public void GoOutside(World world) //decides if they go outside { Move.slotNum = Slot; mostHungry = 0; int prob; int thingy; for (int i = 0; i < world.neighborhood[houseSlot].family.Length; i++) { if (world.neighborhood[houseSlot].family[i] != null) { if (world.neighborhood[houseSlot].family[i].hunger > mostHungry) { mostHungry = world.neighborhood[houseSlot].family[i].hunger; //sets mostHungry to the most hungry person in the house } } } if (mostHungry > shoppingThreshhold && world.neighborhood[houseSlot].someoneShopping == false) { wentShopping = true; world.neighborhood[houseSlot].someoneShopping = true; Move.GoToStore(); Move.agent.radius = 0.15f; } if (wentShopping == false) { if (personalityType.Equals("Introverted")) { prob = (boredom - personalityModifier) / coop; //makes them more likely to stay inside if introverted, vice versa } else { prob = (boredom + personalityModifier) / coop; } thingy = Random.Range(0, 101); if (thingy <= prob) { wentOutside = true; Move.GoToPark(); } } }