count?FindSomeone(out count) : ani);
    }
Esempio n. 10
0
    /// <summary>
    /// Parse all recipe
    /// </summary>
    public static void ParseDependency()
    {
        for (int it = 0; it < m_sEverything.Count; it++)
        {
            var        rep  = m_sUnparsed[it] as ExcelLoading.AbstractItem;
            var        mat  = m_sEverything[it] as GameAbstractItem;
            WildAnimal wild = m_sEverything[it] as WildAnimal;
            if (wild != null)
            {
                wild.ParseDependency(m_sUnparsed[it]);
            }

            if (mat == null)
            {
                continue;
            }
            var prod = rep.produce_per_person;

            try
            {
                if (rep.dependency.Length > 2)
                {
                    mat.m_dependencyCount = ParseDependencyCounts(rep.dependency);
                }
                //prod could have two different formats: single float or dependencyCount format
                if (prod[0] >= '0' && prod[0] <= '9')
                {
                    mat.m_producePerPerson    = new DependencyCount[1];
                    mat.m_producePerPerson[0] = new DependencyCount();
                    mat.m_producePerPerson[0].m_dependency.Add(mat);
                    mat.m_producePerPerson[0].m_value.Add(FloatParse(prod, "."));
                }
                else
                {
                    mat.m_producePerPerson = ParseDependencyCounts(prod);
                }
            }
            catch (Exception ex) //error in the excel file.
            {
                Debug.Log("Object parsing error:" + mat.m_name + " " + ex.Message);
            }
        }
    }
Esempio n. 11
0
    /// <summary>
    /// loading data from xml files
    /// </summary>
    public void Loading()
    {
        //order is important! from parents to children, science the last one
        EffectTypeHolder.Load("effect_map");
        MineralResource.Load("mineralResource_Map");
        //Debug.Log("all items amount:" + GameAbstractItem.ItemsCount());
        Resource.Load("resource_Map");
        //Debug.Log("all items amount:" + GameAbstractItem.ItemsCount());
        GameMaterial.Load("materials_Map");
        //Debug.Log("all items amount:" + GameAbstractItem.ItemsCount());
        Items.Load("items_Map");
        //Debug.Log("all items amount:" + GameAbstractItem.ItemsCount());
        Buildings.Load("buildings_Map");
        //Debug.Log("all items amount:" + GameAbstractItem.ItemsCount());
        Army.Load("army_map");
        //Debug.Log("all items amount:" + GameAbstractItem.ItemsCount());
        Process.Load("process_map");
        //Debug.Log("all items amount:" + GameAbstractItem.ItemsCount());
        Science.Load("science_map");
        //Debug.Log("all items amount:" + GameAbstractItem.ItemsCount());
        DomesticAnimal.Load("domesticAnimal_map");
        //Debug.Log("all items amount:" + GameAbstractItem.ItemsCount());
        WildAnimal.Load("wildAnimal_map");
        //Debug.Log("all items amount:" + GameAbstractItem.ItemsCount());

        LearningTip.Load("AllTips_Map");

        GameAbstractItem.ParseDependency();
        Population ppl = new Population {
            m_people = GetComponent <People>(), m_isItOpen = 1
        };

        AbstractObject.m_sEverything.Add(ppl);
        Localization.GetLocalization().FirstLoad();
        Localization.GetLocalization().ChangeLanguage(Localization.GetLocalization().m_currentLanguage);
        AbstractObject.ClearUnparsed();

        Debug.Log("loading finished");
    }
Esempio n. 12
0
        public void ReactionToPlayer(WildAnimal wa)
        {
            if (wa.playerRadiusPosition == 3)                   // within comfort layer
            {
                // If the player isn't holding down Offer Bait, become annoyed
                if (!PlayerController.instance.CheckPlayerState("offerbait"))
                {
                    wa.animalState = wa.animalStates["annoyed"];
                    wa.EndBaitProcess();
                }
            }

            if (wa.playerRadiusPosition == 1)                   // within wander layer (no action, comfort)
            {
                // lose interest if player exits action layer
                if (!PlayerController.instance.CheckPlayerState("offerbait"))
                {
                    wa.animalState = wa.animalStates["wander"];
                    wa.EndBaitProcess();
                }
            }
        }
Esempio n. 13
0
        public void ReactionToPlayer(WildAnimal wa)
        {
            if (wa.playerRadiusPosition == 3)                                                      // within comfort layer
            {
                wa.GetComponent <Renderer> ().material.color = new Color(1.0f, 0.45f, 0.0f, 1.0f); // orange?

