int getHighestEnemyInitiativeId() { int highestEnemyInitiativeBonus = -1; int highestEnemyInitiativeId = -1; for (final Entity entity : getEnemyEntities()) { final int initBonus = entity.getHQIniBonus() + entity.getQuirkIniBonus(); if (initBonus > highestEnemyInitiativeBonus) { highestEnemyInitiativeBonus = initBonus; highestEnemyInitiativeId = entity.getId(); } } return highestEnemyInitiativeId; }
private void checkForBrokenEnemies() { // If the Forced Withdrawal rule is not turned on, then it's a fight // to the death anyway. if (!getForcedWithdrawal()) { return; } for (final Entity entity : getEnemyEntities()) { getHonorUtil().checkEnemyBroken(entity, getForcedWithdrawal()); } }
List<Entity> enemies = getOwner().getEnemyEntities(); List<Entity> friends = getOwner().getFriendEntities(); for (Entity e : enemies) {
Mockito.doReturn(enemyList).when(mockPrincess).getEnemyEntities();
fallTolerance, startingHomeDistance, getEnemyEntities(), getFriendEntities());
/** * Gives the "utility" of a path; a number representing how good it is. * Rankers that extend this class should override this function */ RankedPath rankPath(MovePath path, IGame game) { double fallTolerance = getOwner().getBehaviorSettings().getFallShameIndex() / 10d; Entity me = path.getEntity(); int homeDistance = distanceToHomeEdge(me.getPosition(), getOwner().getHomeEdge(me), game); int maxWeaponRange = me.getMaxWeaponRange(); List<Entity> enemies = getOwner().getEnemyEntities(); List<Entity> friends = getOwner().getFriendEntities(); Coords allyCenter = calcAllyCenter(me.getId(), friends, game); return rankPath(path, game, maxWeaponRange, fallTolerance, homeDistance, enemies, allyCenter); }
final List<Entity> enemies = getEnemyEntities();
for (final Entity e : getEnemyEntities()) { if (e.isDeployed() && (!e.isOffBoard())) { decentFacing = deployCoords.direction(e.getPosition());
int range = 9999; Entity closest = null; List<Entity> enemies = getOwner().getEnemyEntities(); for (Entity e : enemies) {
int range = 9999; Entity closest = null; List<Entity> enemies = getOwner().getEnemyEntities(); for (Entity e : enemies) {