public override ScoreCollection Evaluate(State state) { var s1 = GetScore(state, PlayerType.Hero1); var s2 = GetScore(state, PlayerType.Hero2); var s3 = GetScore(state, PlayerType.Hero3); var s4 = GetScore(state, PlayerType.Hero4); return(PotentialScore.CreateCollection(s1, s2, s3, s4)); }
public virtual ScoreCollection Evaluate(State state) { var h1 = state.GetHero(PlayerType.Hero1); var h2 = state.GetHero(PlayerType.Hero2); var h3 = state.GetHero(PlayerType.Hero3); var h4 = state.GetHero(PlayerType.Hero4); var s1 = h1.Gold * 1000; var s2 = h2.Gold * 1000; var s3 = h3.Gold * 1000; var s4 = h4.Gold * 1000; s1 += h1.Mines * 800; s2 += h2.Mines * 800; s3 += h3.Mines * 800; s4 += h4.Mines * 800; //s1 += (int)h1.Health * 5; //s2 += (int)h2.Health * 5; //s3 += (int)h3.Health * 5; //s4 += (int)h4.Health * 5; return(PotentialScore.CreateCollection(s1, s2, s3, s4)); }