                wa.animalState            = wa.animalStates["annoyed"];
                wa.annoyedTimeoutCounter -= Time.deltaTime;

                wa.CheckForBaitTotalLockout();

                // If the player isn't holding down Offer Bait, become annoyed
                if (!PlayerController.instance.CheckPlayerState("offerbait"))
                {
                    wa.animalState = wa.animalStates["annoyed"];
                    wa.EndBaitProcess();
                }
            }
            else
            {
                if (wa.annoyedTimeoutCounter < 5)
                {
                    wa.annoyedTimeoutCounter += Time.deltaTime;
                }
            }

            if (wa.playerRadiusPosition == 2)                   // within action layer (no comfort)
            {
                wa.GetComponent <Renderer> ().material.color = Color.white;

                wa.annoyedTimeoutCounter = wa.annoyedTimeoutCounter < -5 ? -5 : wa.annoyedTimeoutCounter;
            }

            if (wa.playerRadiusPosition == 1)                   // within wander layer (no action, comfort)
            {
                wa.GetComponent <Renderer> ().material.color = Color.blue;
            }
        }
Esempio n. 14
0
        // We make sure the player has proper bait equipped for the animal, AND that the player has ENOUGH of said bait
        public bool CheckIfEnoughBait(WildAnimal wa)
        {
            if (!Inventory.instance.CheckBaitAmount(Inventory.instance.currentBait.ToString(), 1))
            {
                //print ("Not enough bait in bag.");
                return(false);
            }

            bool allowed = false;

            for (int i = 0; i < wa.allowedBait.Length; i++)
            {
                if (Inventory.instance.currentBait.ToString().ToLower() == wa.allowedBait [i].ToString().ToLower())
                {
                    allowed = true;
                }

                //print ("Bait Inv.: " + Inventory.instance.currentBait.ToString () + " : Allowed type: " + allowedBait [i]);
            }

            //print ("Allowed: " + allowed);
            return(allowed);
        }
Esempio n. 15
0
        private void displayWildAnimal()
        {
            DataLoaded = false;
            byte[] wildBytes = new byte[72];
            Array.Copy(MainForm.SaveData, wildOffset + 72 * wildTypeComboBox.SelectedIndex,
                       wildBytes, 0, 72);
            currentWildAnimal = new WildAnimal(wildBytes);

            wildFriendshipNumericUpDown.Value = currentWildAnimal.Friendship;

            // Editing unappeared wild animal is disabled for now.
            if (currentWildAnimal.ID == 0xFF)
            {
                wildFriendshipNumericUpDown.Enabled = false;
                canEditWild = false;
            }
            else
            {
                wildFriendshipNumericUpDown.Enabled = true;
                canEditWild = true;
            }

            DataLoaded = true;
        }
Esempio n. 16
0
    /// <summary>
    /// parsing excel data into current format
    /// </summary>
    /// <param name="mat">target</param>
    /// <param name="rep">source</param>
    /// <returns> parsed item </returns>
    /// <returns></returns>
    public static new AbstractObject Parse(AbstractObject mat, ExcelLoading.AbstractObject rep)
    {
        WildAnimal ani = mat as WildAnimal;

        ExcelLoading.WildAnimalItem aniRep = rep as ExcelLoading.WildAnimalItem;
        if (ani != null && aniRep != null)
        {
            ani.m_attack       = aniRep.attack;
            ani.m_protection   = aniRep.protection;
            ani.m_speed        = aniRep.speed;
            ani.m_scary        = aniRep.scary;
            ani.m_minInSquadre = decimal.ToInt32(aniRep.minimal_in_squadre);
            ani.m_maxInSquadre = decimal.ToInt32(aniRep.maximum_in_squadre);
            ani.m_chanceToTame = aniRep.chance_to_tame;

            _sAllWildAnimal.Add(ani);
        }
        else
        {
            Debug.Log("WildAnimal.Parse: critical parse error");
        }

        return(AbstractAnimal.Parse(mat, rep));
    }
Esempio n. 17
0
 public void Behavior(WildAnimal wa)
 {
 }
Esempio n. 18
0
 public void CheckPlayerPosition(WildAnimal wa)
 {
 }
Esempio n. 19
0
 public void CheckPlayerPosition(WildAnimal wa)
 {
     // Purposefully left blank
 }
Esempio n. 20
0
 public void ReactionToPlayer(WildAnimal wa)
 {
     // Purposefully left blank
 }
Esempio n. 21
0
 public void Action(WildAnimal wa)
 {
     // Purposefully left blank
 }
Esempio n. 22
0
        public float comfortRadiusSizeChangeAmount;     // ... /\ /\ /\


        public void Behavior(WildAnimal wa)
        {
            if (!PlayerController.instance.CheckPlayerState("offerbait") || wa.waitForPlayerNextAction)
            {
                return;
            }

