public override void Calculate(List <Survivor> sel) { if (CurLoc.Scouted) { MaxDanger = 10; MinDanger = 0; } else { MaxDanger = 30; MinDanger = 10; } Danger = MaxDanger; SelSurv.Clear(); RequareTime = MaxRequareTime; int newDanger = MaxDanger; for (int i = 0; i < sel.Count; i++) { SelSurv.Add(sel[i]); SelSurv[i].Status = "Killing zombies"; newDanger -= (int)(SelSurv[i].SpecBonus.SoldierBonus * 3f); if (newDanger < MinDanger) { newDanger = 0; break; } } Danger = newDanger; }
public override void Calculate(List <Survivor> sel) { MaxDanger = 3; MinDanger = 0; Danger = MaxDanger; SelSurv.Clear(); RequareTime = MaxRequareTime; int newDanger = MaxDanger; for (int i = 0; i < sel.Count; i++) { SelSurv.Add(sel[i]); SelSurv[i].Status = "Scouting area"; newDanger -= (int)(SelSurv[i].SpecBonus.SoldierBonus * 3f); if (newDanger < MinDanger) { newDanger = 0; break; } } Danger = newDanger; }
public override void Calculate(List <Survivor> sel) { SelSurv.Clear(); int newRequareTime = MaxRequareTime; for (int i = 0; i < sel.Count; i++) { SelSurv.Add(sel[i]); SelSurv[i].Status = "Building Farm"; if (newRequareTime > MinRequareTime) { newRequareTime -= (int)SelSurv[i].SpecBonus.BuilderBonus; } } RequareTime = newRequareTime; }
public override void Calculate(List <Survivor> sel) { SelSurv.Clear(); int newRequareTime = MaxRequareTime; int newDanger = MaxDanger; for (int i = 0; i < sel.Count; i++) { SelSurv.Add(sel[i]); SelSurv[i].Status = "Reclaiming the area"; if (newRequareTime > MinRequareTime) { newRequareTime -= (int)SelSurv[i].SpecBonus.BuilderBonus; } if (newDanger > MinDanger) { newDanger -= (int)SelSurv[i].SpecBonus.SoldierBonus * 10; } } RequareTime = newRequareTime; Danger = newDanger; }