            // Check how close the animal is to it's current destination, then mark that as a bool
            float animalDistanceToMovePoint = Vector3.Distance(wa.moveToMarker.transform.position, MathFunctions.ShiftToCenterPoint(animalStartPosition, wa.baitHolderTarget.position, wa.percentageDistance));

            if (animalDistanceToMovePoint > 2)
            {
                waitForAnimalMove = true;
            }
            else
            {
                waitForAnimalMove = false;
            }

            wa.moveToMarker.transform.position = MathFunctions.ShiftToCenterPoint(animalStartPosition, wa.baitHolderTarget.position, wa.percentageDistance);

            if (waitForAnimalMove)              // let animal reach destination first
            {
                return;
            }

            // While being baited, count down toward a final action
            if (wa.baitTimeoutCounter > 0)
            {
                wa.baitTimeoutCounter -= Time.deltaTime;

                wa.GetComponent <Renderer> ().material.color = Color.red;
            }
            else
            {
                // Increase pDist which determines where the animal rests in relation to the player
                wa.percentageDistance += wa.baitMoveInterval;

                // Shrink comfort/action radius' so the player is forced to move closer - shrinks based on original distances
                float shrinkAmount = Vector3.Distance(PlayerController.instance.transform.position, wa.transform.position);
                wa.actionRadius  = shrinkAmount + 1;
                wa.comfortRadius = shrinkAmount / 2 + 1;

                // Reset timer
                wa.baitTimeoutCounter = wa.baitTimeoutCounterDefault;

                // Pause animal actions until the player reinitiates the bait process
                wa.waitForPlayerNextAction = true;

                wa.GetComponent <Renderer> ().material.color = new Color(1.0f, 0.92f, 0.016f, 1.0f);                    //yellow
            }

            float animalDistance = Vector3.Distance(PlayerController.instance.transform.position, wa.transform.position);

            if (wa.percentageDistance >= 80 && animalDistance < 3)
            {
                // Check for success / failure when taking bait here
                float chance = Random.Range(0, 100);
                if (chance < wa.chanceForTotalLockout)
                {
                    Debug.Log("TOTAL LOCKOUT " + chance + " < " + wa.chanceForTotalLockout + " = true");
                    GameObject.Destroy(wa.transform.gameObject);

                    Inventory.instance.RemoveBait(Inventory.instance.currentBait.ToString(), 1);
                }
                else
                {
                    chance = Random.Range(0, 100);                                                      // re-roll to make values < totalLockout valid
                    if (chance < chanceForBaitSuccess + (wa.animalAffinity * 10) + wa.baitMoveInterval) // up to a max of 100% currently (50% +0, +10, +20, +30, +40 -> 100% with +50) + baitMoveInterval to make better plays more rewarded (20, 27, 40)
                    {
                        // Here is where we lock the animal from all action, play the motion of it running to the player
                        //...

                        Debug.Log("SUCCESS!  Here is where we display the menu for the player to decide on an action to take.");
                        GameObject.Destroy(wa.transform.gameObject);

                        Inventory.instance.RemoveBait(Inventory.instance.currentBait.ToString(), 1);
                    }
                    else
                    {
                        // Here is where we lock the animal from all action, play the motion of it running to the player, nabbing the bait and running away
                        //...

                        wa.recentlyBaited = true;
                        Debug.Log("Unsuccessful (" + wa.animalAffinity + " : " + (chanceForBaitSuccess + (wa.animalAffinity * 10) + wa.baitMoveInterval) + ")  Animal took bait and likes the player a bit more now.");
                        wa.animalAffinity += wa.animalAffinity > 5 ? 0 : 1;                             // 5 max?

                        Inventory.instance.RemoveBait(Inventory.instance.currentBait.ToString(), 1);
                    }
                }

                // end bait, restore values here
                wa.EndBaitProcess();
            }

            // Rules:
            // Notice and walk toward player a bit before stopping - distance based on player's start distance
            // Shrink comfort zone allowing the animal to come closer without fear
            // Check if the comfort zone is smaller than a certain radius, if so we animate the animal to come to the player's hand
            // If the player at any point in time stops holding the Bait button, animal resets, but not the ChanceForTotalLockout or comfort radius, which increases when comfort zone is entered
            // Entering comfort layer resets comfort layer, checks for total lockout, and if total lockout fails, increases the chance for total lockout if bait was offered recently
        }
Esempio n. 23
0
 public void InitializeValues(WildAnimal wa)
 {
     // Purposefully left blank
 }
Esempio n. 24
0
 public void Action(WildAnimal wa)
 {
 }
Esempio n. 25
0
 public void CheckPlayerState(WildAnimal wa)
 {
     // Purposefully left blank
 }
Esempio n. 26
0
 public void InitializeValues(WildAnimal wa)
 {
 }
Esempio n. 27
0
 public void ReactionToPlayer(WildAnimal wa)
 {
     wa.annoyedTimeoutCounter -= Time.deltaTime;
 }
Esempio n. 28
0
 public void CheckPlayerState(WildAnimal wa)
 {
 }
Esempio n. 29
0
        private void displayWildAnimal()
        {
            DataLoaded = false;
            byte[] wildBytes = new byte[72];
            Array.Copy(MainForm.SaveData, wildOffset + 72 * wildTypeComboBox.SelectedIndex,
                wildBytes, 0, 72);
            currentWildAnimal = new WildAnimal(wildBytes);

            wildFriendshipNumericUpDown.Value = currentWildAnimal.Friendship;

            // Editing unappeared wild animal is disabled for now.
            if (currentWildAnimal.ID == 0xFF)
            {
                wildFriendshipNumericUpDown.Enabled = false;
                canEditWild = false;
            }
            else
            {
                wildFriendshipNumericUpDown.Enabled = true;
                canEditWild = true;
            }

            DataLoaded = true;
        }
Esempio n. 30
0
    void AnimalHunting(long workers)
    {
        int        count         = 0;
        WildAnimal ani           = WildAnimal.FindSomeone(out count);
        int        killedAnimals = 0;
        // prepare
        float speed          = 1;
        float attackDistance = 1;
        float attack         = 1f;
        float protection     = 0;
        float distance       = 10;

        //calc attributes
        foreach (var tool in m_tools)
        {
            foreach (var effectPair in tool.m_toolLink.m_effects)
            {
                var effect = effectPair.Value;
                switch (effect.m_name)
                {
                case "hunt":
                    attack += (1 + tool.m_value);
                    break;

                case "protection":
                    protection += tool.m_value;
                    break;

                case "attack_distance":
                    if (effect.m_value > attackDistance)
                    {
                        attackDistance = effect.m_value;
                    }
                    break;
                }
            }
        }

        if (attackDistance > distance)
        {
            distance = attackDistance;
        }

        bool  scared        = false;
        float aniHealth     = ani.m_protection * count;
        float squadreHealth = workers * 10;
        long  hunters       = workers;

        // fight!
        while (killedAnimals < count && !(scared && distance > attackDistance && ani.m_speed > speed) &&
               squadreHealth > 0)
        {
            //attack animals
            if (distance <= attackDistance)
            {
                aniHealth    -= attack * workers;
                killedAnimals = count - (int)((aniHealth / ani.m_protection) + (float.Equals(aniHealth % ani.m_protection, 0) ? 0f : 1f));
            }
            // animals attack
            if (distance <= 1)
            {
                float aniAttack = ani.m_attack * (count - killedAnimals) - protection * workers;
                if (aniAttack > 0)
                {
                    squadreHealth -= aniAttack;
                    workers        = (int)(squadreHealth / 10f + (squadreHealth % 10f > 0f ? 1f : 0f));
                }
            }
            scared = (count - killedAnimals) < ani.m_scary;

            distance += -speed + (scared ? 1 : -1) * ani.m_speed;
            if (distance < 0)
            {
                distance = 0;
            }
        }

        //how many hunters was killed
        long killedWorkers = hunters - workers;

        m_workers -= killedWorkers;
        Storage.m_storage.m_people.PeopleNumber -= killedWorkers;

        ani.m_count -= killedAnimals;

        for (int it = 0; it < ani.m_butcheringPerPerson.Length; it++)
        {
            var dep = ani.m_butcheringPerPerson[it];
            {
                for (int i = 0; i < dep.m_dependency.Count; i++)
                {
                    dep.m_dependency[i].m_count += dep.m_value[i] * killedAnimals;
                    GameMaterial mat = dep.m_dependency[i] as GameMaterial;
                    if (mat != null)
                    {
                        float maxCount = ((float)mat.StorageSize / mat.m_size);
                        if (dep.m_dependency[i].m_count > maxCount)
                        {
                            dep.m_dependency[i].m_count = maxCount;
                        }
                    }
                }
            }
        }
    }